Emoji Aimer 7
Summary
Long item-implementation session. Started with the design + emoji selection for Meat Bone (the first real shop item), built the in-round HUD inventory, then redesigned the SNKRX-style merge/tier system into linear RoR2-style stacks after a "this is too complicated" mid-course correction. Implemented 12 items total (Meat Bone, Bacon, Hot Chili, Bone, Bow, Swords, Dagger, Shield, Snowflake, Skull, Hourglass, Direct Hit), plus a chunk of infrastructure: per-item event hooks, a cursor sprite-swap system, a right-wall buff stack, multiplier-panel juice, score helpers, and a slow-projectile bone-strike entity ported from EBB.
Items NOT yet tested by user (implemented this session, no feedback received):
- ⚔️ Swords —
ON HIT: +N DAMAGE - 🛡️ Shield —
ON MISS: KEEP COMBO. N USES, +1 PER 5 KILLS(with right-wall buff panel showing X/Y charges + recharge progress bar) - ❄️ Snowflake —
+N SECONDS TO COMBO WINDOW(0.5s per stack) - 💀 Skull —
AFTER A SPAWN: NEXT N HITS INSTAKILL(arms when bone/arrow spawns; cursor swaps to skull; overrides dagger) - ⏳ Hourglass —
+N SECONDS TO ROUND TIMER(5s per stack, applied at start_round) - 🎯 Direct Hit —
EVERY 5TH HIT: +N POINTS(5×stack bonus on every 5th hit of the round)
Items tested + iterated: 🍖 Meat Bone, 🥓 Bacon, 🌶️ Hot Chili, 🦴 Bone, 🏹 Bow, 🗡️ Dagger (cursor angle).
Orientation phase:
- Read
a327ex-site/logs/emoji-aimer-6.md,emoji-aimer/design.md,emoji-aimer/ideas.md,emoji-aimer/sap_reference.mdto recover prior session's state. - Prior session established 3 candidate items (🐝 Bee, 🦔 Hedgehog, 🥐 Croissant) plus locked the round/shop scaffold. Shop currently a placeholder with just NEXT ROUND button; all the kit infrastructure (tile grid, owned slots, tooltips, buy flow) still in the file but stripped from active draw/update.
Meat Bone — emoji selection conversation:
- User: "+1/+2/+3 points her hit, according to SAP items, what would be good emojis here?"
- Proposed 🍖 Meat Bone as the strongest fit (SAP food perk: "attacks deal +3 dmg" — literally the same shape as +N points per hit). Runners-up: 🥓 Bacon (one-shot stat), 🥕 Carrot Parisier, 🍤 Fried Shrimp, 🥩 Steak (one-shot).
- User locked Meat Bone. Asset downloaded via
curl https://em-content.zobj.net/source/twitter/376/meat-on-bone_1f356.png(512×512 PNG to match existing emojis).
Meat Bone — implementation (initial tier-based version):
- New
ITEMSregistry, gated onidstrings. Each entry:id,name,img,price,tiers = { {bonus, desc}, ... },desc_at(level)returning segments. SHOP_KIT_ITEMS = { ITEMS.meat_bone }(single entry);build_kit_gridupdated to spill past-catalog cells intoSHOP_KIT_EMPTY_CELLS(no more modulo cycling).item_level(id)linear scan ofSHOP_KIT_OWNED_SLOTS.item_tooltip_view(item, level)builds a synthetic table withdesc_segmentsfrom item'sdesc_at.target:hitreads Meat Bone level, adds bonus to score, spawns a+Ndamage_number above the target (originally yellow, later changed to blue).- Restored shop UI: hover loops in
shop_kit_update, grid/owned/tooltip draws indraw_shop_ui_kit, tier-aware tooltip viaitem_tooltip_view. - New
STARTING_ITEMS = { {item = ITEMS.meat_bone, level = 1} }for dev pre-grant. inventory_grant(item, level)+grant_starting_items()helpers; wired into boot +run_reset.
In-round HUD inventory grid:
- New
draw_hud_inventory(x, y, cols, slot_w, slot_h, gap, icon), placed below the timer + gold chips on the left wall column. - User asked for the grid to "cover the entire width of the column" — bumped from 2 cols × 24px to 3 cols × 28px with 4px gap (total 92, ~6px inset in 105-wide wall).
- Used
SHOP_KIT_OWNED_SLOTSdirectly (shared with shop) — owned items only, no empty placeholders. - Hover added later:
hud_inventory_eachiterator,hud_inventory_update(dt)gated onplaying/cleared,HUD_INV_HOVERED_SLOTdrives a tooltip drawn via existingshop_tooltip_size/draw_shop_tooltip. Tooltip caller passesshow_price = falseso the in-round version drops the coin chip.
SNKRX-style tier system (built then ripped out):
- First iteration: items had
tiers = { {bonus = 1, desc}, {bonus = 2, desc}, {bonus = 3, desc} }, descriptions rendered as colored segments+1/+2/+3with the active tier highlighted (matched SNKRX's[fg]/[light_bg]pattern). Found by readingInvoker/reference/SNKRX/buy_screen.lualine 1123:'[' .. (self.level == 3 and 'yellow' or 'light_bg') .. ']Lv.3'. - Implemented merge mechanic (Model B): 3 same-level items → 1 next-level item, with progress dots (0/1/2) visualizing pre-merge state.
progressfield on each owned slot;shop_kit_try_buybumped progress, triggered merge at progress=2. - Progress dots iterated from r=2 vertical-center-right → r=1 top-right (smaller, less prominent per user request).
- User: "this doesn't work that well. It's too complicated and not visual like it could be with SNKRX without us doing some significant changes to the way the UI works."
- Proposed three alternatives: (1) Linear stacking (RoR2-style), (2) SAP-style XP bar, (3) Direct tier purchase (Brotato/Hades). User picked (1).
Linear-stacking rewrite:
- Slot model:
{item, count, kind}. Droppedlevel/progressentirely. - Item model:
per_hit_bonus(single number, no tier array);desc_at(count)returns a plain string (multi-segment infra deleted). item_level→item_count.shop_kit_try_buy: existing →count += 1; new →count = 1. No merge logic.- New
draw_count_badge(cx, cy, w, h, count, badge, ox, oy, rot, sc)— keycap digit on top-left, hidden when count ≤ 1, multi-digit grows rightward. Replaced bothdraw_progress_dots(deleted) and the old level-digit draw block. - Several bugfixes during this rewrite:
- Lua draw() error on click —
combo_display:drawwas iteratingtier.dropswhich got nulled in the COMBO_TIERS rewrite. Fixed by readingtier.coin_chance > 0instead. - HUD count badge rendering "garbled, scaled improperly, not tied to the item" —
shop_level_layerwasn't camera-attached in non-shop states. Addedcamera_attach(main_camera, shop_level_layer)to the in-round attach block + matching detach. Bumped HUD badge size 8 → 10 to match shop badge (less aliasing at 10/512 scale vs 8/512). - Badge not following spring on buy —
draw_count_badgeonly took slot top-left, ignored transform. Rewrote signature to take(cx, cy, slot_w, slot_h, count, badge, ox, oy, rot, sc), pushes the slot transform ontoshop_level_layerso the badge inherits spring/shake/hover.
- Lua draw() error on click —
Bacon (additive's multiplicative cousin):
- User: "(N+1)x points per hit. So if you have 1 bacon all hits grant 2x points, 2 bacons = 3x points and so on."
ITEMS.bacon—per_hit_bonusnot used; computed inline.desc_at(count)returns'ON HIT: x' .. (count+1) .. ' POINTS'.compute_hit_score()helper centralizes:(1 + meat_bone*per_hit_bonus + combo_tier.score_bonus) × (bacon + 1). Used by primary hit, chili chain, bone strike.- New multiplier HUD panel at top-right under score panel:
MULT_PANEL_X/Y/W/H = (gw - SIDE_WALL_W/2 - 16, 50, 32, 20). Hidden when bacon = 0. - Asset: 🥓 from emojipedia.
- User asked to "juice the Nx frame below points when points are scored, in the same way as the points frame." Added
mult_panel_y_offsetglobal + tween, refactored score-awarding intoaward_score(amount)helper that does both score-chip tween AND mult-chip kick (gated on bacon owned). Used everywhere score is awarded:_apply_damage, coin pickup.
Hot Chili (renamed from Hot Pepper):
- User: "1 in 4 chance to hit +N targets on hit, any time a hit happens, run a chance to hit nearby targets once. Any targets hit should always show their HP so the player can never be confused about how much HP is left, make this the case for the entire game, not just this item. When dealing damage with chili, deal damage as though it would be dealt normally, but instead of spawning the usual particles spawn a single chili particle with emoji_particle class."
target.hp_visible = trueset intarget:new(wasfalseuntil first hit).chain_chance = 0.25on item.- New
target:chain_chili(count, score_amount)— walks nearest-from-previous chain ofcountalive targets, appliestarget:apply_chili_hit(score)to each. - New
target:apply_chili_hit(score)— usescompute_hit_damage()for damage, scores via_apply_damage, spawns ONE chili emoji_particle (initially scale 1.0, later bumped to 2.0 per user request for "bigger chili emoji_particle"). No combo bump; no recursive chili. - New
find_nearest_alive(cx, cy, exclude_set)helper. - User changed desc:
ON HIT: 1 IN 4 CHANCE TO HIT N NEARBY TARGETS(was1 IN 4 ALSO HITS N NEARBY TARGETS).
Combo tier rewrite:
- User: "Combo tiers: 0-9 - nothing, 10-19 - +1 point per hit, 20-29 - 1 in 4 chance to drop a gold coin on hit, gold coin grants 5 points. Leave the next tiers after this empty, removing even their current abilities to spawn other resources."
COMBO_TIERStable:dropsarray replaced with{score_bonus, coin_chance}. Tier 0: nothing. Tier 10:score_bonus=1. Tier 20+:score_bonus=1, coin_chance=0.25. Cumulative (tier 50 still gets +1 bonus).roll_drops(x, y)→roll_coin_drop(x, y), fires per-HIT in_apply_damage(not per-kill).- Coin pickup grants
+5 scorein addition to+1 gold(resource:update branch forself.kind == 'coin'). - Damage popup color changed from yellow to blue. Per-hit popup now shows total hit score (always at least
+1), not just the bonus. combo_display:drawrewrite: dropped the per-kind icon iteration (coin/gem/crown), now just shows coin icon whentier.coin_chance > 0.
Bone — initial implementation (chain-on-kill):
- User: "Bone: a bone falls from the sky towards a target a chains 2 times, dealing 1 damage and scoring the same amount of points the player scores, subsequent adds add 2 chains per extra bone, 3 bones = 6 chains."
- First version:
bone_strikeclass spawning above target, falling vertically withvy = 600, on land instantly chains to 2*count more nearest-from-previous targets. Single frame: fall + land + chain all done.score_per_hitsnapshotted at spawn fromcompute_hit_score(). apply_bone_hit(score_amount)deals 1 damage, scores via_apply_damage, originally spawned 1 bone particle.
Bone — reworked (slow physical projectile):
- User: "1 in every 4 kills drops the bone, the bone should be a slow projectile that rotates around itself as it moves, much slower than now, and chaining should be the projectile physically moving around."
- Rewrote
bone_strikeas a chaining projectile: speedBONE_PROJECTILE_SPEED = 150 px/s, spinBONE_PROJECTILE_SPIN = 3π/s(~1.5 rotations/sec). Picks nearest alive target, physically moves toward it, on impact applies hit + decrements hops + retargets. Retargets mid-flight if current target dies. - User: "Spawn multiple bone emoji_particles with gravity on bone hit, it should actually be 1 in 4 kills, not 25% chance." Changed:
apply_bone_hitspawns 3-5 bone particles withgravity = 250, random velocity 80-180, scale 0.8-1.2.- Drop trigger changed from
random_float(0, 1) < drop_chance(probabilistic) tokills % drop_every_n_kills == 0(deterministic 1-in-4). - Renamed
drop_chancefield →drop_every_n_kills.
- User: "The bone should actually fall from the sky." Added
BONE_SPAWN_Y = -30constant;spawn_bone_strikenow spawns at(kill.x, BONE_SPAWN_Y)so the chase logic naturally produces a "fall from sky" first hop before transitioning to horizontal chains.
Always-visible HP bars:
- User request bundled with Hot Chili: HP bar always visible, not just after first hit.
target:newnow setshp_visible = true. Removed the on-hit-show logic from_apply_damage.
Refactor: _apply_damage consolidation:
- New internal
target:_apply_damage(amount, score_amount, hit_x, hit_y)consolidates the shared per-hit work: damage, flash, HP-bar pulse,award_score,roll_coin_drop, kill check. Caller handles combo bump + particles. target:hit,target:apply_chili_hit,target:apply_bone_hit(and laterapply_arrow_hit) all route through it.
20-item proposal (round 1):
- User asked for "20 items you think would make sense in the game that are pretty simple and also needed to make the game work. Consider all events we have, all build archetypes we might have in the future too that make sense."
- Listed: Meat Bone, Bacon, Bee, Hot Chili, Bone, High Voltage, Collision, Fire, Sparkles, Shield, Coin, Gem, Crown, Magnet, Egg, Honey, Hourglass, Four Leaf Clover, Direct Hit, Snowflake. Each mapped to per-hit / per-kill / per-miss / per-tier-up / per-resource-pickup / per-round triggers.
Tag-family recovery + emoji ideas (round 2):
- User: "The previous log discussion had a few more ideas, especially ideas in terms of archetypes (like gambler, hunter, etc). Try to recover those and also imagine emojis along those lines."
- Recovered from session 5 logs: 6 tag families (HUNTER, MAGE, MONK, MERCHANT, HERMIT, GAMBLER) and 12 archetype clusters (Avalanche, Sky Rain, Density, Ricochet, Setup→Spend, Glass Cannon, Tier Climber, Tag Pyramid, Magnet/Resource Cascade, Conversion Engine, Crit/Lucky, Multiplier Stacker).
- Proposed emoji items per tag family with cluster mappings.
Items implementation batch (8 new):
- User: "Let's try to keep things simple and just implement various passives until the game feels fun to play." Specced: Bow/Arrow, Swords, Dagger, Shield, Snowflake, Skull, Hourglass, Direct Hit. Plus "juice the Nx frame below points when points are scored."
- Asset prep: copied
arrow.png,dagger.pngfromemoji-ball-battles/assets/; downloadedsnowflake.pngfrom emojipedia. - All 8 items defined in
ITEMSwithdesc_atfunctions using newplural(n, root, suffix)helper for grammar. - Trigger logic:
- ⚔️ Swords:
compute_hit_damage()=BASE_DAMAGE + item_count('swords'). Applies to primary hit + chili chain hits; bone/arrow stay at fixed 1 damage. - 🗡️ Dagger:
dagger_armedbool, armed whendagger_kill_counter % 4 == 0. On hit if armed:damage = self.hp(exact instakill), disarm. Cursor swaps to dagger sprite when armed. - 🛡️ Shield:
shield_charges(= stack count at round start),shield_recharge_counter.on_missconsumes a charge if available (skips combo break entirely). Per-kill recharge counter ticks up torecharge_every_n_kills = 5, refills charge, resets counter. - ❄️ Snowflake:
compute_combo_window()=COMBO_WINDOW + count*0.5. Replacescombo_timer = COMBO_WINDOWintarget:hit. - 💀 Skull:
skull_charges, armed viaarm_skull_on_spawn()from any bone/arrow spawn site.skull_charges = max(charges, count). On hit if charges > 0: instakill, decrement. Cursor swaps to skull; takes priority over dagger. - ⏳ Hourglass:
round_timer = ROUNDS[idx].time + count*5instart_round. - 🎯 Direct Hit:
hits_this_roundcounter; on every 5th hit,hit_score += count*5. Reset instart_round.
- ⚔️ Swords:
- Cursor sprite swap:
cursor:updatesetsself.imageandself.image_rotation_offsetbased onskull_charges > 0 → skull,dagger_armed → dagger, else backhand.cursor:drawusesimage_rotation_offsetin the render rotation. Initial dagger offset-3π/4(matching EBB's weapon_rotation_offset) — proven wrong, see later. - Right-wall buff stack: new
draw_buffs()+draw_buff_shield(y)below the multiplier panel. Shield buff shows icon +X/Ycharges + blue recharge progress bar at the bottom of the chip. award_score(amount)helper consolidates score-chip + mult-chip animation; used by_apply_damageand coin pickup.
Bow — initial implementation:
- First pass:
arrow_strikefalling straight down from random x, piercing all targets in path. Generated cascade-prevention concern (arrows kill, killed targets respawn arrows) — gated tokills % 4 == 0to match bone.
Bow — user refinements (multi-iteration):
- User: "Bow and Arrow -> Bow for space; 'Every 4th kill: drops 1 arrow that pierces targets' Scale the arrow larger, same scaling as in emoji ball battles. Angle the arrow according to its velocity, the default angle for arrow is different than 0, so you need to take where it is in the image into account, use emoji ball battles as reference. Always spawn the arrow from the center position above the screen, but angle it towards a single target at high velocity, use same velocity as emoji ball battles. When the arrow hits a wall, copy from emoji ball battles as well, spawning a stuck wall arrow object."
- Investigated EBB code: arrow scale
26/512, rotation offset+3π/4(encoded inweapons:push(arrow_x, arrow_y, self.angle + 3*math.pi/4, arrow_scale, arrow_scale)at line 2351).stuck_arrowclass at line 4795 with hold + flicker fadeout. - Renamed item
BOW AND ARROW→BOW(space concerns). Description:EVERY 4TH KILL: DROPS 1 ARROW THAT PIERCES TARGETS. - Rewrote
arrow_strike:- Spawn from
(gw/2, -30)(top-center, above screen). - Pick random alive target, aim at it:
target_angle = math.atan(target.y - self.y, target.x - self.x). Falls back to straight down if no targets alive. vx, vy = cos(angle)*600, sin(angle)*600.ARROW_PROJECTILE_SPEED = 600(high velocity).- Scale
26/512(matches EBB exactly).ARROW_ANGLE_OFFSET = 3π/4constant. - On side wall crossing →
spawn_stuck_arrow(wall_x, arrow.y, angle), kill projectile. - Off-screen top/bottom → just despawn.
- Spawn from
- New
stuck_arrowclass: holds visible 0.9-1.0s, thentimer_every6 toggles at 0.1s, thentimer_afterkills. Usesarrow_imgwithangle + 3π/4rotation. - User: "Arrow should be affected by gravity, and should be draw behind the walls so it looks properly stuck."
- Added
ARROW_GRAVITY = 400(px/s²) applied tovyeach frame. Aim stays direct (no projectile-motion compensation). - Stuck arrow draw target changed from
effects_layertogame_layer; newbehind_walls = trueflag on the entity. In-round draw block now has a pre-walls pass that iterates effects and drawsbehind_walls-flagged ones BEFORE the wall rectangles. Normal effects loop skips them. Wall fill covers the embedded portion.
Dagger cursor angle — multiple iterations:
- User: "Dagger needs to be angled like the cursor, currently its angled down, similar problem as the bow, you need to take the initial angle of the image into account."
- Iter 1:
-3π/4(EBB'sweapon_rotation_offsetfor daggers). User: "Dagger is currently angled right". - Iter 2:
-π/8(matching backhand). User: "Dagger is now angled down and to the left, needs to be angled up instead and to the left instead." - Iter 3:
-π/8 + π/2 = +3π/8. User shared screenshot showing dagger pointing upper-right: "Right idea but needs to be more vertical than horizontal." - Iter 4:
+5π/8(final). Reasoning: from data points-π/8 → SW,+3π/8 → NE-ish, inferred dagger natural orientation ≈+3π/4(SW). To get NNW (-5π/8 rendered): offset =-5π/8 - 3π/4 = -11π/8 ≈ +5π/8(normalized). EBB's weapon offset doesn't apply because it's calibrated against ball.angle, not a static cursor anchor.
Spacing + description polish:
- User: "Increase spacing between grid elements, increase spacing between points and multiplier frame. points/point should be correct based on whether it's singular or multiple, same for other passives. Add the trigger at the start of the description for the passive: ON HIT:, ON KILL: etc. Add a maximum wrap width to the description text."
HUD_INV_GAP4 → 6.MULT_PANEL_Ygap above the multiplier panel 4 → 8.plural(n, root, suffix)helper. Alldesc_atfunctions now use trigger prefixes (ON HIT:,ON KILL:,EVERY 4TH KILL:).- Final descriptions:
- Meat Bone:
ON HIT: +N POINT(S) - Bacon:
ON HIT: xN POINTS - Hot Chili:
ON HIT: 1 IN 4 CHANCE TO HIT N NEARBY TARGET(S) - Bone:
EVERY 4TH KILL: DROPS A BONE THAT CHAINS N TIME(S) - Bow:
EVERY 4TH KILL: DROPS 1 ARROW THAT PIERCES TARGETS - Swords:
ON HIT: +N DAMAGE - Dagger:
EVERY 4TH KILL: NEXT HIT INSTAKILLS A TARGET - Shield:
ON MISS: KEEP COMBO. N USE(S), +1 PER 5 KILLS - Snowflake:
+0.5/+1.0/+1.5/... SECONDS TO COMBO WINDOW - Skull:
AFTER A SPAWN: NEXT N HIT(S) INSTAKILL - Hourglass:
+N SECOND(S) TO ROUND TIMER - Direct Hit:
EVERY 5TH HIT: +N POINTS
- Meat Bone:
- Tooltip word-wrap:
SHOP_TOOLTIP_DESC_WRAP_W = 130. Newwrap_text(text, max_w, font_name)greedy word-wrap.shop_tooltip_sizeheight =#lines × line_h, content width =max(header_w, max_line_w, MIN_W).draw_shop_tooltiprenders lines vialayer_textloop. Olddesc_segments_widthand segment-based renderer deleted (multi-color highlight infrastructure no longer needed after the linear-stacks pivot). show_priceparameter added toshop_tooltip_sizeanddraw_shop_tooltipso in-round HUD tooltip can suppress the coin chip in the header.
Click-during-transition behavior:
- User: "Clicking as the transition screen is appearing should make all text appear immediately, clicking again should continue. Clicking from shop transition to next round shouldn't apply the click to the next round before the transition circle has faded completely."
- Added
PAYOUT_FULL_TYPE_T = 4*REVEAL_DELAY + DROP_DURATION + HINT_DELAY + 17/TYPE_RATE = 2.29s(computed from existing constants +#'CLICK TO CONTINUE'). First click during payout snapspayout.elapsed = PAYOUT_FULL_TYPE_T; second click advances to shop/won as before. - In-round click handler gated on
transition.phase == nilso clicks during the shop→round wipe don't fire target hits or misses. Spawn-tick still ticks so initial targets are in place by the time the wipe reveals.
Errors and fixes:
- "Lua draw() error: attempt to index a nil value" on click →
combo_display:drawline 1446 iteratedtier.dropswhich was removed in the COMBO_TIERS rewrite. Replaced the per-drop icon block with a singleif tier.coin_chance > 0coin icon path. - HUD count badge rendering issues (garbled, not following the slot) — two fixes:
shop_level_layernot camera-attached in non-shop states → digit at screen-space coords while everything else wobbled with handcam. Added attach/detach pair in the in-round camera block.- Badge stayed at the slot's static top-left through buy spring → rewrote
draw_count_badgeto takecx, cy, slot_w, slot_h, count, badge, ox, oy, rot, sc, push the slot transform ontoshop_level_layerand render digits in slot-local space. Both shop owned slots and HUD slots now pass their full transform.
End-session skill modification:
- User: "Before this, change the end session skill so that you don't need to ask me for approval on the summary, just write it directly without showing it to me."
- Edited
E:/a327ex/.claude/skills/end-session/SKILL.mdStep 3 from "Get User Approval" (show summary, wait for approval) to "Proceed Without Approval" (write directly; user can request follow-up edits after seeing the committed log).
Shop catalog state:
- 20 slots (5×4 grid) filled with the 12 items + duplicates. Layout:
meat_bone, bacon, hot_chili, bone, bow, swords, dagger, shield, snowflake, skull, hourglass, direct_hit, meat_bone, bacon, hot_chili, bone, bow, swords, dagger, shield. STARTING_ITEMSstill pre-grants just Meat Bone (count=1) for testing baseline.
Untested items recap (flagged for next session): The user gave specific feedback on Bacon (juice tweaks, multiplier frame), Hot Chili (bigger particle, rename), Bone (multiple rework rounds), Bow (multiple rework rounds), and Dagger (cursor angle iterations). The remaining six items — Swords, Shield, Snowflake, Skull, Hourglass, Direct Hit — were implemented but received no in-session test feedback. They're ready to try in the next session.
Let's continue with Emoji Aimer. Last session we hooked up the game logically and this session I think we'll implement items. Read the last log summary and documents to get oriented.
Bash (ls E:/a327ex/emoji-aimer/ 2>/dev/null || ls E:/a327ex/ | grep -i aimer)
anchor/
anchor.exe*
assets/
design.md
ideas.md
main.lua
reference/
run.bat
sap_reference.md
Bash (ls E:/a327ex/emoji-aimer/reference/ 2>/dev/null; echo "---"; ls E:/a327ex/websit...)
ui_shop.png
medals/
ui_kit_1.png
ui_kit_2.png
ui_kit_3.png
ui_kit_4.png
ui_kit_5.png
ui_kit_7.png
ui_layout_1.png
ui_layout_2.png
ui_layout_3.png
ui_layout_4.png
ui_layout_5.png
ui_layout_6.png
ui_layout_7.png
ui_mockup.html
---
Bash (ls E:/a327ex/anchor.blot.im/ 2>/dev/null | head -30; echo "---"; ls E:/a327ex/a3...)
context/
files/
logs/
messages/
notes/
pages/
---
orblike-profiler-and-live-recording.md
orblike-project-bootstrap.md
orblike-redesign.md
orblike-snkrx-archeology.md
orblike-steering-and-17-mods.md
orblike-to-invoker.md
orblike-tutorial-map-and-wall-layers.md
orblike-ui-1.md
orblike-ui-2.md
orblike-visual-aural-consistency.md
orblike-wall-visuals-ability-editions.md
ricochet.md
steam-game-recommendations.md
thalien-lune-design-1.md
thalien-lune-design-2.md
thalien-lune-design-3.md
thalien-lune-gameplay.md
ui-design-1.md
ui-design-2.md
website-redesign.md
Bash (ls E:/a327ex/a327ex-site/logs/ | grep -i aimer)
emoji-aimer-1.md
emoji-aimer-2.md
emoji-aimer-3.md
emoji-aimer-4.md
emoji-aimer-5.md
emoji-aimer-6.md
Read (E:/a327ex/a327ex-site/logs/emoji-aimer-6.md)
File content (92981 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.
Read (E:/a327ex/a327ex-site/logs/emoji-aimer-6.md)
1 Title: Emoji Aimer 6
2 Date: 2026-05-13 21:18:37
3
4 # Emoji Aimer 6
5
6 ## Summary
7
8 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.
9
10 **SAP wiki research → sap_reference.md:**
11 - Goal: structural reference for designing 3-tier modifier emojis. Every emoji in Emoji Aimer has L1/L2/L3 tiers (e.g. "+1/+2/+5 per hit"), so SAP's L1/L2/L3 progression is the structural fit being mined.
12 - Fetched via WebFetch in parallel: Tier 1 (~55 pets full), Tier 2 (~58 full), Tier 3 (~60 full + 10 name-only), Tier 4 (~50 full across Turtle/Star/Puppy/Golden/Unicorn/Weekly), Tier 5 (~10 full + 60 name-only), Tier 6 (20 full via dedicated pet pages + 70 name-only via /wiki/Tier_6 listing), Tokens (35), Foods (~110 across T1-T6), Food Perks (~60), Toys (~30 including Witch/Adventurous/Griffin/Wondrous/Nostalgic/Doom/King categories).
13 - WebFetch repeatedly truncated long pages — discovered the `index.php?title=Pets&action=raw` URL gave fuller content. Tier 6 abilities required individual pet page fetches (Dragon, Tiger, Phoenix, Cat, Snake, Mammoth, Gorilla, Boar, Fly, Leopard, Tyrannosaurus, Reindeer, Sabertooth, Manticore, Hydra, Cobra, Octopus, Ammonite, Walrus, Wolverine).
14 - Doc structure: tier-by-tier sections with `Name — Trigger → Effect | L1/L2/L3` format. Closing "SAP → Emoji Aimer mappings" section sketches 12 worked examples (Croissant, Pig, Honey, Cat, Dragon, Snake, etc.) and flags the 5 richest archetypes to mine first: Croissant-style (cumulative per round), Pig-style (sell payouts), Honey-style (summon-on-miss), Cat-style (multipliers), Dragon-style (purchase-triggered stacks).
15
16 **Design lockdown before implementation:**
17 - User specified: 5 rounds, score targets 10/20/60/80/120, +1 per HIT (not per kill), no combo-tier multipliers (deferred), payout numbers Cleared $10/Time Banked $1 per 2s/Interest $1 per $5 cap $5, soft-fail = run ends + New Run button, push-past-target burns time-bank gold, shop has NO grid (no items implemented yet — just the Next Round button).
18 - Payout flow per user spec: "circle plays out, numbers appear progressively in middle of screen, then once the player clicks again the transition happens again to the shop" — initially built as two transitions, later restructured (see below).
19
20 **Phase 1 — score system + ROUNDS rewrite + HUD chip:**
21 - ROUNDS table: dropped `target_kills` field, replaced with `score_target`. Values: 10 / 20 / 60 / 80 / 120. Comment block at lines 116-134 (CASH_OUT_BTN_* constants + ROUNDS) updated.
22 - Renamed `END_ROUND_BTN_*` constants → `CASH_OUT_BTN_*` (the original was a placeholder for a never-implemented button).
23 - New globals: `score`, `score_display`, `score_chip_y_offset`, `score_chip_timer`, `cash_out_btn`, `new_run_btn`, `payout` table, `death_reason`.
24 - `target:hit` now does `score = score + 1` (per HIT). User correction: I initially put it in `target:die` (per kill); user flagged this — moved to `target:hit` after the combo bump.
25 - Score panel display state mirrors the gold-chip pattern: `score_display` lags `score`, tweens cubic_out 0.25s; `score_chip_y_offset` snaps to +3 on each hit and linearly returns to 0 over 0.2s. Tagged as 'score_tween' / 'score_offset' so back-to-back hits replace in-flight tweens.
26 - `score_chip_timer` ticks every frame in `update()` (not gated by state).
27 - Reset score + score_display + score_chip_y_offset in `start_round` and `run_reset`.
28
29 **Phase 2 — Cash Out button + lost state:**
30 - Added Cash Out button rendering: only visible in 'playing' when `score >= score_target`. Click → `game_state = 'cleared'` (existing vacuum + transition flow).
... [70 more lines]
Read (E:/a327ex/a327ex-site/logs/emoji-aimer-6.md)
100
101 **ideas.md created with three modifier concepts:**
102 - "Streaks of hits against full HP targets grant +N points per hit, where N is the streak size"
103 - "+1/+2/+5 points per hit on non-repeat hits on targets"
104 - "If all targets on screen have 1 HP, the next hit on a target kills all of them"
105 - Initial draft included unification commentary ("variety streak" frame), but user requested just the three lines.
106 - Discussed phrasing tweaks. User finalized to (kept in conversation, ideas.md stayed as the original three lines):
107 - +1/+2/+5 points on first hit dealt to a target
108 - When every target is at 1HP, the next hit kills all of them
109 - Build a streak by hitting only fresh targets, +N points per streak hit, where N is the streak size
110 - Discussed emoji picks via SAP reference: 🐝 Bee for #1 (pollinates fresh flowers, iconic SAP token), 🦔 Hedgehog for #2 (canonical SAP AoE-on-faint, pops fragile things), 🥐 Croissant for #3 (canonical SAP scaling-over-time perk, user called it out in session 1's project intro). Snake/Hummingbird/Mushroom flagged as runners-up. Set reads cleanly together — three distinct play patterns without metaphor overlap.
111
112 ---
113
114
115 > 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), 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.
116
117 <details>
118 <summary><code>ToolSearch </code></summary>
119
120 <pre><code>[
121 {
122 "type": "tool_reference",
123 "tool_name": "WebFetch"
124 },
125 {
126 "type": "tool_reference",
127 "tool_name": "TodoWrite"
128 }
129 ]</code></pre>
... [170 more lines]
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]
Read (E:/a327ex/emoji-aimer/ideas.md)
1 * Streaks of hits against full HP targets grant +N points per hit, where N is the streak size.
2 * +1/+2/+5 points per hit on non-repeat hits on targets.
3 * If all targets on screen have 1 HP, the next hit on a target kills all of them.
4
Bash (wc -l E:/a327ex/emoji-aimer/main.lua E:/a327ex/emoji-aimer/sap_reference.md)
3500 E:/a327ex/emoji-aimer/main.lua
759 E:/a327ex/emoji-aimer/sap_reference.md
4259 total
Read (E:/a327ex/emoji-aimer/sap_reference.md)
1 # Super Auto Pets Reference for Emoji Aimer
2
3 > **Purpose.** This is a *design reference*, not gameplay copy. We're using SAP's pets/foods/perks/toys as a stockpile of trigger-and-effect shapes for Emoji Aimer's modifier emojis. Every Emoji Aimer modifier has 3 tiers (e.g. "+1 / +2 / +5 per hit"), so SAP's L1/L2/L3 pattern is the structural fit we want to lift. When borrowing a name, we want the *intuitive resonance* — SAP players should look at Croissant and roughly guess "this scales something per round."
4 >
5 > **Source.** [Super Auto Pets Wiki](https://superautopets.wiki.gg/) — Pets, Food, Food Perks, Toys, Tokens pages, accessed 2026-05-13. Some Tier 3/5/6 entries are name-only when the wiki page truncated during fetch — those can be looked up individually as needed.
6 >
7 > **Format.** Each entry is `Name — Trigger → Effect | L1 / L2 / L3`. Stats given as ATK/HP where relevant. Pack is noted in parentheses when the pet is pack-specific.
8 >
9 > **Adapting to Emoji Aimer.** SAP's "in-battle" triggers (Start of Battle, Friend Attacks, Faint) map roughly to:
10 > - `Start of round` (SAP: Start of Battle)
11 > - `Per hit` (SAP: After Attack)
12 > - `Per N hits` (SAP: works N times per turn)
13 > - `On miss / combo break` (SAP: Hurt, Faint)
14 > - `On combo tier up` (SAP: Level Up)
15 > - `On cash out` (SAP: End Turn / Sell)
16 > - `On round end / shop refresh` (SAP: Start of Turn)
17 >
18 > SAP-style verbs to reuse: *Gain*, *Give*, *Stock*, *Summon*, *Spawn*, *Faint*, *Sell*, *Hurt*, *Knock Out*, *Roll*, *Friend*, *Adjacent*, *Nearest*, *Front-most*, *Back-most*.
19
20 ---
21
22 ## Tier 1 Pets
23
24 - **Ant** — Faint → give random friend stat boost | +1/+1 ATK/HP / +2/+2 / +3/+3
25 - **Beaver** — Sell → give two random friends ATK | +1 / +2 / +3
26 - **Cricket** — Faint → summon Zombie Cricket | 1/1 / 2/2 / 3/3
27 - **Duck** — Sell → give shop pets HP | +1 / +2 / +3
28 - **Fish** — Level up → give two friends stat boost | +1/+1 / +2/+2 / —
29 - **Horse** — Friend summoned → give summoned friend ATK (in battle) | +1 / +2 / +3
30 - **Mosquito** — Start of battle → deal 1 damage to N random enemies | 1 / 2 / 3
... [90 more lines]
Let me check the main.lua to understand how items are currently structured (placeholder shop) and look at the shop UI specifically.
Grep (SHOP_KIT_TILES|ITEMS|shop_kit|item.name|owned_items|inventory)
257:-- grid and inventory rather than getting hidden behind tiles or tooltips.
445:-- Both tweens are tagged ('gold_tween' / 'gold_offset') on shop_kit_timer
450:shop_kit_timer = timer_new()
1886:SHOP_KIT_ITEMS = {
1920:-- sold — true once shop_kit_try_buy consumed this tile
1922:-- hovered — transient mouseover flag set by shop_kit_update
1967: if errored then banner_col, banner_text = red(), t.item.name
1968: elseif affordable then banner_col, banner_text = yellow(), t.item.name
1969: else banner_col, banner_text = gray(), t.item.name end
2055: local title_w = font_get_text_width('main', item.name)
2095: layer_text(ui_top_content_layer, item.name, fonts.main, x + pad, header_text_y, white())
2319:-- screen. Cells with an item live in SHOP_KIT_TILES (interactive — hover
2322:SHOP_KIT_TILES = {}
2333:-- and "sold" once shop_kit_try_buy consumes it.)
2350:-- populated by shop_kit_try_buy and rendered by draw_shop_owned_slot.
2354:-- Persistent state for the NEXT ROUND button. Built in shop_kit_init,
2355:-- ticked by shop_kit_update (spring + hover + click), rendered from
2367:-- different 20-item slice of SHOP_KIT_ITEMS (via offset cycling) so
2388:-- by shop_kit_update; used by draw_shop_ui_kit to render the tooltip.
2430:-- Build (or rebuild) SHOP_KIT_TILES for the given tier. Items are picked
2431:-- from SHOP_KIT_ITEMS with the tier's offset, wrapping so each tier shows
2438: SHOP_KIT_TILES = {}
2447: local item_idx = ((local_idx - 1 + tier.offset) % #SHOP_KIT_ITEMS) + 1
2451: item = SHOP_KIT_ITEMS[item_idx],
2459: SHOP_KIT_TILES[#SHOP_KIT_TILES + 1] = t
2484:function shop_kit_init()
2488: for i, item in ipairs(SHOP_KIT_ITEMS) do
2572:local function shop_kit_find_owned_slot_with(item)
2578:local function shop_kit_find_empty_owned_slot()
2586:local function shop_kit_error(tile)
... [20 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
1880
1881 -- Sample items used by the kit demo. Names use the natural Twemoji names
1882 -- (uppercase, spaces between words) so we surface overflow on the long
1883 -- ones (FOUR LEAF CLOVER, CROSSED SWORDS, etc.) and can decide how to
1884 -- handle it. Real shop-item definitions will live elsewhere once the
1885 -- shop's mechanics are designed.
1886 SHOP_KIT_ITEMS = {
1887 { name = 'SHIELD', img = shield_img },
1888 { name = 'CROSSED SWORDS', img = crossed_swords_img },
1889 { name = 'BOW AND ARROW', img = bow_and_arrow_img },
1890 { name = 'MAGIC WAND', img = magic_wand_img },
1891 { name = 'RED HEART', img = red_heart_img },
1892 { name = 'FOUR LEAF CLOVER', img = four_leaf_clover_img },
1893 { name = 'MAGNET', img = magnet_img },
1894 { name = 'SKULL', img = skull_img },
1895 { name = 'BOMB', img = bomb_img },
1896 { name = 'FEATHER', img = feather_img },
1897 { name = 'EYE', img = eye_img },
1898 { name = 'TEST TUBE', img = test_tube_img },
1899 { name = 'COFFEE', img = coffee_img },
1900 { name = 'HOT PEPPER', img = hot_pepper_img },
1901 { name = 'BONE', img = bone_img },
1902 { name = 'LOCKED', img = locked_img },
1903 { name = 'COIN', img = coin_img },
1904 { name = 'GEM', img = gem_img },
1905 { name = 'CROWN', img = crown_img },
1906 { name = 'DIRECT HIT', img = direct_hit_img },
1907 { name = 'STAR', img = star_img },
1908 { name = 'HIGH VOLTAGE', img = high_voltage_img },
1909 { name = 'HOURGLASS', img = hourglass_img },
... [90 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2300
2301 local lbl_w = font_get_text_width('main', label)
2302 local text_x = math.floor(cx - lbl_w/2)
2303 local text_y = math.floor(cy - 11/2 + 1) + 1
2304 layer_text(ui_content_layer, label, fonts.main, text_x, text_y, white())
2305 end
2306
2307 -- Translucent dim band with a padlock — overlay on top of a locked tier
2308 -- section in the catalog grid. Caller passes the section's full bbox.
2309 function draw_shop_locked_overlay(x, y, w, h)
2310 layer_rectangle(ui_panel_layer, x, y, w, h, color(48, 49, 50, 200)())
2311 local icon_size = 24
2312 local s = icon_size/locked_img.width
2313 layer_push(ui_content_layer, x + w/2, y + h/2, 0, s, s)
2314 layer_image(ui_content_layer, locked_img, 0, 0)
2315 layer_pop(ui_content_layer)
2316 end
2317
2318 -- Kit tiles laid out in a 7-col × 3-row grid filling the middle of the
2319 -- screen. Cells with an item live in SHOP_KIT_TILES (interactive — hover
2320 -- + shake + spring); cells past the item count live in SHOP_KIT_EMPTY_CELLS
2321 -- as {x, y} placeholders rendered as desaturated empty slots.
2322 SHOP_KIT_TILES = {}
2323 SHOP_KIT_EMPTY_CELLS = {}
2324
2325 SHOP_KIT_COLS = 5
2326 SHOP_KIT_ROWS = 4
2327 SHOP_KIT_GAP = 8
2328 SHOP_KIT_ORIGIN_X = 96 -- leaves room on the left for the owned-items column + a ~28px gutter
2329 SHOP_KIT_ORIGIN_Y = 34 -- leaves room above for the tier strip (y=4..22) + a 12px gutter
... [170 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2500 local owned_pitch = SHOP_OWNED_SLOT_W + SHOP_OWNED_GAP
2501 for r = 0, SHOP_OWNED_ROWS - 1 do
2502 for c = 0, SHOP_OWNED_COLS - 1 do
2503 local idx = r*SHOP_OWNED_COLS + c + 1
2504 local x, y = SHOP_OWNED_ORIGIN_X + c*owned_pitch,
2505 SHOP_OWNED_ORIGIN_Y + r*owned_pitch
2506 local s = {
2507 x = x, y = y, w = SHOP_OWNED_SLOT_W, h = SHOP_OWNED_SLOT_H,
2508 item = nil,
2509 level = nil,
2510 kind = 'slot',
2511 }
2512 SHOP_KIT_OWNED_SLOTS[#SHOP_KIT_OWNED_SLOTS + 1] = s
2513 end
2514 end
2515
2516 -- Next-round button — bottom-right, centered horizontally with the
2517 -- owned-slot column. y=244 puts the button bottom (262) 8px above the
2518 -- screen bottom, matching the 8px from screen top to the shop/tier
2519 -- frame top.
2520 local owned_col_w = SHOP_OWNED_COLS*SHOP_OWNED_SLOT_W
2521 + (SHOP_OWNED_COLS - 1)*SHOP_OWNED_GAP
2522 local owned_center = SHOP_OWNED_ORIGIN_X + owned_col_w/2
2523 SHOP_KIT_NEXT_BUTTON = {
2524 x = math.floor(owned_center - SHOP_BUTTON_W/2),
2525 y = 244,
2526 w = SHOP_BUTTON_W,
2527 h = SHOP_BUTTON_H,
2528 label = 'NEXT ROUND',
2529 variant = 'primary',
... [220 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2750
2751 local title = 'SHOP'
2752 local title_w = font_get_text_width('mid', title)
2753 layer_text(ui_content_layer, title, fonts.mid,
2754 math.floor(SHOP_LEFT_CENTER_X - title_w/2), 11, white())
2755
2756 local sub = 'ROUND ' .. (round_index + 1) .. '/' .. #ROUNDS
2757 local sub_w = font_get_text_width('main', sub)
2758 layer_text(ui_content_layer, sub, fonts.main,
2759 math.floor(SHOP_LEFT_CENTER_X - sub_w/2), 29, white())
2760
2761 -- Gold chip 8px below the frame, sourced from the tweened gold_display
2762 -- so the number scrubs down on a buy instead of snapping. y nudged by
2763 -- gold_chip_y_offset for the cash-register kick (down on buy, linear
2764 -- back up). Width recomputes each frame so it stays centered as the
2765 -- digits change.
2766 local gold_str = format_with_commas(math.floor(gold_display))
2767 local gold_text_w = font_get_text_width('main', gold_str)
2768 local gold_chip_w = 3 + 14 + 6 + gold_text_w + 3
2769 draw_hud_chip(math.floor(SHOP_LEFT_CENTER_X - gold_chip_w/2),
2770 math.floor(50 + gold_chip_y_offset),
2771 coin_img, gold_str, nil, 6)
2772
2773 -- NEXT ROUND button — interactive (hover highlight, spring pulse on
2774 -- enter, click handled in shop_kit_update).
2775 local btn = SHOP_KIT_NEXT_BUTTON
2776 local state = btn.hovered and 'hovered' or 'default'
2777 draw_shop_button(btn.x, btn.y, btn.w, btn.h, btn.label, state, btn.variant,
2778 btn.spring.main.x)
2779 end
... [250 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
1 --[[
2 Emoji Aimer — Anchor 2.
3
4 Click-to-damage aim trainer scaffold. Single 3-HP target at center; click
5 within its radius to damage. On hit: spring squash, white flash, hit_circle
6 ring, hit_particles + sparkle emoji_particles, camera shake. On death: bigger
7 ring, more particles (collision + sparkle emojis), bigger shake. New target
8 respawns at center after a short delay.
9
10 Visual style ported from emoji-ball-bounce (Twitter emoji palette, 480x270
11 at scale 3, sky gradient bg, layer pipeline with shadow + outline shaders).
12 ]]
13
14 require('anchor')({
15 width = 480,
16 height = 270,
17 title = 'Emoji Aimer',
18 scale = 3,
19 filter = 'rough',
20 })
21
22 gw, gh = width, height
23
24 -- -----------------------------------------------------------------------------
25 -- palette (Twitter emoji / Emoji Ball Battles)
26 -- -----------------------------------------------------------------------------
27 white = color(255, 255, 255)
28 black = color(0, 0, 0)
29 gray = color(128, 128, 128)
30 bg_color = color(48, 49, 50)
... [170 more lines]
Grep (target:hit|target:die|on_combo_break|function target|class.new.*target)
856:function on_combo_break()
867: on_combo_break()
879:function target:new(x, y)
923:function target:contains(px, py)
928:function target:hit(mx, my)
985:function target:die(mx, my)
1011: -- incremented per-HIT in target:hit (not here, which is per-kill);
1019:function target:update(dt)
1024:function target:draw()
1047:function target:destroy()
3068: -- to 0 instantly via on_combo_break (see timer-zero block below) so
3073: if combo_timer <= 0 then on_combo_break() end
3159: on_combo_break()
Read (E:/a327ex/emoji-aimer/main.lua)
850 for _, tier in ipairs(COMBO_TIERS) do
851 if combo_count >= tier.combo then highest = tier end
852 end
853 return highest
854 end
855
856 function on_combo_break()
857 combo_count = 0
858 combo_timer = 0
859 end
860
861 -- on_miss — clicked, hit no target. If a streak was alive, spawn a red X
862 -- at the click location that blinks out, then break the combo. At combo
863 -- == 0 there's nothing to lose, so no X — silent click. No score penalty
864 -- either; losing the streak is already the punishment.
865 function on_miss(mx, my)
866 if combo_count > 0 then spawn_miss_x(mx, my) end
867 on_combo_break()
868 end
869
870 -- =============================================================================
871 -- target — direct_hit emoji at TARGET_HP hp. Hit detection is a simple radius
872 -- check against the cursor at click time. Each hit pulls the spring, briefly
873 -- white-flashes the sprite, spawns an FX burst, and shakes the camera. On
874 -- 0 HP the target dies in a bigger burst and is removed; new targets spawn
875 -- via the density-tick system in update().
876 -- =============================================================================
877 target = class()
878
879 function target:new(x, y)
... [170 more lines]
I'm oriented. Quick state-of-play before we pick a starting point.
Where we left off (session 6):
- Round → cash-out → payout → shop loop is fully wired
- Shop is currently a placeholder — just a
NEXT ROUNDbutton. All the prior scaffolding (item tiles, tier strip, owned-items column, tooltips, buy logic, level-up effects) is still in the file and maintained on the data side, butshop_kit_update/draw_shop_ui_kitwere stripped to one button because no items existed yet SHOP_KIT_ITEMSis still seeded with the old UI-kit placeholder names (SHIELD, CROSSED SWORDS, etc.) — needs to be replaced with the real catalogtarget:hitalready incrementsscore,combo_count. No item hooks exist yetitems_ownedis currently just an integer counter that scalesBASE_DAMAGE— there's no per-item identity in gameplay yet
Three items locked in (from session 6 chat, more polished than ideas.md):
- 🐝 Bee — +1/+2/+5 points on first hit dealt to a target (i.e. fresh-target hit bonus)
- 🥐 Croissant — Build a streak by hitting only fresh targets; +N points per streak hit, where N is the streak size
- 🦔 Hedgehog — When every target is at 1HP, the next hit on a target kills all of them
Note ideas.md still has the older phrasing (the streak idea wasn't yet split from Bee). The chat-final wording above is what I'd treat as authoritative — but worth confirming.
Two design questions before I start writing code:
AskUserQuestion
User has answered your questions: "How should item tiers (L1/L2/L3) be acquired?"="Duplicate buys level up (SAP-style)", "How wide should the first item pass go?"="We'll implement items individually, I'll say what the item should do, you show me a *high-level* explanation of what you intend to do to implement it. Importantly, this high-level explanation should cover where you intend to add each piece of the code, explaining it without showing tons of the surrounding code itself, function names if any, how you will do it in some more detail in terms of data structures, and so on, essentially I want a good idea of your plan so you don't end up doing something too incorrect, since this is the "meat" of the game in terms of business logic.". You can now continue with the user's answers in mind.
Got it. Tier model: duplicates level up (existing infra). Workflow: you'll spec one item at a time, I'll write up a high-level implementation plan (where code goes, what data structures, what functions — without showing the surrounding code), you'll review, then I write it.
Ready when you are — drop the first item.
+1/+2/+3 points her hit, according to SAP items, what would be good emojis here? Probably something that does simple attack increases.
Grep (Meat Bone|Steak|Chili|Apple|Pineapple|Pear|Cucumber)
62:- **Mouse** — Sell → replace shop food with free Apple variant | Apple / Better / Best
67:- **Beetle** — Start of battle → gain food perk | Honey / Meat Bone / Garlic
93:- **Worm** — Start of turn → stock 2-gold Apple variant | Apple / Better / Best
220:- **Deer** (2/2) — Faint → summon Bus with Chili | 5/3 / 10/6 / 15/9
281:- **Tahr** (5/3) — Faint → give Chili to N nearest behind | 1 / 2 / 3
286:- **Jerboa** (1/3) — Eats Apple (2x/turn) → boost friends | +1/+1 / +2/+2 / +3/+3
367:| **Bus** | Deer faints | 5/5 / 10/10 / 15/15 | Has Chili |
396:- **Apple** — +1/+1
419:- **Meat Bone** — Perk: attacks deal +3 dmg
460:- **Pineapple** — Perk: ability deals +2 dmg thrice
461:- **Cucumber** — Perk: end turn → +1 HP
467:- **Pear** — +2/+2
491:- **Chili** — Perk: attack 2nd enemy for 5 dmg
519:- **Steak** — Perk: attack +20 dmg once
532:- **Judean Date** — Stock 2-gold Melon + 2-gold Steak
573:1. **Meat Bone** — Attack +3 dmg
592:5. **Cucumber** — End turn → +1 HP
600:13. **Pineapple** — Ability deals +2 dmg thrice
619:1. **Chili** — Attack 2nd enemy for 5 dmg
635:3. **Steak** — Attack +20 dmg once
733:- **Pineapple** 🍍 (T3 perk: ability deals +2 dmg thrice)
Read (E:/a327ex/emoji-aimer/sap_reference.md)
380 | **Good Dog** | Bad Dog + Holy Water | Inherits | Gives friends perks start of battle |
381 | **Hippogriff** | Horse + Eagle merge | 5/5 | Resets to L1; one per tier |
382 | **Zombie Fly** | Friend faints (Fly alive) | 4/4 / 8/8 / 12/12 | Not from Zombie Fly itself |
383 | **Mimic Octopus** | Ammonite faints | Inherits | Deals 4 dmg to weakest |
384 | **Young Phoenix** | Phoenix faints | 6/6 / 12/12 / 18/18 | T1 token |
385 | **Fire Pup** | Cerberus (front empty) | 8/8 | 1/2/3 per level |
386 | **Hydra Head** | Hydra faints | 5/5 / 10/10 / 15/15 | One per 10 Hydra ATK |
387 | **Golden Retriever** | 2nd-to-last friend faint w/ Trumpet | X/X | X = Trumpets |
388 | **Moby Dick** | Peg Leg food | 8/8 | |
389 | **Bee** | Any pet w/ Honey faints | 1/1 | |
390
391 ---
392
393 ## Foods
394
395 ### Tier 1
396 - **Apple** — +1/+1
397 - **Honey** — Perk: Faint → summon 1/1 Bee
398 - **Pumpkin** — +2 ATK on odd turns, +2 HP on even turns
399 - **Mana Potion** — +3 mana
400 - **Egg** — Perk: deal 2 dmg before attack (once)
401 - **Peach** — +2 HP
402 - **Strawberry** — Perk: Faint → give back-most friend +1/+1
403 - **Fresh Water** — +2 to lowest stat
404 - **Gros Michel Banana** — Perk: transform to Ant before attack
405 - **Bacon** — +2 ATK
406 - **Blueberry** — Perk: prioritized by enemy random abilities
407 - **Cookie** — +2/+2 until battle ends
408 - **Asparagus** — +1 sell value
409 - **Macaron** — Perk: activate ability after others with same trigger
... [50 more lines]
The cleanest SAP match for "+N points per hit" is Meat Bone 🍖.
In SAP it's a Tier 2 food perk worded literally: "attacks deal +3 dmg" — same shape as our spec, just retargeted from per-attack to per-hit. SAP players will read 🍖 and immediately know "this scales every attack."
Runners-up, in order:
- 🥓 Bacon — "+2 ATK". Flat attack number, but in SAP it's a one-shot permanent stat boost, not per-attack. The semantics drift a little ("ATK" reads as a stat number rather than a per-attack rider). Still recognizable.
- 🥕 Carrot Parisier — "+3 ATK". Same shape as Bacon, less iconic emoji, slightly more obscure SAP item.
- 🍤 Fried Shrimp — "+3 ATK, -1 HP". Same shape with a tradeoff, but our items don't have HP so the SAP cue half-translates.
- 🥩 Steak — "+20 dmg once". Big-but-one-shot in SAP, not per-attack. Wrong shape — implies a single charged hit, not a passive multiplier.
I'd pick 🍖 Meat Bone. It's the perk where SAP's wording is essentially identical to ours — "+N damage on every attack" → "+N points per hit" — so the intuition transfer is exact.
One small caveat: 🍖 looks similar enough to 🦴 Bone (which has a different SAP role — Bone Attack token, gained from Skunk/etc.) that we might want to make sure the tile's emoji renders distinctly at 16/24px. The Twemoji versions are clearly different though (meat is brown with white bone visible; bone is plain white), so probably fine.
Want me to write up the implementation plan for Meat Bone, or do you want to lock the emoji choice first?
Yes, let's go with meat bone. Make sure that your descriptions of what you'll implement are thorough but concise, don't flood me with text.
Plan for 🍖 Meat Bone — +1/+2/+3 points per hit:
1. Item registry (new section near SHOP_KIT_ITEMS).
Replace the placeholder SHOP_KIT_ITEMS list with a real ITEMS table keyed by id (meat_bone). Each entry holds: id, name, img, price, tags, plus a tiers = { {bonus = 1, desc = '...'}, {bonus = 2}, {bonus = 3} } array. The per-tier bonus value is the read site for the trigger; descriptions are read by the tooltip. SHOP_KIT_ITEMS becomes { ITEMS.meat_bone } (single-entry list) so the existing tile/grid code reuses without re-architecting.
2. Inventory lookup helper.
New small function item_level(id) near shop_kit_find_owned_slot_with. Iterates SHOP_KIT_OWNED_SLOTS, returns slot.level for the matching id or 0 if not owned. Called from the trigger sites.
3. Per-hit trigger.
In target:hit, right after the existing score = score + 1 line: read item_level('meat_bone'), look up ITEMS.meat_bone.tiers[lvl].bonus, add to score. Keeps the existing score-chip tween (same tagged tween path) so the bump animates as one number — bonus reads as "you got more from one hit," not as a separate event. No new tween, no new visual layer.
4. Floating "+N" number above target (optional but recommended).
For readability — when bonus > 0, spawn a short-lived emoji_particle-style text effect at the hit position showing +N so the player can see where the bonus came from. New small spawn_score_popup(x, y, n) helper that uses the existing particle layer + timer pattern. Skip this if you'd rather start unembellished and add later.
5. Shop UI restore (minimum to make Meat Bone buyable).
Bring back the parts of shop_kit_update and draw_shop_ui_kit that were stripped: hover-test + click-buy loop over SHOP_KIT_TILES, hover-test loop over SHOP_KIT_OWNED_SLOTS, draw of grid tiles + owned slots + tooltip. Skip the tier strip for now (single tier of items). Grid will just show one tile (Meat Bone) and the rest of the 5×4 grid as empty cells; this falls out of the existing code because SHOP_KIT_ITEMS is now length 1. NEXT ROUND button stays as-is.
6. Tooltip wording.
The existing draw_shop_tooltip reads item.desc and item.stats. Replace its read sites to instead show: current level effect (e.g. +2 POINTS PER HIT if owned at L2) and a faint "next: +5" line if not yet maxed. For a fresh-from-shop tile (not owned), shows L1's effect. Done by passing the current level into the draw function or by computing it inside (lookup via item_level). Tags strip (HUNTER/MAGE/etc.) deferred — Meat Bone gets no tag yet.
7. Score reset / run_reset.
No new state to reset — inventory was already wiped (slots cleared in shop_kit_init, persists across rounds but cleared on new run via the slots reset… actually need to double-check this — slots are built once at boot in shop_kit_init, not re-cleared on run_reset). I'll verify and, if needed, clear slot.item and slot.level in run_reset.
Open question: do you want #4 (floating "+N" popup) in this first pass, or hold off until we see how it reads without it?
You may use snippets of code where necessary, actually, for future descriptions. Everything seems good, you may proceed.
Let me verify a few things before writing — particle types available for text, and current state of shop_kit_update/draw_shop_ui_kit.
Grep (spawn_hit_particle|spawn_emoji_particle|function hit_particle|function emoji_particle|function score_popup)
588:function hit_particle:new(x, y, args)
611:function hit_particle:update(dt)
621:function hit_particle:draw()
629:function hit_particle:destroy() end
639:function emoji_particle:new(x, y, image, args)
677:function emoji_particle:update(dt)
694:function emoji_particle:draw()
701:function emoji_particle:destroy() end
911: spawn_emoji_particle(self.x, self.y, direct_hit_img, {
962: spawn_hit_particle(mx, my, {
972: spawn_emoji_particle(mx, my, star_img, {
987: spawn_hit_particle(mx, my, {
999: spawn_emoji_particle(mx, my, star_img, {
1498: spawn_emoji_particle(self.x, self.y, self.image, {
1563:function spawn_hit_particle(x, y, args)
1569:function spawn_emoji_particle(x, y, image, args)
2600: spawn_hit_particle(bx, by, {
2664: spawn_emoji_particle(mx, my, coin_img, {
2682: spawn_emoji_particle(sx, sy, target.item.img, {
Read (E:/a327ex/emoji-aimer/main.lua)
588 function hit_particle:new(x, y, args)
589 args = args or {}
590 self.x, self.y = x, y
591 self.velocity = args.velocity or random_float(50, 150)
592 self.gravity_velocity = 0
593 self.gravity_acceleration = args.gravity or 0
594 self.direction = args.direction or random_angle()
595 self.color = args.color or yellow
596 self.w = args.w or math.remap(self.velocity, 0, 250, 4, 12)
597 self.h = args.h or math.remap(self.velocity, 0, 250, 2, 6)
598 self.sx, self.sy = 1, 1
599 self.duration = args.duration or random_float(0.25, 0.5)
600 self.flashing = false
601 make_entity(self)
602 self.timer = timer_new()
603 timer_tween(self.timer, self.duration, self, { velocity = 0, sx = 0, sy = 0 },
604 math.linear, function() self:kill() end)
605 if args.flash_on_spawn then
606 self.flashing = true
607 timer_after(self.timer, 0.1, function() self.flashing = false end)
608 end
609 end
610
611 function hit_particle:update(dt)
612 timer_update(self.timer, dt)
613 self.gravity_velocity = self.gravity_velocity + self.gravity_acceleration * dt
614 local vx = self.velocity * math.cos(self.direction)
615 local vy = self.velocity * math.sin(self.direction) + self.gravity_velocity
616 self.x = self.x + vx * dt
617 self.y = self.y + vy * dt
... [90 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
700
701 function emoji_particle:destroy() end
702
703 -- =============================================================================
704 -- damage_number — per-digit keycap number that rises and fades. Direct port of
705 -- emoji-ball-battles/main.lua:4322. Each digit is a separate gray keycap-style
706 -- sprite from assets/0..9.png; characters wobble and bob slightly while the
707 -- whole group rises (vy < 0). Holds at full scale for 25% of duration, then
708 -- shrinks to 0 over the remaining 75% via cubic_in_out.
709 --
710 -- Rendered to digit_layer (not effects_layer) so the main draw flow can do a
711 -- per-rarity recolor pass via recolor_shader (see draw()). The rarity_color
712 -- field is read by that pass to bucket numbers by tier.
713 -- =============================================================================
714 damage_number = class()
715
716 function damage_number:new(x, y, amount, args)
717 args = args or {}
718 self.x, self.y = x, y
719 self.vy = args.vy or -80 -- "go up rather quickly"
720 self.duration_multiplier = args.duration_multiplier or 0.5 -- "despawn rather fast"
721 self.scale = 12/512 -- digits render at ~12px
722 self.rarity_color = args.color or white -- read by the recolor bucketing
723 make_entity(self)
724 self.timer = timer_new()
725 self.spring = spring_new()
726 spring_pull(self.spring, 'main', 0.5, 3, 0.7)
727
728 -- Per-digit state for wobble + bob. Phase offset between digits is tiny
729 -- (i*0.3 rather than +i) and amplitude is halved (2 rather than 4) so the
... [90 more lines]
Grep (spawn_damage_number|damage_number()
1484: spawn_damage_number(mx, my - 16, '+' .. self.value, { color = blue })
1575:function spawn_damage_number(x, y, amount, args)
1576: local d = damage_number(x, y, amount, args)
Read (E:/a327ex/emoji-aimer/main.lua)
1470 -- ignores range so every resource zooms to the player before the shop.
1471 local vacuum = (game_state == 'cleared')
1472 if self.armed or vacuum then
1473 local mx, my = mouse_position()
1474
1475 -- Collected — AABB test of the resource (radius-expanded box) against
1476 -- the hand hitbox rectangle (sampled from the cursor silhouette).
1477 local r = self.radius
1478 if self.x + r >= mx + HAND_HITBOX_X1 and self.x - r <= mx + HAND_HITBOX_X2
1479 and self.y + r >= my + HAND_HITBOX_Y1 and self.y - r <= my + HAND_HITBOX_Y2 then
1480 gold = gold + self.value
1481
1482 -- "+value" popup above the hand in blue — positioned just above
1483 -- the fingertip so it reads as a gold gain on the cursor itself.
1484 spawn_damage_number(mx, my - 16, '+' .. self.value, { color = blue })
1485
1486 -- Cursor reaction — spring pulse + brief white flash.
1487 the_cursor:flash_gather()
1488
1489 -- Punchy contact ring on the resource's last position.
1490 spawn_hit_circle(self.x, self.y, {
1491 radius = 10, color = white, duration = 0.2, flash_on_spawn = true,
1492 })
1493
1494 -- Burst of full-size copies of the same resource emoji flying out
1495 -- with no gravity — they drift radially and fade in place rather
1496 -- than arcing down. Visually communicates "you got this kind".
1497 for i = 1, random_int(3, 5) do
1498 spawn_emoji_particle(self.x, self.y, self.image, {
1499 velocity = random_float(80, 180),
... [80 more lines]
Bash (ls E:/a327ex/emoji-aimer/assets/ | grep -i -E "meat|bone")
bone.png
Grep (bone_img|meat|backhand_index|image_new|load.*png)
296:direct_hit_img = image_load('direct_hit', 'assets/direct_hit.png')
297:star_img = image_load('star', 'assets/star.png')
298:backhand_index_pointing_up = image_load('backhand_index_pointing_up','assets/backhand_index_pointing_up.png')
299:hourglass_img = image_load('hourglass', 'assets/hourglass_done.png')
300:high_voltage_img = image_load('high_voltage', 'assets/high_voltage.png')
301:fire_img = image_load('fire', 'assets/fire.png')
302:x_mark_img = image_load('x_mark', 'assets/x_mark.png')
308:x_mark_gray_img = image_load('x_mark_gray', 'assets/x_mark_gray.png')
309:coin_img = image_load('coin', 'assets/coin.png')
310:gem_img = image_load('gem', 'assets/gem.png')
311:crown_img = image_load('crown', 'assets/crown.png')
315:shield_img = image_load('shield', 'assets/shield.png')
316:crossed_swords_img = image_load('crossed_swords', 'assets/crossed_swords.png')
317:bow_and_arrow_img = image_load('bow_and_arrow', 'assets/bow_and_arrow.png')
318:magic_wand_img = image_load('magic_wand', 'assets/magic_wand.png')
319:red_heart_img = image_load('red_heart', 'assets/red_heart.png')
320:four_leaf_clover_img = image_load('four_leaf_clover', 'assets/four_leaf_clover.png')
321:magnet_img = image_load('magnet', 'assets/magnet.png')
322:skull_img = image_load('skull', 'assets/skull.png')
323:bomb_img = image_load('bomb', 'assets/bomb.png')
324:feather_img = image_load('feather', 'assets/feather.png')
325:eye_img = image_load('eye', 'assets/eye.png')
326:test_tube_img = image_load('test_tube', 'assets/test_tube.png')
327:coffee_img = image_load('coffee', 'assets/coffee.png')
328:hot_pepper_img = image_load('hot_pepper', 'assets/hot_pepper.png')
329:bone_img = image_load('bone', 'assets/bone.png')
330:locked_img = image_load('locked', 'assets/locked.png')
331:sparkles_img = image_load('sparkles', 'assets/sparkles.png')
332:collision_img = image_load('collision', 'assets/collision.png')
339: digit_imgs[tostring(i)] = image_load('digit_' .. i, 'assets/' .. i .. '.png')
... [2 more lines]
Bash (find E:/a327ex/emoji-aimer/reference -name "meat" -o -name "bone" 2>/dev/nul...)
(Bash completed with no output)
Bash (find E:/a327ex -name "meat_on_bone*" 2>/dev/null | head -5; find E:/a327ex -name...)
(Bash completed with no output)
Bash (find E:/a327ex/emoji-ball-battles/assets -name "meat" 2>/dev/null; find E:/a32...)
(Bash completed with no output)
Bash (find E:/a327ex -path "twemoji" -name "1f356" 2>/dev/null | head -3; find / -...)
Command running in background with ID: b9nkwomug. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\951dd855-4a8a-4fa8-9581-c8cb21642132\tasks\b9nkwomug.output
Bash (ls E:/a327ex/emoji-aimer/reference/ | grep -i medal; ls E:/a327ex/emoji-aimer/re...)
medals/
bronze.png
cross_mark.png
gold.png
plus.png
silver.png
Bash (find / -name "1f356.png" 2>/dev/null | head -5)
Command running in background with ID: b5k5uodzl. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\951dd855-4a8a-4fa8-9581-c8cb21642132\tasks\b5k5uodzl.output
Grep (twemoji|1f356|noto|emoji source|emoji folder)
No matches found
Bash (cat C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/951dd855-4a8a-4fa8-9581-c8c...)
---
Grep (twemoji|emoji_source|emoji src|0x1f356|sap_emojis|where.emoji|emoji.from)
Found 6 files
a327ex-site\logs\emoji-aimer-6.md
a327ex-site\logs\emoji-aimer-5.md
a327ex-site\logs\emoji-aimer-4.md
a327ex-site\logs\emoji-aimer-3.md
a327ex-site\logs\emoji-aimer-2.md
a327ex-site\logs\emoji-aimer-1.md
Grep (twemoji.download|twemoji.assets|Get-Item|Invoke-WebRequest.emoji|Copy-Item.emoji|emoji_source|emoji.git|wget.emoji|curl.emoji|github.twemoji|72x72)
112:- Found `recolor.frag` in emoji-ball-battles assets — maps gray keycap (luminance 0.471) -> target color, white digit stays white
5414:Found the canonical pattern in `emoji-ball-battles/main.lua:4322`. It uses **per-digit emoji images** (`0.png`–`9.png` are gray rounded keycap-style sprites). Just copied them to our assets. Going to port the class to v2 patterns and hook it into hit/kill.
5579:**Assets** — copied `0.png`–`9.png` keycap-style digit sprites from `emoji-ball-battles/assets`. Loaded into `digit_imgs` as a string-keyed table (`digit_imgs['0']` through `digit_imgs['9']`) so `tostring(amount):sub(i, i)` lookups work directly — same shape as the reference's `an.images['0'..'9']`.
5781:- Copied `assets/recolor.frag` from `emoji-ball-battles`. It maps the gray keycap (luminance 0.471) to the target color while keeping the white digit white — so the chip becomes "rarity color with a white number on top," not a flat single-color blob.
6576:> | emoji-ball-battles | `E:/a327ex/emoji-ball-battles` | `git add -A` |
6768:- Found `recolor.frag` in emoji-ball-battles assets — maps gray keycap (luminance 0.471) → target color, white digit stays white
Grep (direct_hit.png|star.png|coin.png|gem.png|gather.emoji|find.emoji|emoji.to.assets|copy.emoji|asset.list|copy-item.*png)
21:- Copied other assets from reference projects: `star.png`, `hit1.png` spritesheet (96x48 frames), `LanaPixel.ttf`, `FatPixelFont.ttf`, `Awesome 9.ttf`, digits `0.png`-`9.png`, `recolor.frag`
389:[Omitted long matching line]
391:Starting with exploration — need to find the emoji ball bounce reference, understand the Anchor2 framework, and figure out emoji loading patterns.
540:star.png</code></pre>
916:star.png</code></pre>
923:<pre><code>E:/a327ex/emoji-aimer/assets/direct_hit.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
1204:direct_hit.png
1208:star.png
1243:- [assets/direct_hit.png](emoji-aimer/assets/direct_hit.png), [assets/collision.png](emoji-aimer/assets/collision.png), [assets/sparkles.png](emoji-aimer/assets/sparkles.png) — fresh 512×512 Twitter emojis from emojipedia
1244:- `assets/star.png`, `shadow.frag`, `outline.frag`, `LanaPixel.ttf` — copied from `emoji-ball-bounce/assets/`
3940:101 direct_hit_img = image_load('direct_hit', 'assets/direct_hit.png')
3941:102 star_img = image_load('star', 'assets/star.png')
5414:Found the canonical pattern in `emoji-ball-battles/main.lua:4322`. It uses **per-digit emoji images** (`0.png`–`9.png` are gray rounded keycap-style sprites). Just copied them to our assets. Going to port the class to v2 patterns and hook it into hit/kill.
5423:Now add the `HIT_SCORE` / `KILL_SCORE` constants and the `damage_number` class. Let me find where to insert it — right after `emoji_particle` so it lives with the other effects.
5614:<summary><code>Bash (find E:/a327ex/emoji-ball-battles/assets -name "recolor*" 2>&1; cat E:/a327ex/em...)</code></summary>
[Showing results with pagination = limit: 15]
Bash (file E:/a327ex/emoji-aimer/assets/bone.png E:/a327ex/emoji-aimer/assets/coin.png...)
E:/a327ex/emoji-aimer/assets/bone.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
E:/a327ex/emoji-aimer/assets/coin.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
E:/a327ex/emoji-aimer/assets/hot_pepper.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Quick aside before code — we need an assets/meat_on_bone.png (Twemoji style, 512×512, matching the existing emojis). Let me try fetching the canonical Twitter version:
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "WebFetch"
}
]
Let me try fetching the 512×512 Twitter emoji directly:
Bash (curl -sSL -o E:/a327ex/emoji-aimer/assets/meat_on_bone.png "https://em-content.z...)
E:/a327ex/emoji-aimer/assets/meat_on_bone.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Now I have the asset. Let me verify a few things about the existing draw functions before writing:
Grep (function draw_shop_owned_slot|function draw_shop_tooltip|function draw_shop_button|function draw_hud_chip)
1617:function draw_hud_chip(x, y, icon_image, text_str, font_name, gap, min_text_w)
2071:function draw_shop_tooltip(x, y, item, affordable)
2243:function draw_shop_owned_slot(s)
2288:function draw_shop_button(x, y, w, h, label, state, variant, scale)
Read (E:/a327ex/emoji-aimer/main.lua)
2071 function draw_shop_tooltip(x, y, item, affordable)
2072 local pad = SHOP_TOOLTIP_PAD
2073 local line_h = SHOP_TOOLTIP_LINE_H
2074 local header_h = SHOP_TOOLTIP_HEADER_H
2075 local radius = SHOP_TOOLTIP_RADIUS
2076 local cs = SHOP_TOOLTIP_COIN_SIZE
2077 local w, h = shop_tooltip_size(item)
2078
2079 -- Panel + header band. Header color tracks the tile's affordability so
2080 -- the tooltip matches the tile's banner: yellow when buyable, gray when
2081 -- the player can't currently afford it. Owned-slot callers pass true so
2082 -- their tooltip stays yellow (the price chip is informational only).
2083 -- Notch-fill on the header's bottom corners — drawn to ui_top_* layers
2084 -- so the outline pass treats the tooltip as a separate silhouette from
2085 -- the tile underneath.
2086 local header_col = affordable and yellow() or gray()
2087 layer_rounded_rectangle(ui_top_panel_layer, x, y, w, h, radius, white())
2088 layer_rounded_rectangle(ui_top_panel_layer, x, y, w, header_h, radius, header_col)
2089 layer_rectangle(ui_top_panel_layer, x, y + header_h - radius, radius, radius, header_col)
2090 layer_rectangle(ui_top_panel_layer, x + w - radius, y + header_h - radius, radius, radius, header_col)
2091
2092 -- Header text Y — same vertical-center recipe as the tile banner (LanaPixel
2093 -- nudge + 1px down).
2094 local header_text_y = math.floor(y + header_h/2 - 11/2 + 1) + 1
2095 layer_text(ui_top_content_layer, item.name, fonts.main, x + pad, header_text_y, white())
2096
2097 -- Price chip (coin icon + number) right-aligned in the header.
2098 local price_str = tostring(item.price)
2099 local price_str_w = font_get_text_width('main', price_str)
2100 local pchip_w = cs + 3 + price_str_w
... [140 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2010
2011 -- Emoji — routes to grayscale_layer for unaffordable, else ui_content.
2012 -- Errored takes precedence: the emoji draws on ui_content_layer with a
2013 -- red tint so it joins the rest of the red tile.
2014 local icon_size = 22
2015 local s = icon_size/t.item.img.width
2016 local emoji_center_y = -h/2 + 6 + icon_size/2
2017 local emoji_layer = route_grayscale and grayscale_layer or ui_content_layer
2018 layer_push(emoji_layer, emoji_ox, emoji_center_y + emoji_oy, emoji_rot, s*emoji_sc, s*emoji_sc)
2019 layer_image(emoji_layer, t.item.img, 0, 0, nil, emoji_tint)
2020 layer_pop(emoji_layer)
2021
2022 -- Banner label — pixel-snapped x so odd glyph widths don't render at a
2023 -- half-pixel and produce inconsistent glyph spacing (was visibly broken
2024 -- on SWORD/OWNED before this). Vertically centered in the 14-tall band.
2025 local lbl_w = font_get_text_width('main', banner_text)
2026 local text_x = math.floor(-lbl_w/2)
2027 local text_y = math.floor(banner_y + banner_h/2 - 11/2 + 2)
2028 layer_text(ui_content_layer, banner_text, fonts.main, text_x, text_y, label_col)
2029
2030 layer_pop(ui_panel_layer)
2031 layer_pop(ui_content_layer)
2032 if route_grayscale then
2033 layer_pop(grayscale_layer)
2034 end
2035 end
2036
2037 -- Tooltip geometry constants shared between size + draw.
2038 SHOP_TOOLTIP_PAD = 6
2039 SHOP_TOOLTIP_LINE_H = 12
... [40 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
2243 function draw_shop_owned_slot(s)
2244 local w, h = s.w, s.h
2245 local cx, cy = s.x + w/2, s.y + h/2
2246
2247 if s.item == nil then
2248 layer_rounded_rectangle(ui_panel_layer, s.x, s.y, w, h, 4, fg_dark())
2249 return
2250 end
2251
2252 local ox, oy, rot = shake_get_effects(s.shake)
2253 ox, oy, rot = ox*s.hover_amount, oy*s.hover_amount, rot*s.hover_amount
2254 local sc = s.spring.main.x
2255 local frame_col = s.hovered and white() or fg()
2256
2257 layer_push(ui_panel_layer, cx + ox, cy + oy, rot, sc, sc)
2258 layer_rounded_rectangle(ui_panel_layer, -w/2, -h/2, w, h, 4, frame_col)
2259 layer_pop(ui_panel_layer)
2260
2261 layer_push(ui_content_layer, cx + ox, cy + oy, rot, sc, sc)
2262 local icon = SHOP_OWNED_ICON
2263 local is = icon/s.item.img.width
2264 layer_push(ui_content_layer, 0, 0, 0, is, is)
2265 layer_image(ui_content_layer, s.item.img, 0, 0)
2266 layer_pop(ui_content_layer)
2267 layer_pop(ui_content_layer)
2268
2269 -- Level badge — a 10×10 blue keycap digit at the slot's top-left,
2270 -- drawn to shop_level_layer so the level recolor pass tints it blue
2271 -- before it reaches ui_content_layer. The badge rides outside the
2272 -- slot's hover transform (static position).
... [20 more lines]
Grep (draw_shop_empty_cell|EMPTY_CELLS|build_kit_grid)
1917:-- 48x48 card showing an item. Reads a tile struct (built by build_kit_grid)
2320:-- + shake + spring); cells past the item count live in SHOP_KIT_EMPTY_CELLS
2323:SHOP_KIT_EMPTY_CELLS = {}
2436:function build_kit_grid(tier_idx)
2439: SHOP_KIT_EMPTY_CELLS = {}
2495: build_kit_grid(SHOP_KIT_ACTIVE_TIER)
2738:-- tooltip draws here (they live in SHOP_KIT_TILES / SHOP_KIT_EMPTY_CELLS
Bash (cd E:/a327ex/emoji-aimer && git log --oneline -20 2>&1 | head -20)
cfb7c2d Emoji Aimer 6
478689c Emoji Aimer 5
6184747 Emoji Aimer 4
a1d3ed2 Emoji Aimer 3
25886f8 Initial commit — Emoji Aimer 2
Bash (cd E:/a327ex/emoji-aimer && git show 478689c:main.lua 2>/dev/null | grep -n "dra...)
2028:-- + shake + spring); cells past the item count live in SHOP_KIT_EMPTY_CELLS
2031:SHOP_KIT_EMPTY_CELLS = {}
2147: SHOP_KIT_EMPTY_CELLS = {}
2471:function draw_shop_ui_kit()
2473: for _, e in ipairs(SHOP_KIT_EMPTY_CELLS) do
Bash (cd E:/a327ex/emoji-aimer && git show 478689c:main.lua 2>/dev/null | sed -n '2471...)
function draw_shop_ui_kit()
draw_shop_tier_strip()
for _, e in ipairs(SHOP_KIT_EMPTY_CELLS) do
layer_rounded_rectangle(ui_panel_layer, e.x, e.y,
SHOP_TILE_W, SHOP_TILE_H, 6, fg_dark())
end
for _, t in ipairs(SHOP_KIT_TILES) do
draw_shop_item_tile(t)
end
for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
draw_shop_owned_slot(s)
end
-- Left column: shop frame (title + subtitle), then gold chip beneath.
-- Frame top aligned with the tier strip's new top (y=8). Width narrowed
-- to 70 (matches the NEXT ROUND button) so it reads as a more compact
-- header rather than filling the full column.
local frame_w, frame_h = 70, 34
local frame_x = math.floor(SHOP_LEFT_CENTER_X - frame_w/2)
local frame_y = 8
layer_rounded_rectangle(ui_panel_layer, frame_x, frame_y, frame_w, frame_h, 4, fg())
local title = 'SHOP'
local title_w = font_get_text_width('mid', title)
layer_text(ui_content_layer, title, fonts.mid,
math.floor(SHOP_LEFT_CENTER_X - title_w/2), 11, white())
local sub = 'ROUND ' .. (round_index + 1) .. '/' .. #ROUNDS
local sub_w = font_get_text_width('main', sub)
layer_text(ui_content_layer, sub, fonts.main,
... [80 more lines]
Bash (cd E:/a327ex/emoji-aimer && git show 478689c:main.lua 2>/dev/null | sed -n '2395...)
gravity = 0,
flash_on_spawn = 0.3,
layer = shop_particle_layer,
})
end
return true
end
function shop_kit_update(dt)
-- Tween gold chip's display value + cash-register y kick. Tags
-- ('gold_tween' / 'gold_offset') let back-to-back buys replace the
-- in-flight tween instead of stacking.
timer_update(shop_kit_timer, dt)
local mx, my = mouse_position()
local clicked = input_pressed('click')
SHOP_KIT_HOVERED_TILE = nil
-- Tier strip segments. Color-only hover (no per-segment scale). Cursor
-- flash on hover-enter so the hover still feels alive. Click on an
-- unlocked, non-active segment swaps the active tier and rebuilds the
-- grid.
for _, tab in ipairs(SHOP_KIT_TABS) do
if not tab.locked then
local hover = mx >= tab.x and mx <= tab.x + tab.w
and my >= tab.y and my <= tab.y + tab.h
if hover and not tab.hovered then
the_cursor:flash_hover()
end
... [46 more lines]
Grep (item.desc|item.stats|t.item.desc|t.item.stats|.item.price)
1960: local affordable = gold >= t.item.price
2056: local desc_w = font_get_text_width('main', item.desc)
2060: local stat_lines = #(item.stats or {})
2110: for _, st in ipairs(item.stats or {}) do
2117: if #(item.stats or {}) > 0 then cy = cy + 4 end
2118: layer_text(ui_top_content_layer, item.desc, fonts.main, x + pad, cy, white())
2332:-- derived dynamically: a tile is "unaffordable" when gold < tile.item.price
2490: item.desc = SHOP_KIT_DESCS[(i - 1) % #SHOP_KIT_DESCS + 1]
2491: item.stats = SHOP_KIT_STATS[(i - 1) % #SHOP_KIT_STATS + 1]
2624: if gold < tile.item.price then
2629: gold = gold - tile.item.price
I have everything I need. Let me make the edits.
Edit 1: Add the asset loader.
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 2: Replace the placeholder SHOP_KIT_ITEMS block with a real ITEMS registry + helpers.
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 3: Remove the dead placeholder pools (SHOP_KIT_DESCS, SHOP_KIT_STATS).
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 4: Drop the placeholder-augmentation loop in shop_kit_init.
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 5: Fix build_kit_grid so cells beyond the catalog become empty placeholders instead of cycling.
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 6: Add the per-hit Meat Bone bonus in target: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)
Edit 7: Restore the hover/click loops in shop_kit_update.
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 8: Restore the catalog/owned/tooltip draws in draw_shop_ui_kit.
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 the tooltip-on-hover render at the end of draw_shop_ui_kit:
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 9: Wipe inventory in run_reset.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Here's what changed:
main.lua:
meat_on_bone_imgloaded fromassets/meat_on_bone.png(downloaded from emojipedia, 512×512 to match other emojis)- New
ITEMSregistry near oldSHOP_KIT_ITEMSsite, withmeat_bonedefined (price $5, three tiers each withbonus+desc) SHOP_KIT_ITEMS = { ITEMS.meat_bone }— single-entry catalog- New helpers:
item_level(id)(returns 0..3) anditem_tooltip_view(item, level)(builds a synthesized desc/stats table fromitem.tierssodraw_shop_tooltipstays tier-agnostic) target:hit— bonus applied right after the base+1, firesspawn_damage_numberabove the target for the bonus onlybuild_kit_grid— cells past the catalog end go toSHOP_KIT_EMPTY_CELLSinstead of wrappingshop_kit_update— hover loops for tiles + owned slots restored; click-to-buy backdraw_shop_ui_kit— empty-cell rects + tile draws + owned-slot draws + tier-aware tooltip restoredrun_reset— wipes owned slots and rebuilds the grid- Dead
SHOP_KIT_DESCS/SHOP_KIT_STATSpools and the placeholder-augmentation loop inshop_kit_initremoved
One thing worth flagging: there's a legacy line in target:hit — local damage = BASE_DAMAGE + items_owned*ITEM_BONUS. items_owned is never incremented in the new shop path, so it stays 0 → damage is always 1. Kept it as-is since the task didn't call for ripping it out, but eventually items_owned + ITEM_BONUS should be retired in favor of a real per-item damage effect (or just deleted if Meat Bone is the only per-hit modifier).
Math sanity check at L3 Meat Bone: 3 clicks per kill × (1 base + 3 bonus) = 12 score per kill. Round 1 target is 10 — Meat Bone L3 clears it in one kill. Pricing/tiers will need a balance pass once we have more items to spread the curve across.
Ready for the next item whenever you've tested this one.
Below the timer and coin frames on the round screen, there should be a grid of items that we currently have active. Start the round with player already having meat bone so I can see what it plays like immediately.
Let me check the current left-wall HUD layout.
Grep (LEFT_WALL_CENTER_X|draw_hud_chip|timer_chip|gold_chip|hud_chip_y)
444:-- visibly. gold_chip_y_offset is the "cash register" kick — set positive
450:gold_chip_y_offset = 0
1633:function draw_hud_chip(x, y, icon_image, text_str, font_name, gap, min_text_w)
2656: gold_chip_y_offset = 4
2658: { gold_chip_y_offset = 0 }, math.linear)
2805: -- gold_chip_y_offset for the cash-register kick (down on buy, linear
2810: local gold_chip_w = 3 + 14 + 6 + gold_text_w + 3
2811: draw_hud_chip(math.floor(SHOP_LEFT_CENTER_X - gold_chip_w/2),
2812: math.floor(50 + gold_chip_y_offset),
2998: gold_chip_y_offset = 0
3054: gold_chip_y_offset = 0
3339: local timer_chip_w = 24 + timer_text_w
3340: local tx = math.floor(left_center_x - timer_chip_w/2)
3341: _, ch = draw_hud_chip(tx, cur_y, hourglass_img,
3349: local gold_chip_w = 26 + gold_min_w
3350: local gx = math.floor(left_center_x - gold_chip_w/2)
3351: draw_hud_chip(gx, cur_y, coin_img, tostring(gold), nil, 6, gold_min_w)
Read (E:/a327ex/emoji-aimer/main.lua)
3310 camera_attach(main_camera, ui_top_panel_layer)
3311 camera_attach(main_camera, ui_top_content_layer)
3312 end
3313
3314 -- HUD chips stacked vertically along the top of the LEFT side wall
3315 -- (timer + gold), centered on the wall column so they read as anchored
3316 -- to it rather than floating off the screen edge. Score gets its own
3317 -- dedicated blue panel in the top RIGHT, also centered on its wall.
3318 -- Both chip widths use min_text_w to fix the worst-case text region
3319 -- (so neither chip twitches sideways as digits accumulate, which would
3320 -- be visible at the centered position).
3321 --
3322 -- Drawn on ui_content_layer in white; the outline_shader pass below
3323 -- adds the chunky black halo so the white text reads against the cream
3324 -- wall behind it. Only shown in 'playing' / 'cleared' — the shop has
3325 -- its own gold chip, and 'payout' / 'won' / 'lost' want a clean canvas.
3326 if game_state == 'playing' or game_state == 'cleared' then
3327 local m = math.floor(round_timer / 60)
3328 local s = math.floor(round_timer - m*60)
3329 local left_center_x = math.floor(SIDE_WALL_W / 2)
3330 local stack_y = 8 -- distance from top screen edge
3331 local chip_gap = 6 -- vertical gap between chips
3332 local cur_y = stack_y
3333 local _, ch
3334
3335 -- Timer chip: worst-case width "88:88" so the chip is fixed size as
3336 -- digits tick. Chip width = pad_x*2 + icon_w + gap + text_w
3337 -- = 3+3 + 14 + 4 + text_w = 24 + text_w (gap defaults to 4).
3338 local timer_text_w = font_get_text_width('main', '88:88')
3339 local timer_chip_w = 24 + timer_text_w
... [60 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
1633 function draw_hud_chip(x, y, icon_image, text_str, font_name, gap, min_text_w)
1634 font_name = font_name or 'main'
1635 local pad_x = 3
1636 local pad_y = 5
1637 local icon_w = 14
1638 -- Default gap matches the hourglass chip (which has ~2px built-in
1639 -- transparent padding on its right). Tighter icons (bullseye, coin) bbox
1640 -- to the edge — pass a larger gap so the visual icon→text distance lines
1641 -- up with the timer.
1642 gap = gap or 4
1643 local font_h = (font_name == 'big') and 8 or (font_name == 'main') and 11 or 16
1644 -- Width is normally driven by the text's measured width. Pass min_text_w
1645 -- to force a fixed text region (worst-case width) so the chip doesn't
1646 -- twitch as digits change — needed for the ticking timer.
1647 local txt_w = font_get_text_width(font_name, text_str)
1648 if min_text_w and min_text_w > txt_w then txt_w = min_text_w end
1649 local chip_w = pad_x + icon_w + gap + txt_w + pad_x
1650 local chip_h = pad_y + math.max(icon_w, font_h) + pad_y
1651
1652 layer_rounded_rectangle(ui_panel_layer, x, y, chip_w, chip_h, 2, fg())
1653
1654 local icon_s = icon_w / icon_image.width
1655 local cy = y + chip_h/2
1656 layer_push(ui_content_layer, x + pad_x + icon_w/2, cy, 0, icon_s, icon_s)
1657 layer_image(ui_content_layer, icon_image, 0, 0)
1658 layer_pop(ui_content_layer)
1659
1660 -- LanaPixel sits high in its 11-px box, so visual centering wants a small
1661 -- downward nudge from the technical center.
1662 local text_y = math.floor(y + chip_h/2 - font_h/2 + 1)
... [30 more lines]
Quick plan before code:
1. HUD inventory drawing. New draw_hud_inventory(x, y, cols, slot_size, gap) near draw_score_panel. Walks SHOP_KIT_OWNED_SLOTS filtering to filled entries; each renders inline (frame on ui_panel_layer, emoji on ui_content_layer, level badge on shop_level_layer — same layer routing as draw_shop_owned_slot but with no hover/spring/shake state). Empty slots are skipped — grid is owned-items-only and shrinks visually when items aren't owned.
Slot size 24×24 with 14px icon and 6px gap matches the chip dimensions above it for visual rhythm. 2 cols × N rows wrapping (max 4 rows since SHOP_KIT_OWNED_SLOTS caps at 12 items).
2. Position. Called from the in-round draw block (the if game_state == 'playing' or 'cleared' branch). Placed 6px below the gold chip's bottom (i.e. cur_y + chip_h + 6 after the gold chip draws). Centered on left_center_x (= 52) like the chips.
3. Dev pre-grant. New STARTING_ITEMS table near ITEMS listing { ITEMS.meat_bone, level=1 }. New grant_starting_items() helper near shop_kit_find_empty_owned_slot that iterates the list, finds empty slots, fills them and calls init_hover_state (so the shop owned-slot hover still works on starting items). Called at boot after shop_kit_init() and at the end of run_reset() (so R-restart also re-grants).
Easy to turn off later — just empty out STARTING_ITEMS.
Code now.
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)
Grep (^local function init_hover_state|^function init_hover_state)
2447:local function init_hover_state(el)
Grep (layer_render(ui_content_layer|layer_draw(ui_content_layer|outline_shader.ui_content|ui_content.outline|shop_level_layer)
219:ui_content_outline = layer_new('ui_content_outline')
245:-- ui_content_layer so the outline derivation picks up a true-grayscale
253:shop_level_layer = layer_new('shop_level')
2314: -- drawn to shop_level_layer so the level recolor pass tints it blue
2321: layer_push(shop_level_layer, s.x + badge/2, s.y + badge/2, 0, scale, scale)
2322: layer_image(shop_level_layer, digit_img, 0, 0)
2323: layer_pop(shop_level_layer)
3348: -- Drawn on ui_content_layer in white; the outline_shader pass below
3454: layer_render(ui_content_layer)
3491: -- grayscale_shader onto ui_content_layer so the outline pass below picks
3499: -- them onto ui_content_layer so the outline derivation picks them up.
3500: layer_render(shop_level_layer)
3503: layer_draw_from(ui_content_layer, shop_level_layer, recolor_shader)
3517: layer_clear(ui_content_outline)
3518: layer_draw_from(ui_content_outline, ui_content_layer, outline_shader)
3541: layer_draw(ui_content_outline)
3542: layer_draw(ui_content_layer)
Read (E:/a327ex/emoji-aimer/main.lua)
3488
3489 -- Grayscale pass for unaffordable shop-tile emojis. draw_shop_item_tile
3490 -- routes those emojis to grayscale_layer; we flush it and draw it through
3491 -- grayscale_shader onto ui_content_layer so the outline pass below picks
3492 -- up a true-grayscale silhouette. Gated on shop — grayscale_layer is
3493 -- empty in any other state.
3494 if game_state == 'shop' then
3495 layer_render(grayscale_layer)
3496 layer_draw_from(ui_content_layer, grayscale_layer, grayscale_shader)
3497
3498 -- Level-badge recolor pass — tint queued keycap digits blue and draw
3499 -- them onto ui_content_layer so the outline derivation picks them up.
3500 layer_render(shop_level_layer)
3501 shader_set_vec4_immediate(recolor_shader,
3502 'u_target_color', 83/255, 175/255, 239/255, 1)
3503 layer_draw_from(ui_content_layer, shop_level_layer, recolor_shader)
3504 end
3505
3506 -- Derive shadow + outline passes via the outline / shadow shaders.
3507 layer_clear(shadow_layer)
3508 layer_draw_from(shadow_layer, game_layer, shadow_shader)
3509 layer_draw_from(shadow_layer, effects_layer, shadow_shader)
3510
3511 layer_clear(game_outline)
3512 layer_draw_from(game_outline, game_layer, outline_shader)
3513 layer_clear(effects_outline)
3514 layer_draw_from(effects_outline, effects_layer, outline_shader)
3515 layer_clear(ui_panel_outline)
3516 layer_draw_from(ui_panel_outline, ui_panel_layer, outline_shader)
3517 layer_clear(ui_content_outline)
... [30 more lines]
Now the HUD inventory draw function, after draw_score_panel:
Read (E:/a327ex/emoji-aimer/main.lua)
1700 layer_text(ui_content_layer, target_str, fonts.main,
1701 math.floor(x + SCORE_PANEL_W/2 - target_w/2), y + 20, white())
1702 end
1703
1704 -- Payout overlay — round-end gold breakdown shown mid-screen during the
1705 -- 'payout' state. Drawn to payout_layer (which sits ABOVE transition_layer
1706 -- in the composite, with its own outline pass, so the text reads on top
1707 -- of the yellow wipe circle with a chunky black halo).
1708 --
1709 -- Layout: three columns — label / amount / detail — all LEFT-aligned at
1710 -- their column x. Column widths are computed each draw from the actual
1711 -- longest strings (font_get_text_width), then the total width is centered
1712 -- on the screen center (cx). Left-aligning the amount avoids the visual
1713 -- right-to-left "growth" the prior right-aligned version had as digits
1714 -- typed in.
1715 --
1716 -- Animation per line:
1717 -- 1. Drop: y starts at target+DROP_OFFSET and tweens linearly back to
1718 -- target over DROP_DURATION — same shape as the gold/score chip
1719 -- cash-register kick, applied to the whole line at once.
1720 -- 2. Sequential typewriter L→R: label types first (left col, chars
1721 -- appear left-to-right), then once the label is fully shown the
1722 -- amount starts typing at its column, then the detail. No segment
1723 -- starts until the previous one is fully typed, so reveals always
1724 -- progress strictly left-to-right across the line.
1725 PAYOUT_REVEAL_DELAY = 0.4 -- seconds between successive line starts
1726 PAYOUT_DROP_OFFSET = 6 -- px below target_y the line starts at
1727 PAYOUT_DROP_DURATION = 0.2 -- seconds for the line to settle to target_y
1728 PAYOUT_TYPE_RATE = 50 -- characters per second within a segment
1729 PAYOUT_GAP = 8 -- horizontal gap between columns
... [10 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)
Now the call site — after the gold chip in the in-round HUD block, and capture the gold chip height:
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 move the level-badge recolor pass outside the shop-only gate so it fires every frame:
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 grant_starting_items() into the boot block and run_reset:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Summary of changes:
STARTING_ITEMSdefined right afterITEMSwith{ item = ITEMS.meat_bone, level = 1 }— flip to{}to disable the pre-grantinventory_grant(item, level)+grant_starting_items()helpers nearshop_kit_find_empty_owned_slot; both boot andrun_resetnow callgrant_starting_items()so R-restart also re-grantsdraw_hud_inventory(x, y, cols, slot_w, slot_h, gap, icon)added afterdraw_score_panel. Owned-items only (filtered, grid shrinks when empty)- In-round HUD block now captures gold chip height and renders the inventory 6px below it, centered on the left wall column. 2-col, 24×24 slots, 14px icons (matching chip rhythm)
- Level-badge recolor pass moved out of the
game_state == 'shop'gate (was previously shop-only — would have left HUD level badges gray). Emptyshop_level_layerqueue is a no-op so this is harmless when no badges are pushed
You should now boot into round 1 with one Meat Bone in the inventory grid, a +1 floating above each hit, and the score chip jumping by +2 per hit (1 base + 1 meat bone bonus).
The grid should cover the entire width of the column.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Changed to 3 cols × 28×28 slots × 4 gap (total width 92, ~6px inset each side of the 105-wide wall). 4 rows × 3 cols = 12 slot capacity, matching the shop's owned-column. Icons bumped from 14 → 16 to suit the larger slots.
Hovering over the item in round should also show its description, its description should be the same in the shop. The description should follow the SNKRX style, check reference folders for SNKRX code in E:/a327ex, where it does +1/+2/+3 and lights up the current level with a different color. Extra points from items should show as blue instead of yellow per hit (damage number class). There should be no, "next tier" description on the text info, unless later for items that unlock special effects other than numerical changes per tiers. Tier changes also follow the SNKRX style of 3 level 1 items turns into a level 2 item, 3 level 2 items turns into a level 3 item. There should be a subtle dot visual on the item to show its current level of repetition, like if we're a level 1 item with 2 repeats, 1 on the top left, 2 little blue dots on the right.
Let me check the SNKRX reference code first.
Bash (find E:/a327ex -path "SNKRX" -type d 2>/dev/null | head -10; find E:/a327ex -p...)
E:/a327ex/Invoker/reference/SNKRX
E:/a327ex/Invoker/reference/SNKRX/assets
E:/a327ex/Invoker/reference/SNKRX/assets/fonts
E:/a327ex/Invoker/reference/SNKRX/assets/images
E:/a327ex/Invoker/reference/SNKRX/assets/maps
E:/a327ex/Invoker/reference/SNKRX/assets/media
E:/a327ex/Invoker/reference/SNKRX/assets/shaders
E:/a327ex/Invoker/reference/SNKRX/assets/sounds
E:/a327ex/Invoker/reference/SNKRX/builds
E:/a327ex/Invoker/reference/SNKRX/builds/windows
E:/a327ex/a327ex-site/media/posts/snkrx_log
Bash (ls E:/a327ex/Invoker/reference/SNKRX/*.lua 2>/dev/null | head; ls E:/a327ex/Invo...)
E:/a327ex/Invoker/reference/SNKRX/arena.lua
E:/a327ex/Invoker/reference/SNKRX/buy_screen.lua
E:/a327ex/Invoker/reference/SNKRX/conf.lua
E:/a327ex/Invoker/reference/SNKRX/enemies.lua
E:/a327ex/Invoker/reference/SNKRX/main.lua
E:/a327ex/Invoker/reference/SNKRX/mainmenu.lua
E:/a327ex/Invoker/reference/SNKRX/media.lua
E:/a327ex/Invoker/reference/SNKRX/objects.lua
E:/a327ex/Invoker/reference/SNKRX/player.lua
E:/a327ex/Invoker/reference/SNKRX/shared.lua
Grep (level.1.2.3|merge|tier.color|tier_text|level_text|item_text|set_text.*level|description|tooltip)
Found 1 file
Invoker\reference\SNKRX\buy_screen.lua
Bash (wc -l E:/a327ex/Invoker/reference/SNKRX/*.lua)
1213 E:/a327ex/Invoker/reference/SNKRX/arena.lua
2082 E:/a327ex/Invoker/reference/SNKRX/buy_screen.lua
7 E:/a327ex/Invoker/reference/SNKRX/conf.lua
1103 E:/a327ex/Invoker/reference/SNKRX/enemies.lua
2144 E:/a327ex/Invoker/reference/SNKRX/main.lua
213 E:/a327ex/Invoker/reference/SNKRX/mainmenu.lua
35 E:/a327ex/Invoker/reference/SNKRX/media.lua
446 E:/a327ex/Invoker/reference/SNKRX/objects.lua
4000 E:/a327ex/Invoker/reference/SNKRX/player.lua
878 E:/a327ex/Invoker/reference/SNKRX/shared.lua
12121 total
Grep (level == 1|level == 2|level == 3|level: 1|level: 2|level: 3|self.level|new_color|merge|InfoText|TextTag)
23: self.level_text = nil
37: self.level_button = nil
42: self.level = level
54: steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level)
78: self.level_text = Text({{text = '[fg]Lv.' .. tostring(self.level) .. get_elite_str(self.level), font = pixul_font, alignment = 'center'}}, global_text_tags)
119: b.info_text = InfoText{group = main.current.ui, force_update = true}
159: b.info_text = InfoText{group = main.current.ui, force_update = true}
174: system.save_run(self.level, self.loop, gold, self.units, self.passives, self.shop_level, self.shop_xp, run_passive_pool, locked_state)
198: if self.level_text then self.level_text:update(dt) end
240: if self.level_text then self.level_text:draw(265, gh - 20) end
274: if table.any(self.units, function(v) return v.character == character and v.level == 3 end) then
276: self.info_text = InfoText{group = main.current.ui}
288: if unit.level == 1 then
295: elseif unit.level == 2 then
316: self.info_text = InfoText{group = main.current.ui}
694: self.info_text = InfoText{group = main.current.ui}
811: self.max_xp = (self.parent.shop_level == 1 and 3) or (self.parent.shop_level == 2 and 4) or (self.parent.shop_level == 3 and 5) or (self.parent.shop_level == 4 and 6) or (self.parent.shop_level == 5 and 0)
825: self.info_text_2 = InfoText{group = main.current.ui}
838: self.max_xp = (self.parent.shop_level == 1 and 3) or (self.parent.shop_level == 2 and 4) or (self.parent.shop_level == 3 and 5) or (self.parent.shop_level == 4 and 6) or (self.parent.shop_level == 5 and 0)
858: self.info_text_2 = InfoText{group = main.current.ui}
869: self.max_xp = (self.parent.shop_level == 1 and 3) or (self.parent.shop_level == 2 and 4) or (self.parent.shop_level == 3 and 5) or (self.parent.shop_level == 4 and 6) or (self.parent.shop_level == 5 and 0)
908: self.info_text = InfoText{group = main.current.ui}
924: self.info_text = InfoText{group = main.current.ui}
979: if self.parent.level == 3 or (merchant and merchant.level == 3) then
999: self.info_text = InfoText{group = main.current.ui}
1021: self.info_text = InfoText{group = main.current.ui, force_update = true}
1108: graphics.print_centered(self.level, pixul_font, self.x + 0.5, self.y + 2, 0, 1, 1, 0, 0, self.highlighted and fg[-5] or _G[character_color_strings[self.character]][-5])
1117: self.info_text = InfoText{group = main.current.tutorial}
1119: {text = '[' .. character_color_strings[self.character] .. ']' .. self.character:capitalize() .. '[fg] - [yellow]Lv.' .. self.level,
1122: {text = character_descriptions[self.character](self.level), font = pixul_font, alignment = 'center', height_multiplier = 2},
... [2 more lines]
Grep (character_descriptions|character_description|[1, 2, 3]|stage_color|level_color)
No matches found
Grep (character_descriptions)
Found 2 files
Invoker\reference\SNKRX\buy_screen.lua
Invoker\reference\SNKRX\main.lua
Grep (character_descriptions = |character_descriptions[)
590: character_descriptions = {
Read (E:/a327ex/Invoker/reference/SNKRX/main.lua)
585 local player = Player{group = group, leader = true, character = character, level = level, follower_index = 1}
586 player:update(0)
587 return math.round(player[stat], 2)
588 end
589
590 character_descriptions = {
591 ['vagrant'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. get_character_stat('vagrant', lvl, 'dmg') .. '[fg] damage' end,
592 ['swordsman'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('swordsman', lvl, 'dmg') .. '[fg] damage in an area, deals extra [yellow]' ..
593 math.round(get_character_stat('swordsman', lvl, 'dmg')*0.15, 2) .. '[fg] damage per unit hit' end,
594 ['wizard'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. get_character_stat('wizard', lvl, 'dmg') .. ' AoE[fg] damage' end,
595 ['magician'] = function(lvl) return '[fg]creates a small area that deals [yellow]' .. get_character_stat('magician', lvl, 'dmg') .. ' AoE[fg] damage' end,
596 ['archer'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('archer', lvl, 'dmg') .. '[fg] damage and pierces' end,
597 ['scout'] = function(lvl) return '[fg]throws a knife that deals [yellow]' .. get_character_stat('scout', lvl, 'dmg') .. '[fg] damage and chains [yellow]3[fg] times' end,
598 ['cleric'] = function(lvl) return '[fg]creates [yellow]1[fg] healing orb every [yellow]8[fg] seconds' end,
599 ['outlaw'] = function(lvl) return '[fg]throws a fan of [yellow]5[fg] knives, each dealing [yellow]' .. get_character_stat('outlaw', lvl, 'dmg') .. '[fg] damage' end,
600 ['blade'] = function(lvl) return '[fg]throws multiple blades that deal [yellow]' .. get_character_stat('blade', lvl, 'dmg') .. ' AoE[fg] damage' end,
601 ['elementor'] = function(lvl) return '[fg]deals [yellow]' .. get_character_stat('elementor', lvl, 'dmg') .. ' AoE[fg] damage in a large area centered on a random target' end,
602 ['saboteur'] = function(lvl) return '[fg]calls [yellow]2[fg] saboteurs to seek targets and deal [yellow]' .. get_character_stat('saboteur', lvl, 'dmg') .. ' AoE[fg] damage' end,
603 ['bomber'] = function(lvl) return '[fg]plants a bomb, when it explodes it deals [yellow]' .. 2*get_character_stat('bomber', lvl, 'dmg') .. ' AoE[fg] damage' end,
604 ['stormweaver'] = function(lvl) return '[fg]infuses projectiles with chain lightning that deals [yellow]20%[fg] damage to [yellow]2[fg] enemies' end,
605 ['sage'] = function(lvl) return '[fg]shoots a slow projectile that draws enemies in' end,
606 ['squire'] = function(lvl) return '[yellow]+20%[fg] damage and defense to all allies' end,
607 ['cannoneer'] = function(lvl) return '[fg]shoots a projectile that deals [yellow]' .. 2*get_character_stat('cannoneer', lvl, 'dmg') .. ' AoE[fg] damage' end,
608 ['dual_gunner'] = function(lvl) return '[fg]shoots two parallel projectiles, each dealing [yellow]' .. get_character_stat('dual_gunner', lvl, 'dmg') .. '[fg] damage' end,
609 ['hunter'] = function(lvl) return '[fg]shoots an arrow that deals [yellow]' .. get_character_stat('hunter', lvl, 'dmg') .. '[fg] damage and has a [yellow]20%[fg] chance to summon a pet' end,
610 ['sentry'] = function(lvl) return '[fg]spawns a rotating turret that shoots [yellow]4[fg] projectiles, each dealing [yellow]' .. get_character_stat('sentry', lvl, 'dmg') .. '[fg] damage' end,
611 ['chronomancer'] = function(lvl) return '[yellow]+20%[fg] attack speed to all allies' end,
612 ['spellblade'] = function(lvl) return '[fg]throws knives that deal [yellow]' .. get_character_stat('spellblade', lvl, 'dmg') .. '[fg] damage, pierce and spiral outwards' end,
613 ['psykeeper'] = function(lvl) return '[fg]creates [yellow]3[fg] healing orbs every time the psykeeper takes [yellow]25%[fg] of its max HP in damage' end,
614 ['engineer'] = function(lvl) return '[fg]drops turrets that shoot bursts of projectiles, each dealing [yellow]' .. get_character_stat('engineer', lvl, 'dmg') .. '[fg] damage' end,
... [90 more lines]
Grep (level_text|self.level == 1|self.level == 2|self.level == 3|tier_text|stage_color)
23: self.level_text = nil
78: self.level_text = Text({{text = '[fg]Lv.' .. tostring(self.level) .. get_elite_str(self.level), font = pixul_font, alignment = 'center'}}, global_text_tags)
198: if self.level_text then self.level_text:update(dt) end
240: if self.level_text then self.level_text:draw(265, gh - 20) end
1123: {text = '[' .. (self.level == 3 and 'yellow' or 'light_bg') .. ']Lv.3 [' .. (self.level == 3 and 'fg' or 'light_bg') .. ']Effect - ' ..
1124: (self.level == 3 and character_effect_names[self.character] or character_effect_names_gray[self.character]), font = pixul_font, alignment = 'center', height_multiplier = 1.25},
1125: {text = (self.level == 3 and character_effect_descriptions[self.character]() or character_effect_descriptions_gray[self.character]()), font = pixul_font, alignment = 'center'},
1267: {text = '[' .. (self.level == 3 and 'yellow' or 'light_bg') .. ']Lv.3 [' .. (self.level == 3 and 'fg' or 'light_bg') .. ']Effect - ' ..
1268: (self.level == 3 and character_effect_names[self.character] or character_effect_names_gray[self.character]), font = pixul_font, alignment = 'center', height_multiplier = 1.25},
1269: {text = (self.level == 3 and character_effect_descriptions[self.character]() or character_effect_descriptions_gray[self.character]()), font = pixul_font, alignment = 'center'},
1288: total = total + ((self.level == 1 and character_tiers[self.character]) or (self.level == 2 and 2*character_tiers[self.character]) or (self.level == 3 and 6*character_tiers[self.character]) or 0)
1429: self.max_xp = (self.level == 0 and 0) or (self.level == 1 and 2) or (self.level == 2 and 3) or (self.level == 3 and 0)
1459: self.max_xp = (self.level == 0 and 0) or (self.level == 1 and 2) or (self.level == 2 and 3) or (self.level == 3 and 0)
1460: if self.level == 2 then spawn_mark1:play{pitch = 1, volume = 0.6} end
1461: if self.level == 3 then
1484: self.parent:gain_gold((self.level == 1 and 10) or (self.level == 2 and 20) or (self.level == 3 and 30))
1502: if self.level == 1 then
1505: elseif self.level == 2 then
1521: if self.level == 3 or self.unlevellable then
1533: tostring((self.level == 1 and 10) or (self.level == 2 and 20) or (self.level == 3 and 30)), font = pixul_font, alignment = 'center', height_multiplier = 1.25},
1764: {text = '[' .. (self.level == 3 and 'yellow' or 'light_bg') .. ']Lv.3 [' .. (self.level == 3 and 'fg' or 'light_bg') .. ']Effect - ' ..
1765: (self.level == 3 and character_effect_names[self.character] or character_effect_names_gray[self.character]), font = pixul_font, alignment = 'center', height_multiplier = 1.25},
1766: {text = (self.level == 3 and character_effect_descriptions[self.character]() or character_effect_descriptions_gray[self.character]()), font = pixul_font, alignment = 'center'},
Read (E:/a327ex/Invoker/reference/SNKRX/buy_screen.lua)
1115 self.selected = true
1116 self.spring:pull(0.2, 200, 10)
1117 self.info_text = InfoText{group = main.current.tutorial}
1118 self.info_text:activate({
1119 {text = '[' .. character_color_strings[self.character] .. ']' .. self.character:capitalize() .. '[fg] - [yellow]Lv.' .. self.level,
1120 font = pixul_font, alignment = 'center', height_multiplier = 1.25},
1121 {text = '[fg]Classes: ' .. character_class_strings[self.character], font = pixul_font, alignment = 'center', height_multiplier = 1.25},
1122 {text = character_descriptions[self.character](self.level), font = pixul_font, alignment = 'center', height_multiplier = 2},
1123 {text = '[' .. (self.level == 3 and 'yellow' or 'light_bg') .. ']Lv.3 [' .. (self.level == 3 and 'fg' or 'light_bg') .. ']Effect - ' ..
1124 (self.level == 3 and character_effect_names[self.character] or character_effect_names_gray[self.character]), font = pixul_font, alignment = 'center', height_multiplier = 1.25},
1125 {text = (self.level == 3 and character_effect_descriptions[self.character]() or character_effect_descriptions_gray[self.character]()), font = pixul_font, alignment = 'center'},
1126 }, nil, nil, nil, nil, 16, 4, nil, 2)
1127 self.info_text.x, self.info_text.y = gw/2, gh/2 + gh/4 - 12
1128 end
1129
1130
1131 function TutorialCharacterPart:on_mouse_exit()
1132 self.selected = false
1133 if self.info_text then
1134 self.info_text:deactivate()
1135 self.info_text.dead = true
1136 end
1137 self.info_text = nil
1138 end
1139
Brief plan covering everything you described:
1. SNKRX-style description with active tier highlighted.
Each item's desc_at(level) returns a segment array — e.g. for Meat Bone at L2:
lua
{ {text='+1', active=false}, {text='/', active=false},
{text='+2', active=true}, {text='/', active=false},
{text='+3', active=false}, {text=' POINTS PER HIT', active=true} }
Active segments → white(), inactive → fg_dark() (gray). Generalizes via item-defined desc_at (each future item can pick its own format). shop_tooltip_size sums segment widths; draw_shop_tooltip renders segments left-to-right at the right colors. No more "NEXT" line. Drop the stats field entirely from view — items only have a description.
2. Blue pop-up. spawn_damage_number(self.x, self.y - 18, '+N', { color = blue }) in target:hit. One-line change.
3. Merge mechanic (Model B). Each owned slot gains a progress field (0..2). Buy logic:
- First buy:
level=1, progress=0 - Duplicate at
progress < 2:progress += 1 - Duplicate at
progress == 2andlevel < 3: merge →level += 1, progress = 0(existingshop_kit_level_up_effectparticle burst fires here) - Duplicate at
level == 3, progress == 2: rejected viashop_kit_error
So 9 buys = full max (1+2+1+2+1+2 = states traversed). "L1 with 2 dots" is the stable pre-merge state matching your example.
4. Progress dots. 3px blue dots, vertically stacked on the right edge of each owned slot (both shop and in-round HUD). Drawn to shop_level_layer so they pick up the blue recolor pass already wired. 0/1/2 dots = 1/2/3 copies stacked at the current level. Added to both draw_shop_owned_slot and draw_hud_inventory.
5. In-round HUD hover tooltip. Promote draw_hud_inventory from static to interactive — slots get hover state (reuse update_hover_element logic). New hud_inventory_update(dt) ticks hover every frame. Tooltip rendered the same way the shop does, anchored to the hovered HUD slot. Slots already have shake/spring/hover_amount populated by init_hover_state (called by inventory_grant/shop_kit_try_buy) so the visual hover pulse works for free.
One callout — at $5 per buy and $30/round × 5 rounds = $150 budget, you could max Meat Bone ~3× over. Probably needs a price bump later. Leaving $5 for now since you didn't ask to change it.
Proceeding.
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)
Update target:hit to read tiers[lvl] as a number (not tiers[lvl].bonus) and change pop-up color to blue:
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 shop_tooltip_size and draw_shop_tooltip — switch to segment-based desc, drop the stats handling. Let me read them again to know the surrounding context:
Read (E:/a327ex/emoji-aimer/main.lua)
2065 -- Frame color: error flash overrides everything (turns red briefly when
2066 -- a buy fails); hover → white; unaffordable → fg_dark; else fg.
2067 local frame_col
2068 if errored then frame_col = red()
2069 elseif t.hovered then frame_col = white()
2070 elseif not affordable then frame_col = fg_dark()
2071 else frame_col = fg() end
2072
2073 -- Emoji + label tints — red while the error flash is alive so the whole
2074 -- tile reads as one solid red shape, not just a red frame around a still
2075 -- normal-colored emoji + label.
2076 local emoji_tint = errored and red() or nil
2077 local label_col = errored and red() or white()
2078
2079 -- During an error flash the emoji must read as red (not grayscale), so
2080 -- the grayscale routing is suppressed for the lifetime of the flash and
2081 -- the emoji draws on ui_content_layer with a red tint instead.
2082 local route_grayscale = (not affordable) and not errored
2083
2084 -- Push outer transform on ui_panel + ui_content (always) and on
2085 -- grayscale_layer (only when this tile's emoji routes through it).
2086 layer_push(ui_panel_layer, cx + card_ox, cy + card_oy, card_rot, card_sc, card_sc)
2087 layer_push(ui_content_layer, cx + card_ox, cy + card_oy, card_rot, card_sc, card_sc)
2088 if route_grayscale then
2089 layer_push(grayscale_layer, cx + card_ox, cy + card_oy, card_rot, card_sc, card_sc)
2090 end
2091
2092 -- Panel: rounded frame (all 4 corners) + colored banner band whose bottom
2093 -- corners line up with the frame's bottom corners. The banner is drawn as
2094 -- a rounded rect with the same radius so the bottom edges curve cleanly;
... [55 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)
Now update draw_shop_tooltip to render segments instead of desc/stats:
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 merge mechanic in shop_kit_try_buy. First, ensure slots are initialized with progress = 0:
Read (E:/a327ex/emoji-aimer/main.lua)
2580
2581 -- Owned-items column (2×6 = 12 slots). Filled slots are interactive;
2582 -- empty slots render as desaturated outlines with no hover behavior.
2583 SHOP_KIT_OWNED_SLOTS = {}
2584 local owned_pitch = SHOP_OWNED_SLOT_W + SHOP_OWNED_GAP
2585 for r = 0, SHOP_OWNED_ROWS - 1 do
2586 for c = 0, SHOP_OWNED_COLS - 1 do
2587 local idx = r*SHOP_OWNED_COLS + c + 1
2588 local x, y = SHOP_OWNED_ORIGIN_X + c*owned_pitch,
2589 SHOP_OWNED_ORIGIN_Y + r*owned_pitch
2590 local s = {
2591 x = x, y = y, w = SHOP_OWNED_SLOT_W, h = SHOP_OWNED_SLOT_H,
2592 item = nil,
2593 level = nil,
2594 kind = 'slot',
2595 }
2596 SHOP_KIT_OWNED_SLOTS[#SHOP_KIT_OWNED_SLOTS + 1] = s
2597 end
2598 end
2599
2600 -- Next-round button — bottom-right, centered horizontally with the
2601 -- owned-slot column. y=244 puts the button bottom (262) 8px above the
2602 -- screen bottom, matching the 8px from screen top to the shop/tier
2603 -- frame top.
2604 local owned_col_w = SHOP_OWNED_COLS*SHOP_OWNED_SLOT_W
2605 + (SHOP_OWNED_COLS - 1)*SHOP_OWNED_GAP
2606 local owned_center = SHOP_OWNED_ORIGIN_X + owned_col_w/2
2607 SHOP_KIT_NEXT_BUTTON = {
2608 x = math.floor(owned_center - SHOP_BUTTON_W/2),
2609 y = 244,
... [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 rewrite shop_kit_try_buy for the merge mechanic:
Read (E:/a327ex/emoji-aimer/main.lua)
2705 spawn_hit_particle(bx, by, {
2706 color = blue,
2707 velocity = random_float(40, 100),
2708 duration = random_float(0.3, 0.5),
2709 })
2710 end
2711 end
2712
2713 -- Attempt to buy `tile`. Returns true on success, false on failure
2714 -- (already sold, inventory full, insufficient gold). On success: deducts
2715 -- gold, places the item in the inventory (or increments level if already
2716 -- owned), and marks the tile sold. On failure: fires shop_kit_error for
2717 -- the visual feedback.
2718 function shop_kit_try_buy(tile)
2719 if tile.sold or not tile.item then return false end
2720
2721 local existing = shop_kit_find_owned_slot_with(tile.item)
2722 local is_levelup = existing ~= nil
2723 local target = existing or shop_kit_find_empty_owned_slot()
2724
2725 if not target then -- inventory full and item not already owned
2726 shop_kit_error(tile)
2727 return false
2728 end
2729 if gold < tile.item.price then
2730 shop_kit_error(tile)
2731 return false
2732 end
2733
2734 gold = gold - tile.item.price
... [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)
Now the progress-dot rendering. I'll add it to draw_shop_owned_slot first (reused for both shop and HUD-style slots — wait, the HUD has its own draw function, draw_hud_inventory). Let me add a shared helper draw_progress_dots(x, y, slot_h, progress):
Read (E:/a327ex/emoji-aimer/main.lua)
2316 for i = 1, total - 1 do
2317 if SHOP_KIT_ACTIVE_TIER ~= i and SHOP_KIT_ACTIVE_TIER ~= i + 1 then
2318 local div_x = strip_x + i*seg_w
2319 layer_rectangle(ui_panel_layer, div_x, strip_y, 1, strip_h, fg_dark())
2320 end
2321 end
2322
2323 -- Labels / lock icons at absolute integer positions.
2324 for _, tab in ipairs(SHOP_KIT_TABS) do
2325 local cx = tab.x + tab.w/2
2326 local cy = tab.y + tab.h/2
2327 if tab.locked then
2328 local icon = 12
2329 local s = icon/locked_img.width
2330 layer_push(ui_content_layer, cx, cy, 0, s, s)
2331 layer_image(ui_content_layer, locked_img, 0, 0)
2332 layer_pop(ui_content_layer)
2333 else
2334 local lbl_w = font_get_text_width('main', tab.label)
2335 local text_x = math.floor(cx - lbl_w/2)
2336 local text_y = math.floor(cy - 11/2 + 1) + 1
2337 layer_text(ui_content_layer, tab.label, fonts.main, text_x, text_y, white())
2338 end
2339 end
2340 end
2341
2342 -- 28x28 owned-item slot. Mirrors draw_shop_item_tile structure (panel push
2343 -- with shake + spring transforms, content push with the emoji inside) but
2344 -- without the banner / label / state-tinted frame. Empty slots (item == nil)
2345 -- render as a desaturated rounded rect with no content.
... [20 more lines]
Bash (cat E:/a327ex/emoji-aimer/assets/recolor.frag 2>/dev/null | head -40)
// Recolor shader - maps grayscale emoji to target color
// Gray background becomes target color, white text stays white
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D u_texture;
uniform vec4 u_target_color; // target color (0-1 range, alpha ignored)
void main() {
vec4 tex = texture(u_texture, TexCoord);
// Grayscale value
float gray = tex.r;
// Background is 120/255 (~0.471), text is 1.0
// Normalize: 0.471 -> 0, 1.0 -> 1
float t = (gray - 0.471) / (1.0 - 0.471);
t = clamp(t, 0.0, 1.0);
// Mix target color -> white
vec3 color = mix(u_target_color.rgb, vec3(1.0), t);
FragColor = vec4(color, tex.a);
}
Grep (layer_circle|^function layer_circle)
Found 4 files
emoji-aimer\main.lua
emoji-aimer\anchor\layer.lua
emoji-aimer\anchor\camera.lua
emoji-aimer\anchor\color.lua
Grep (^function layer_circle|layer_circle)
33: Shadowed globals: layer_rectangle, layer_circle, layer_line, layer_render,
44: circle = layer_circle,
46: circle_line = layer_circle_line,
112:function layer_circle(lyr, x, y, radius, color)
120:function layer_circle_line(lyr, x, y, radius, color, line_width)
Add the dot helper, then wire it in. First, the helper near the slot drawing code:
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 call it from draw_shop_owned_slot — after the level badge:
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 draw_hud_inventory to also render dots, and add hover state per slot (positioning slots in-place each frame since they live in SHOP_KIT_OWNED_SLOTS with shop coords):
Read (E:/a327ex/emoji-aimer/main.lua)
1708 -- the round HUD isn't interactive — interaction lives in the shop's owned
1709 -- column instead.
1710 --
1711 -- Layer routing mirrors draw_shop_owned_slot:
1712 -- ui_panel_layer — slot frame
1713 -- ui_content_layer — item emoji
1714 -- shop_level_layer — level keycap (gets the blue recolor pass in draw())
1715 -- The shop_level_layer recolor pass was moved out of the shop-only gate
1716 -- so it runs every frame; empty queues are a no-op.
1717 function draw_hud_inventory(x, y, cols, slot_w, slot_h, gap, icon)
1718 local pitch_x = slot_w + gap
1719 local pitch_y = slot_h + gap
1720 local i = 0
1721 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
1722 if s.item then
1723 local r = math.floor(i / cols)
1724 local c = i % cols
1725 local sx = x + c*pitch_x
1726 local sy = y + r*pitch_y
1727
1728 layer_rounded_rectangle(ui_panel_layer, sx, sy, slot_w, slot_h, 4, fg())
1729
1730 local is = icon/s.item.img.width
1731 layer_push(ui_content_layer, sx + slot_w/2, sy + slot_h/2, 0, is, is)
1732 layer_image(ui_content_layer, s.item.img, 0, 0)
1733 layer_pop(ui_content_layer)
1734
1735 if s.level and digit_imgs[tostring(s.level)] then
1736 local digit_img = digit_imgs[tostring(s.level)]
1737 local badge = 8
... [30 more lines]
Grep (function update|cash_out_btn.hovered|shop_kit_update(dt)
2649:local function update_hover_element(el, mx, my, dt)
2840:function shop_kit_update(dt)
3102: cash_out_btn.hovered = false
3192: cash_out_btn.hovered = false
3227:function update(dt)
3258: if game_state == 'shop' then shop_kit_update(dt) end
3278: if hover and not cash_out_btn.hovered then
3285: cash_out_btn.hovered = hover
3287: cash_out_btn.hovered = false
Read (E:/a327ex/emoji-aimer/main.lua)
3227 function update(dt)
3228 sync_engine_globals()
3229
3230 -- R restarts the run from any state ('playing', 'won', 'lost').
3231 if input_pressed('restart') then run_reset() end
3232
3233 -- Debug + memory tracker controls — work in any state.
3234 if input_pressed('toggle_debug') then debug_draw_visible = not debug_draw_visible end
3235 if input_pressed('toggle_mem') then memory_tracker_toggle(mem_tracker) end
3236 if input_pressed('baseline_mem') then memory_tracker_capture_baseline(mem_tracker) end
3237 if input_pressed('spawn_coin') then
3238 local mx, my = mouse_position()
3239 spawn_resource(mx, my, 'coin')
3240 end
3241 if input_pressed('spawn_gem') then
3242 local mx, my = mouse_position()
3243 spawn_resource(mx, my, 'gem')
3244 end
3245 if input_pressed('spawn_crown') then
3246 local mx, my = mouse_position()
3247 spawn_resource(mx, my, 'crown')
3248 end
3249
3250 the_cursor:update(dt)
3251 the_combo_display:update(dt)
3252
3253 -- Score-panel tweens (display lag + cash-register y-offset). Always
3254 -- ticked so any in-flight tween finishes cleanly across state changes.
3255 timer_update(score_chip_timer, dt)
3256
... [60 more lines]
Now rewrite draw_hud_inventory for hover + dots, and add hud_inventory_update. Also pull the layout into constants and rework the call site:
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 the in-round draw call site to no-args:
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 the tooltip render for HUD-hovered slot (right after the HUD draw call). Let me check the current structure:
Read (E:/a327ex/emoji-aimer/main.lua)
3392 round_timer = 0
3393 if score >= ROUNDS[round_index].score_target then
3394 game_state = 'cleared'
3395 else
3396 game_state = 'lost'
3397 death_reason = 'TIMER RAN OUT'
3398 on_combo_break()
3399 end
3400 end
3401 end
3402
3403 -- Spawn tick + clicks: 'playing' only. In 'cleared' we want a quiet
3404 -- vacuum phase — no new targets, no shooting — until the resources are
3405 -- gathered and we advance to the shop.
3406 if game_state == 'playing' then
3407 spawn_tick_timer = spawn_tick_timer + dt
3408 if spawn_tick_timer >= TARGET_SPAWN_TICK then
3409 spawn_tick_timer = 0
3410 if alive_target_count() < ideal_target_count() then
3411 try_spawn_target()
3412 end
3413 end
3414
3415 if input_pressed('click') then
3416 local mx, my = mouse_position()
3417 local hit = false
3418 for _, t in ipairs(targets) do
3419 if not t._dead and t:contains(mx, my) then
3420 t:hit(mx, my - 1)
3421 hit = true
... [10 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
3253 mouse_set_visible(false)
3254 the_cursor = cursor()
3255 the_combo_display = combo_display()
3256 shop_kit_init()
3257 grant_starting_items()
3258
3259 -- Boot entry. Pick exactly one:
3260 -- start_round(1) — start the run normally at round 1
3261 -- round_index=0; start_shop() — start in the shop before round 1
3262 -- (round_index=0 makes the shop's "upcoming round" read as 1, and exit_shop
Grep (if game_state == 'shop' then shop_kit_update)
3303: if game_state == 'shop' then shop_kit_update(dt) end
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 the tooltip render. I need to find a good spot in the in-round draw block — after draw_score_panel():
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 (camera_attach.ui_top|camera_detach.ui_top)
3492: camera_attach(main_camera, ui_top_panel_layer)
3493: camera_attach(main_camera, ui_top_content_layer)
3609: camera_detach(main_camera, ui_top_content_layer)
3610: camera_detach(main_camera, ui_top_panel_layer)
Read (E:/a327ex/emoji-aimer/main.lua)
3480 if not fx._dead and not fx.rarity_color then fx:draw() end
3481 end
3482 camera_detach(main_camera, effects_layer)
3483 camera_detach(main_camera, game_layer)
3484
3485 -- UI is camera-attached so the chips wobble with the side walls under
3486 -- the handcam. overlay_layer / cursor_layer / transition_layer stay in
3487 -- screen space so the dim, the cursor, and the wipe circle don't shake.
3488 -- Skipped during 'shop' — shop is a static UI screen, no handcam wobble.
3489 if game_state ~= 'shop' then
3490 camera_attach(main_camera, ui_panel_layer)
3491 camera_attach(main_camera, ui_content_layer)
3492 camera_attach(main_camera, ui_top_panel_layer)
3493 camera_attach(main_camera, ui_top_content_layer)
3494 end
3495
3496 -- HUD chips stacked vertically along the top of the LEFT side wall
3497 -- (timer + gold), centered on the wall column so they read as anchored
3498 -- to it rather than floating off the screen edge. Score gets its own
3499 -- dedicated blue panel in the top RIGHT, also centered on its wall.
3500 -- Both chip widths use min_text_w to fix the worst-case text region
3501 -- (so neither chip twitches sideways as digits accumulate, which would
3502 -- be visible at the centered position).
3503 --
3504 -- Drawn on ui_content_layer in white; the outline_shader pass below
3505 -- adds the chunky black halo so the white text reads against the cream
3506 -- wall behind it. Only shown in 'playing' / 'cleared' — the shop has
3507 -- its own gold chip, and 'payout' / 'won' / 'lost' want a clean canvas.
3508 if game_state == 'playing' or game_state == 'cleared' then
3509 local m = math.floor(round_timer / 60)
Read (E:/a327ex/emoji-aimer/main.lua)
3600 local state = b.hovered and 'hovered' or 'default'
3601 draw_shop_button(b.x, b.y, b.w, b.h, b.label, state, b.variant, b.spring.main.x)
3602 end
3603
3604 -- Shop UI kit — scattered gallery of every shop element for review.
3605 -- Replaces the real shop layout for now.
3606 if game_state == 'shop' then draw_shop_ui_kit() end
3607
3608 if game_state ~= 'shop' then
3609 camera_detach(main_camera, ui_top_content_layer)
3610 camera_detach(main_camera, ui_top_panel_layer)
3611 camera_detach(main_camera, ui_content_layer)
3612 camera_detach(main_camera, ui_panel_layer)
3613 end
3614
3615 -- Round-end wipe — yellow circle on transition_layer (rendered last in
3616 -- the composite, above the cursor). Radius is tweened directly on the
3617 -- transition table by start_payout_transition's chained timer_tween.
3618 -- The payout overlay (drawn just below) queues to the same layer AFTER
3619 -- the circle so the breakdown text floats on top of the yellow disc.
3620 if transition.radius > 0 then
3621 layer_circle(transition_layer, transition.origin_x, transition.origin_y,
3622 transition.radius, yellow())
3623 end
3624
Grep (camera_attach|camera_detach)
3459: camera_attach(main_camera, game_layer)
3460: camera_attach(main_camera, effects_layer)
3482: camera_detach(main_camera, effects_layer)
3483: camera_detach(main_camera, game_layer)
3490: camera_attach(main_camera, ui_panel_layer)
3491: camera_attach(main_camera, ui_content_layer)
3492: camera_attach(main_camera, ui_top_panel_layer)
3493: camera_attach(main_camera, ui_top_content_layer)
3609: camera_detach(main_camera, ui_top_content_layer)
3610: camera_detach(main_camera, ui_top_panel_layer)
3611: camera_detach(main_camera, ui_content_layer)
3612: camera_detach(main_camera, ui_panel_layer)
3663: camera_attach(main_camera, digit_layer)
3671: camera_detach(main_camera, digit_layer)
3748: camera_attach(main_camera, debug_layer)
3769: camera_detach(main_camera, debug_layer)
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)
Summary of changes:
Description / tooltip
ITEMS.meat_bonenow hastiers = { 1, 2, 3 }(raw numbers) and adesc_at(level)function returning segmentsitem_tooltip_viewreturns{ name, price, img, desc_segments }— no moredescorstatsfields- New
desc_segments_widthhelper;shop_tooltip_sizeanddraw_shop_tooltipnow consume segments instead of single-string desc + stats loop - Active segment renders in
white(), inactive infg_dark()— SNKRXfgvslight_bgpattern - "NEXT" preview line gone
Per-hit popup color
target:hitnow passescolor = bluetospawn_damage_number
Merge mechanic
- Slots gain a
progressfield (0..2) tracked alongsidelevel shop_kit_try_buy: new buy → L1 p=0. Duplicate at p<2 → p+=1. Duplicate at p=2 with level<3 → level+=1, p=0 (merge fires, existing level-up burst plays). Duplicate at L3 p=2 → error (max)inventory_grantsetsprogress = 0on pre-granted itemsrun_resetwipes progress
Dot visual
- New
draw_progress_dots(x, y, w, h, progress)— 2px-radius blue circles onui_content_layer, stacked vertically on the right edge of the slot. 0 → 0 dots, 1 → 1 dot centered, 2 → 2 dots stacked - Called from both
draw_shop_owned_slotanddraw_hud_inventory
HUD inventory hover + tooltip
- Layout pulled into module-level constants (
HUD_INV_X/Y/COLS/SLOT/GAP/ICON) - New
hud_inventory_each(fn)iterator gives both update + draw the same per-slot HUD positions - New
hud_inventory_update(dt)— hit-tests, drives slot spring/shake/hover_amount/hovered, setsHUD_INV_HOVERED_SLOT. Called inupdateduring'playing' / 'cleared' draw_hud_inventorynow renders frame with hover color, emoji with shake + spring scale, level badge, and progress dots- Tooltip render added to the in-round draw block — uses
item_tooltip_view,shop_tooltip_size,shop_tooltip_position,draw_shop_tooltip(same path as shop)
Note on Model B vs canonical SNKRX: I picked Model B (max progress dots = 2 before merge fires, 9 buys total to fully max) so "L1 with 2 dots" is a stable observable state — matches your example exactly. Canonical SNKRX would auto-merge instantly at the 3rd buy and you'd never see L1 with 2 dots. Flag if you wanted the canonical version instead.
Remove the gold cost from the item description when in round.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the in-round HUD tooltip call to pass show_price = false:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. show_price parameter added to shop_tooltip_size and draw_shop_tooltip (default true to keep shop callers working unchanged). HUD tooltip call site now passes false — coin chip + number suppressed, header just shows the item name. Tooltip width recomputes off the title-only header width.
The little dot to show repeats should be on the top right and should be smaller than it is now. Or perhaps it should be another marker entirely, any suggestions?
A few directions, ordered by my preference:
1. Smaller dots, top-right (recommended). Same blue dots but ~1.5px radius (was 2px), stacked horizontally along the top-right edge of the slot (mirrors the level badge in the opposite corner). Two dots take ~7px of width, sits cleanly inside a 28-wide slot. Reads as the same family of marker.
2. Tiny pip squares. Same position, but 2×2px filled squares instead of circles. Crisper at this size — circles at r=1.5 alias hard, squares stay clean. Slightly more "card game" / Balatro-leaning.
3. Mini segmented progress bar. A horizontal 3-cell bar in the top-right corner (~10×2px). N filled cells out of 3. Reads as "progress to next merge" rather than a count — gives a clearer "1 more buy and I level up" signal. Most informative for the merge mechanic, but a different visual idiom from the level badge.
4. Repeat count as small text. ×2 or ² superscript text at top-right. Most literal but adds another text element in a small space — might compete with the level badge.
My pick: (1) for consistency (still dots, still blue, just better placed). (3) if you want the marker to clearly telegraph "next buy = merge" — more functional but a stylistic departure.
Want me to implement (1), one of the others, or sketch a couple side-by-side?
Sure.
Going with (1) — smaller top-right dots.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Dots are now r=1 (was r=2), positioned 3px inset from the top-right corner, growing leftward with 3px spacing. Mirrors the level badge in the opposite corner.
Add multiple bone objects to shop so I can test the level up. The damage number object that appears per hit should be the total number of points on that hit, so now even without the bone it should appear by default.
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Shop now seeds 8 Meat Bone tiles (enough for one shop visit to walk L1→L2→L3 fully, with extras for partial-progress states). Per-hit damage number always spawns, showing the full hit total (+1 with no items, +2 at Meat Bone L1, +3 at L2, +4 at L3) in blue.
Hmm, actually this doesn't work that well. It's too complicated and not visual like it could be with SNKRX without us doing some significant changes to the way the UI works. How would you suggest we change the tier system so that it's more intuitive logically and visually without any significant UI changes? Think widely and use other games as references that may have similar systems.
Three models worth considering, each from a game family with this exact problem:
1. Linear stacking (Risk of Rain 2, Cookie Clicker, idle games).
Drop tiers entirely. Each Meat Bone gives +1 per hit. Buying duplicates just increments a stack counter. Slot shows the emoji + a single xN badge top-right (replaces both the level digit and the dots — one marker, not two). Tooltip becomes literally +N POINTS PER HIT where N = stack count, no "1/2/3" sequence at all.
- Pros: Dead simple — buy = number goes up. Scales infinitely. Zero merge math. The current dot UI gets deleted, not redesigned. SNKRX/SAP players still recognize the slot+badge pattern; the badge just now means "how many of this you have."
- Cons: Loses the "rarity escalation" feel. A L3 Meat Bone feels different from "5 stacks of Meat Bone." The numbers also stay flat (linear) instead of the SAP-style
+1/+2/+5exponential curve — a balance-design constraint, not just a UX one.
2. SAP-canonical XP bar (Super Auto Pets, Vampire Survivors). Keep tiers, but replace the dots with a thin XP-style bar along the bottom edge of the slot. Each duplicate buy fills the bar; bar full → merge to next tier, bar empties. SAP does this exactly: small bar under each pet portrait, fills with duplicates, levels at fill.
- Pros: Crystal-clear "almost there" signal — bar full = "next buy levels me up." Visually busier than dots but reads instantly. Keeps the tier identity (L3 ≠ "lots of L1's stacked"). Minimal UI delta from current.
- Cons: Same merge cognitive load as today — you still have to know "fill bar → tier up." Slot gets more visually loaded (bar + badge + emoji). Bottom of slot is currently empty, but a bar there fights with the slot frame's bottom edge.
3. Direct tier purchase (Brotato, Hades boon rarity, Stardew rod upgrades).
The shop offers L1 / L2 / L3 versions as separate tiles, each priced differently (e.g. $5 / $15 / $40). Buying a higher-tier version of an item you already own replaces the lower one. No merging, no progress — the price communicates the tier curve and the tile color/border communicates the rarity.
- Pros: Zero merge state to track. Player chooses tier directly. Tile color borders (white / blue / yellow) make rarity visible without extra slot UI. Maps cleanly to Hades/Brotato/many roguelite mental models.
- Cons: Higher tiers must be gated (only appear in late rounds, or behind shop tier-strip locks) or the system collapses to "save up, skip L1." More shop UI work (tier coloring, replace-on-buy flow, possibly a shop tier strip).
My pick — (1). The other two preserve tiering, but tiering only earns its complexity if items have qualitatively different effects per tier (Lv.3 unlock perks, etc.). For pure numerical items like Meat Bone, linear stacking gives you the same gameplay (more buys = bigger bonus) with strictly less UI. Your earlier note — "no NEXT line unless an item unlocks special effects" — already implies this split: numerical items want simple stacks; special-effect items can adopt a tier system later when needed. Designing two systems in parallel is fine and lets each be honest about what it represents.
If you later add a Meat Bone variant with a Lv.3 unlock effect, that one becomes a Brotato-style tier item (or a separate explicit upgrade), and the stacking items stay simple.
Want me to implement (1)?
Yes, let's go with 1.
Let me first audit all reads of the soon-to-be-removed fields:
Grep (.level|.progress|item_level|.tiers)
952: local mb_lvl = item_level('meat_bone')
954: hit_score = hit_score + ITEMS.meat_bone.tiers[mb_lvl]
1778: if s.level and digit_imgs[tostring(s.level)] then
1779: local digit_img = digit_imgs[tostring(s.level)]
1787: draw_progress_dots(x, y, w, h, s.progress)
1987:-- (effect descriptions). item_level(id) returns the player's current
2007: for i, n in ipairs(self.tiers) do
2009: if i < #self.tiers then
2031:-- {item, level} pair; level should be in 1..#item.tiers.
2038:function item_level(id)
2040: if s.item and s.item.id == id then return s.level end
2456: if s.level and digit_imgs[tostring(s.level)] then
2457: local digit_img = digit_imgs[tostring(s.level)]
2465: draw_progress_dots(s.x, s.y, w, h, s.progress)
2760: slot.level = level
2761: slot.progress = 0
2767: inventory_grant(e.item, e.level)
2814: local at_max = existing and existing.level == 3 and existing.progress == 2
2840: if existing.progress < 2 then
2841: existing.progress = existing.progress + 1
2845: existing.level = existing.level + 1
2846: existing.progress = 0
2851: target.level = 1
2852: target.progress = 0
3017: local lvl = item_level(el.item.id)
3250: s.level = nil
3251: s.progress = nil
3569: local view = item_tooltip_view(s.item, s.level)
Implementing. Let me work through all the changes.
Item model rewrite — drop tiers, add per_hit_bonus. Desc becomes a single segment.
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)
STARTING_ITEMS and helpers — rename level → count, drop progress:
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 target:hit to use item_count × per_hit_bonus:
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)
Slot init — replace level/progress with count:
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)
inventory_grant and grant_starting_items:
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)
shop_kit_try_buy — simplify drastically:
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)
Replace badge rendering with a count-aware helper. Delete draw_progress_dots:
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)
Wire the new badge into draw_shop_owned_slot (replace the old level digit + dots 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)
Wire it into draw_hud_inventory:
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 the in-round HUD tooltip caller to pass count instead of level:
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 the shop tooltip caller too — let me find it:
Grep (item_level|item_tooltip_view)
1978:-- (effect descriptions). item_level(id) returns the player's current
2035:function item_tooltip_view(item, count)
2967: -- Hover tooltip — tier-aware. item_tooltip_view builds a synthetic
2974: local lvl = item_level(el.item.id)
2975: local view = item_tooltip_view(el.item, lvl)
3521: -- tooltip, same data (item_tooltip_view reads level from the slot).
3526: local view = item_tooltip_view(s.item, s.count)
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 run_reset wipe to use count:
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 the stale comment in the ITEMS section header:
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)
Final check — sweep for any remaining stale level/progress/tiers references:
Grep (.level|.progress|item_level|.tiers|level_up_effect)
2759:local function shop_kit_level_up_effect(slot)
2806: shop_kit_level_up_effect(existing)
Only shop_kit_level_up_effect remains and that's a particle-burst helper that still makes sense for the "stack up" feedback (slightly stale name but no functional bug — left as-is for minimal change).
Summary of changes:
Item model
ITEMS.meat_bone: droppedtiers, addedper_hit_bonus = 1.desc_at(count)now returns a single segment"+N POINTS PER HIT"where N =count * per_hit_bonusSTARTING_ITEMS:level=1→count=1
Slot data
- Slots now carry
{ item, count, kind }—levelandprogressfields gone
Trigger
target:hitreadsitem_count('meat_bone'), appliescount * per_hit_bonus
Buy flow
shop_kit_try_buysimplified: existing →count += 1; new →count = 1. No merge logic, no max check (other than inventory-slot exhaustion)inventory_grant(item, count)takes count directly
UI
draw_progress_dotsdeleted entirelydraw_count_badge(slot_x, slot_y, count, badge)renders the count as keycap digits on top-left; hidden whencount <= 1. Supports multi-digit (10+) by stacking digits rightward- Both
draw_shop_owned_slotanddraw_hud_inventorynow usedraw_count_badge - Tooltip callers pass
countinstead oflevel
Cleanup
item_level→item_count, returns stackitem_tooltip_view(item, count)previews count=1 for unowned hoversrun_resetwipes the new field
Pre-grant still gives Meat Bone count=1. Shop still has 8 Meat Bone tiles. Buy any of them → counter ticks up, badge appears at 2+, description in tooltip scales.
The number of items on round UI is garbled, scaled improperly, also not tied to the item such that the camera's wobble doesn't make it move, probably added ina wrong layer.
Bash (file E:/a327ex/emoji-aimer/assets/0.png E:/a327ex/emoji-aimer/assets/1.png E:/a3...)
E:/a327ex/emoji-aimer/assets/0.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
E:/a327ex/emoji-aimer/assets/1.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
E:/a327ex/emoji-aimer/assets/2.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Let me check how layer_draw_from interacts with camera attaches:
Grep (^function layer_draw_from|^function layer_render|^function layer_image|^function layer_draw)
169:function layer_image(lyr, img, x, y, color, flash)
211:function layer_draw(lyr, x, y)
252:function layer_render(lyr)
256:function layer_draw_from(lyr, source, shader)
Read (E:/a327ex/emoji-aimer/anchor/layer.lua)
240 return eng.get_texture(lyr_handle(lyr))
241 end
242
243 function layer_reset_effects(lyr)
244 eng.reset_effects(lyr_handle(lyr))
245 end
246
247 function layer_clear(lyr)
248 eng.clear(lyr_handle(lyr))
249 end
250
251 --- Process queued draw commands into this layer's FBO.
252 function layer_render(lyr)
253 eng.render(lyr_handle(lyr))
254 end
255
256 function layer_draw_from(lyr, source, shader)
257 eng.draw_from(lyr_handle(lyr), lyr_handle(source), shader)
258 end
259
260 function layer_stencil_mask(lyr)
261 eng.stencil_mask(lyr_handle(lyr))
262 end
263
264 function layer_stencil_test(lyr)
265 eng.stencil_test(lyr_handle(lyr))
266 end
267
268 function layer_stencil_test_inverse(lyr)
269 eng.stencil_test_inverse(lyr_handle(lyr))
... [6 more lines]
Two issues:
- Camera detachment —
shop_level_layerisn't camera-attached during in-round, so its rendered output sits at screen-space coords while everything else onui_content_layerwobbles with the handcam - Aggressive downscale — 8px badge on a 512px source image gives scale ≈ 0.016, which aliases hard at runtime
Both are quick fixes.
Attach shop_level_layer to the camera in non-shop states. Let me find the attach/detach blocks:
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)
Bump the HUD badge size from 8 → 10 so it matches the shop badge and renders cleaner:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. shop_level_layer now travels with the camera during in-round states (so the count badge wobbles with the slot frame + emoji), and the HUD badge is 10px instead of 8px (~25% larger source-sample area → less aliasing). Shop badge is unaffected since shop_level_layer is left unattached when game_state == 'shop', matching the static shop layout.
This should also be the case for the shop, currently when the item is springed after a buy the corner number doesn't follow it.
The badge currently draws at static slot coordinates, outside the slot's spring/shake transform. Easy fix — push the same transform onto shop_level_layer so the badge follows the slot's animation.
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 draw_shop_owned_slot to pass the transform values:
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 the HUD call to do the same — pass the HUD slot's center + spring/shake transform:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. draw_count_badge now takes the slot's center + full transform (offset / rotation / scale) and pushes them onto shop_level_layer before rendering the digits in slot-local space. Both shop owned slots and HUD inventory slots pass their ox/oy/rot/sc, so the badge follows the buy-pulse spring, hover-bob shake, and hover scale — same way the slot's frame and emoji do.
Clicking as the transition screen is appearing should make all text appear immediately, clicking again should continue. Clicking from shop transition to next round shouldn't apply the click to the next round before the transition circle has faded completely.
Let me check the payout reveal logic to know when "all text is shown":
Grep (payout.elapsed|PAYOUT_REVEAL|PAYOUT_TYPE|PAYOUT_HINT|draw_payout|function draw_payout)
482:-- payout.elapsed; click anywhere advances into the shop (or 'won' state
1805:PAYOUT_REVEAL_DELAY = 0.4 -- seconds between successive line starts
1808:PAYOUT_TYPE_RATE = 50 -- characters per second within a segment
1813:PAYOUT_HINT_DELAY = 0.15 -- seconds after TOTAL drop finishes before the hint starts typing
1814:PAYOUT_HINT_BLINK_ON = 0.5 -- seconds the hint is visible during each blink cycle
1815:PAYOUT_HINT_BLINK_OFF = 0.4 -- seconds the hint is hidden during each blink cycle
1820:local function draw_payout_line(target_y, line_t, label, amount, detail,
1827: local label_chars = math.floor(line_t * PAYOUT_TYPE_RATE)
1836: local amount_t = line_t - #label / PAYOUT_TYPE_RATE
1838: local amount_chars = math.floor(amount_t * PAYOUT_TYPE_RATE)
1847: local detail_t = amount_t - #amount / PAYOUT_TYPE_RATE
1849: local detail_chars = math.floor(detail_t * PAYOUT_TYPE_RATE)
1860:function draw_payout()
1907: local line_t = payout.elapsed - i * PAYOUT_REVEAL_DELAY
1908: draw_payout_line(y, line_t, ln.label, ln.amount, ln.detail,
1918: local total_t = payout.elapsed - (#lines + 1) * PAYOUT_REVEAL_DELAY
1927: draw_payout_line(total_y, total_t, total_line.label, total_line.amount,
1936: local hint_t = total_t - PAYOUT_DROP_DURATION - PAYOUT_HINT_DELAY
1943: local type_chars = math.floor(hint_t * PAYOUT_TYPE_RATE)
1951: local blink_t = hint_t - #hint / PAYOUT_TYPE_RATE
1952: local cycle = PAYOUT_HINT_BLINK_ON + PAYOUT_HINT_BLINK_OFF
1953: visible = (blink_t % cycle) < PAYOUT_HINT_BLINK_ON
3091:-- computes breakdown, switches game_state to 'payout' so draw_payout
3183: payout.elapsed = 0
3227: payout.elapsed = 0
3356: payout.elapsed = payout.elapsed + dt
3616: -- payout.elapsed; the "CLICK TO CONTINUE" hint shows once everything is
3619: if game_state == 'payout' then draw_payout() end
Read (E:/a327ex/emoji-aimer/main.lua)
1820 local function draw_payout_line(target_y, line_t, label, amount, detail,
1821 label_x, amount_x, detail_x)
1822 if line_t <= 0 then return end
1823 local drop = math.max(0, PAYOUT_DROP_OFFSET * (1 - line_t/PAYOUT_DROP_DURATION))
1824 local ly = math.floor(target_y + drop)
1825
1826 -- Label types first. label_t is line_t directly.
1827 local label_chars = math.floor(line_t * PAYOUT_TYPE_RATE)
1828 if label_chars > 0 then
1829 local label_show = string.sub(label, 1, math.min(label_chars, #label))
1830 if #label_show > 0 then
1831 layer_text(payout_layer, label_show, fonts.main, label_x, ly, white())
1832 end
1833 end
1834
1835 -- Amount starts after the label is fully typed.
1836 local amount_t = line_t - #label / PAYOUT_TYPE_RATE
1837 if amount_t > 0 then
1838 local amount_chars = math.floor(amount_t * PAYOUT_TYPE_RATE)
1839 if amount_chars > 0 and #amount > 0 then
1840 local amount_show = string.sub(amount, 1, math.min(amount_chars, #amount))
1841 if #amount_show > 0 then
1842 layer_text(payout_layer, amount_show, fonts.main, amount_x, ly, white())
1843 end
1844 end
1845
1846 -- Detail starts after the amount is fully typed.
1847 local detail_t = amount_t - #amount / PAYOUT_TYPE_RATE
1848 if detail_t > 0 and #detail > 0 then
1849 local detail_chars = math.floor(detail_t * PAYOUT_TYPE_RATE)
... [110 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
3350 -- Payout state: tick reveal timer + click anywhere → manually kick off
3351 -- the held transition's circle_out phase. The next state ('shop' or
3352 -- 'won' on the final round) is staged BEFORE the shrink starts so the
3353 -- shrinking circle reveals it directly. Gated on phase == 'mid' so a
3354 -- second click during the shrink doesn't re-fire.
3355 if game_state == 'payout' then
3356 payout.elapsed = payout.elapsed + dt
3357 if input_pressed('click') and transition.phase == 'mid' then
3358 if payout.is_final then
3359 clear_entities()
3360 game_state = 'won'
3361 else
3362 start_shop()
3363 end
3364 transition.phase = 'circle_out'
3365 transition.origin_x, transition.origin_y = mouse_position()
3366 timer_tween(transition.timer, TRANSITION_OUT_DURATION, transition,
3367 { radius = 0 }, math.cubic_out, function()
3368 transition.phase = nil
3369 end)
3370 end
3371 end
3372
3373 -- Resources all in → start the payout transition. transition.phase
3374 -- guard ensures we trigger exactly once.
3375 if game_state == 'cleared' and transition.phase == nil and not any_live_resource() then
3376 start_payout_transition()
3377 end
3378
3379 timer_update(transition.timer, dt)
... [20 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
3399 -- Spawn tick + clicks: 'playing' only. In 'cleared' we want a quiet
3400 -- vacuum phase — no new targets, no shooting — until the resources are
3401 -- gathered and we advance to the shop.
3402 if game_state == 'playing' then
3403 spawn_tick_timer = spawn_tick_timer + dt
3404 if spawn_tick_timer >= TARGET_SPAWN_TICK then
3405 spawn_tick_timer = 0
3406 if alive_target_count() < ideal_target_count() then
3407 try_spawn_target()
3408 end
3409 end
3410
3411 if input_pressed('click') then
3412 local mx, my = mouse_position()
3413 local hit = false
3414 for _, t in ipairs(targets) do
3415 if not t._dead and t:contains(mx, my) then
3416 t:hit(mx, my - 1)
3417 hit = true
3418 break
3419 end
3420 end
3421 if not hit then on_miss(mx, my) end
3422 end
3423 end
3424
3425 -- Resource ↔ target collisions — small spring pulse on both bodies so
3426 -- the contact reads visually. Resources keep their physics bounce; the
3427 -- target wobbles in place (it's static).
3428 for _, ev in ipairs(collision_entities_begin('resource', 'target')) do
... [5 more lines]
Now I have a clear picture. Two changes:
1. Add PAYOUT_FULL_TYPE_T constant + click-skip behavior in the payout block. Find the payout timing constants:
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 click-handling change in the payout state 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)
2. Gate the in-round click handler on transition.phase == nil so clicks during the shop → next round circle_out don't bleed into target hits:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Two changes:
Payout fast-forward. New constant PAYOUT_FULL_TYPE_T (= 2.29s, computed from existing reveal/drop/type constants) marks "everything fully typed including the hint." First click during 'payout' while elapsed < PAYOUT_FULL_TYPE_T: snap elapsed = PAYOUT_FULL_TYPE_T, click consumed (no advance). Second click (now elapsed >= PAYOUT_FULL_TYPE_T): existing advance flow runs — stages next state, kicks off circle_out.
Click gate during transition. In-round click handler now requires transition.phase == nil. Spawn-tick math still runs so initial targets are placed by the time the wipe completes. Clicks during circle_in / mid / circle_out of the shop → next-round wipe no longer fire target hits / misses.
OK, now let's implement more items. Suggest 20 items you think would make sense in the game that are pretty simple and also needed to make the game work. Consider all events we have, all build archetypes we might have in the future too that make sense.
20 items across the design space. Each covers a different event-trigger or build-archetype, and emoji choices lean on SAP-cued names where the mapping is intuitive.
Per-hit scalers — the Meat Bone family
- 🍖 Meat Bone —
+N points per hit(existing) - 🥓 Bacon —
+N% points per hit (multiplicative)— SAP Bacon is +ATK. Pairs with Meat Bone for additive+multiplicative builds. - 🐝 Bee —
First hit on each target scores +N bonus— requires tracking "hit this target before" per-target flag, but enables a "spread hits" play pattern. - 🌶️ Hot Pepper —
+1 damage per hit (per N stacks)— SAP Chili-style. Kills targets faster → more kills → more resource drops. The only damage-side scaler; everything else is score-side.
Per-kill triggers
- 🦴 Bone —
+N points stored per kill, paid out on next hit— SAP token. A build-up-then-pop pattern, rewards quick follow-ups after a kill. - ⚡ High Voltage —
Kills deal X chain damage to nearest other target— passive AoE, scales hit pacing. - 💥 Collision —
Kills damage all targets within R radius— circular AoE variant. Pair with Hot Pepper for "everything dies fast" builds.
Combo family
- 🔥 Fire —
+N points per combo tier on hits— combo-pure scaler. Stacks reward climbing the combo ladder. - ✨ Sparkles —
+N points on combo tier-up— discrete reward per ladder step, complements Fire (continuous vs discrete combo payoff). - 🛡️ Shield —
First miss each round doesn't break combo— one-charge forgiveness. SAP Lime-ish (-1 dmg taken once).
Resource economy
- 🪙 Coin —
+1 gold per coin resource collected— flat coin boost. Cheap baseline. - 💎 Gem —
Gem pickups grant +N points— converts resource drops into score, opens a kill-heavy run identity. - 👑 Crown —
Crown pickups grant +N points AND +N gold— premium dual-payoff, gates behind high combo tiers where crowns drop. - 🧲 Magnet —
+N% resource pull range— QoL, but stacks turn the cursor into a vacuum (forgiveness for chaotic mouse paths).
Round-economy items
- 🥚 Egg —
Start of round: gain N gold— SAP Egg perk-shape, predictable income. - 🍯 Honey —
End of round: +1 gold per N kills this round— rewards high-tempo runs without changing in-round play. - ⏳ Hourglass —
+N seconds to round timer— pacing item. Makes harder rounds reachable for less-skilled play.
Burst / variance
- 🍀 Four Leaf Clover —
N% chance per hit to score double— high-variance crit. SAP-style luck mechanic. - 🎯 Direct Hit —
Every Nth hit scores +X bonus— periodic burst, deterministic counterpart to Clover.
Defense (combo decay)
- ❄️ Snowflake —
Combo decay rate -N% per stack— soft defense that complements Shield (which is one-charge). Combo lasts longer between hits.
Event coverage check — every existing trigger has at least one item that hangs off it:
target:hit→ 1, 2, 3, 4, 8, 18, 19target:die→ 5, 6, 7, 16on_miss/on_combo_break→ 10, 20- combo tier-up → 9 (and 8 indirectly)
- resource collect → 11, 12, 13, 14
- round start → 15, 17
- round end → 16
Build archetypes implied:
- Numeric scaling — Meat Bone, Bacon, Fire (additive + multiplicative + combo-coupled)
- Combo guardian — Shield, Snowflake, Sparkles
- Kill-cascade — Hot Pepper, High Voltage, Collision (faster kills → more drops → snowball)
- Resource alchemist — Coin, Gem, Crown, Magnet, Honey (gold-funnel into the shop)
- Burst gambler — Four Leaf Clover, Direct Hit
- Tempo / pacing — Hourglass, Egg
Assets missing (others already loaded):
- 🥓 Bacon, 🥚 Egg, 🍯 Honey, 🐝 Bee, ❄️ Snowflake
My suggested implementation order, biased toward proving event types are wired and the game feels different across builds:
- Bacon (#2) — proves multiplicative stacks alongside additive
- Shield (#10) — proves miss event hook
- Coin (#11) — proves resource-collect hook
- Sparkles (#9) — proves combo tier-up hook
- Egg (#15) — proves round-start hook
- Honey (#16) — proves round-end hook
- High Voltage (#6) — proves per-kill chain
- Then fill out from there
The first 5 items exercise every distinct trigger type once and unblock the rest. Want me to start with one?
Bacon: (N+1)x points per hit. So if you have 1 bacon all hits grant 2x points, 2 bacons = 3x points and so on. Add another frame on the top right for the current multiplier as well. Hot Chili: 1 in 4 chance to hit +N targets on hit, any time a hit happens, run a chance to hit nearby targets once. Any targets hit should always show their HP so the player can never be confused about how much HP is left, make this the case for the entire game, not just this item. When dealing damage with chili, deal damage as though it would be dealt normally, but instead of spawning the usual particles spawn a single chili particle with emoji_particle class. Bone: a bone falls from the sky towards a target a chains 2 times, dealing 1 damage and scoring the same amount of points the player scores, subsequent adds add 2 chains per extra bone, 3 bones = 6 chains.
Combo tiers: 0-9 - nothing, 10-19 - +1 point per hit, 20-29 - 1 in 4 chance to drop a gold coin on hit, gold coin grants 5 points. Leave the next tiers after this empty, removing even their current abilities to spawn other resources.
Implement these things for now.
Quick research before writing — let me check the existing combo tier / roll_drops logic and resource setup:
Grep (function roll_drops|COMBO_TIERS|combo_tier(|RESOURCE_VALUES|on_pickup|spawn_resource|self.value)
73:RESOURCE_VALUES = { coin = 1, gem = 5, crown = 25 }
797:-- combo_tier() picks the highest tier whose combo threshold is <=
806:COMBO_TIERS = {
849:function combo_tier()
850: local highest = COMBO_TIERS[1]
851: for _, tier in ipairs(COMBO_TIERS) do
1265: local tier = combo_tier()
1278: local tier = combo_tier()
1297: -- tier.drops so adding a new resource only touches the COMBO_TIERS
1425: self.value = RESOURCE_VALUES[kind]
1493: gold = gold + self.value
1497: spawn_damage_number(mx, my - 16, '+' .. self.value, { color = blue })
1600:function spawn_resource(x, y, kind)
1609:function roll_drops(x, y)
1610: local tier = combo_tier()
1616: spawn_resource(x, y, kind)
3291: spawn_resource(mx, my, 'coin')
3295: spawn_resource(mx, my, 'gem')
3299: spawn_resource(mx, my, 'crown')
Read (E:/a327ex/emoji-aimer/main.lua)
806 COMBO_TIERS = {
807 { combo = 0, color = white, shake_amp = 0, shake_dur = 0, drops = {} },
808 { combo = 10, color = blue, shake_amp = 0, shake_dur = 0, drops = {
809 { 'coin', 1/5, 1, 1 },
810 }},
811 { combo = 20, color = green, shake_amp = 0, shake_dur = 0, drops = {
812 { 'coin', 1/4, 1, 1 },
813 }},
814 { combo = 30, color = yellow, shake_amp = 0.5, shake_dur = 0.08, drops = {
815 { 'coin', 1/4, 1, 1 },
816 { 'gem', 1/8, 1, 1 },
817 }},
818 { combo = 40, color = orange, shake_amp = 1.0, shake_dur = 0.12, drops = {
819 { 'coin', 1/3, 1, 1 },
820 { 'gem', 1/6, 1, 1 },
821 }},
822 { combo = 50, color = red, shake_amp = 1.5, shake_dur = 0.18, drops = {
823 { 'coin', 1/3, 1, 1 },
824 { 'gem', 1/4, 1, 1 },
825 { 'crown', 1/20, 1, 1 },
826 }},
827 { combo = 60, color = purple, shake_amp = 2.0, shake_dur = 0.24, drops = {
828 { 'coin', 1/3, 1, 1 },
829 { 'gem', 1/4, 1, 1 },
830 { 'crown', 1/15, 1, 1 },
831 }},
832 { combo = 70, color = bronze, shake_amp = 2.5, shake_dur = 0.30, drops = {
833 { 'coin', 1/2, 1, 1 },
834 { 'gem', 1/4, 1, 1 },
835 { 'crown', 1/10, 1, 1 },
... [30 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
1480 -- resource is purely physical so the player sees the burst before any
1481 -- vacuuming kicks in. Walls / gravity / bounces still happen via Box2D.
1482 -- During 'cleared' (round end), the gate is lifted and pull strength
1483 -- ignores range so every resource zooms to the player before the shop.
1484 local vacuum = (game_state == 'cleared')
1485 if self.armed or vacuum then
1486 local mx, my = mouse_position()
1487
1488 -- Collected — AABB test of the resource (radius-expanded box) against
1489 -- the hand hitbox rectangle (sampled from the cursor silhouette).
1490 local r = self.radius
1491 if self.x + r >= mx + HAND_HITBOX_X1 and self.x - r <= mx + HAND_HITBOX_X2
1492 and self.y + r >= my + HAND_HITBOX_Y1 and self.y - r <= my + HAND_HITBOX_Y2 then
1493 gold = gold + self.value
1494
1495 -- "+value" popup above the hand in blue — positioned just above
1496 -- the fingertip so it reads as a gold gain on the cursor itself.
1497 spawn_damage_number(mx, my - 16, '+' .. self.value, { color = blue })
1498
1499 -- Cursor reaction — spring pulse + brief white flash.
1500 the_cursor:flash_gather()
1501
1502 -- Punchy contact ring on the resource's last position.
1503 spawn_hit_circle(self.x, self.y, {
1504 radius = 10, color = white, duration = 0.2, flash_on_spawn = true,
1505 })
1506
1507 -- Burst of full-size copies of the same resource emoji flying out
1508 -- with no gravity — they drift radially and fade in place rather
1509 -- than arcing down. Visually communicates "you got this kind".
... [5 more lines]
Big request. Let me start with the asset and work through systematically.
Bash (curl -sSL -o E:/a327ex/emoji-aimer/assets/bacon.png "https://em-content.zobj.net...)
E:/a327ex/emoji-aimer/assets/bacon.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Brief plan before code:
1. Always-show HP — flip target.hp_visible = true in target:new.
2. Combo tier rewrite — replace drops arrays with score_bonus + coin_chance fields. Tier 10–19: score_bonus = 1, coin_chance = 0. Tier 20+: score_bonus = 1, coin_chance = 0.25. Drop tables removed entirely (gems/crowns no longer spawn from kills). roll_drops becomes per-hit roll_coin_drop.
3. Coin pickup grants score — modify resource pickup so coins also give 5 score points (gold stays at $1 per coin).
4. compute_hit_score() helper — centralizes the additive (Meat Bone, combo tier) + multiplicative (Bacon) score math. Reused by primary hit, chili chains, and bone strikes.
5. Bacon item — per_hit_multiplier = count + 1, applied last in compute_hit_score. New HUD frame top-right below the score panel, shows current multiplier (hidden when no Bacon).
6. Hot Chili item — rename hot_pepper → hot_chili (id + name; emoji asset unchanged). On primary hit (only), 25% roll; if successful, find count nearest alive targets via chain-from-target nearest-search, apply damage + score to each, spawn one chili emoji_particle per chained hit. Chili hits don't bump combo and don't re-trigger chili (no recursion).
7. Bone item — on target:die, spawn a bone_strike entity that falls from sky toward nearest alive target. On landing, deals 1 damage + scores compute_hit_score() points, then chains 2*count more times to nearest alive targets (chain follows the most recently hit, not origin). Each chained hit spawns a bone emoji_particle.
8. Shop catalog — 3 Meat Bone + 3 Bacon + 3 Hot Chili + 3 Bone (12 tiles, 8 empty cells in the 20-slot grid).
Trigger choices: Bone fires on kill (no event spec given — picking on-kill matches the original concept and the dramatic "fall from sky" visual). Flag if you wanted a different trigger.
Starting items: leaving as just Meat Bone — buy others from shop to test.
Proceeding.
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)
Combo tier rewrite — replace drops with score_bonus + coin_chance:
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)
Replace roll_drops with roll_coin_drop:
Read (E:/a327ex/emoji-aimer/main.lua)
1595 for i = 1, random_int(lo, hi) do
1596 spawn_resource(x, y, kind)
1597 end
1598 end
1599 end
1600 end
1601
1602 -- =============================================================================
1603 -- ui helpers
1604 -- =============================================================================
1605
1606 -- HUD chip — cream rounded panel with icon + text. Drawn to the outlined UI
1607 -- layers (panel rect on ui_panel_layer for the chunky black border, icon +
1608 -- text on ui_content_layer for their own halos). Returns (w, h) so callers
1609 -- can stack chips. Designed for the 480x270 internal — contents are tight.
1610 function draw_hud_chip(x, y, icon_image, text_str, font_name, gap, min_text_w)
1611 font_name = font_name or 'main'
1612 local pad_x = 3
1613 local pad_y = 5
1614 local icon_w = 14
1615 -- Default gap matches the hourglass chip (which has ~2px built-in
1616 -- transparent padding on its right). Tighter icons (bullseye, coin) bbox
1617 -- to the edge — pass a larger gap so the visual icon→text distance lines
1618 -- up with the timer.
1619 gap = gap or 4
1620 local font_h = (font_name == 'big') and 8 or (font_name == 'main') and 11 or 16
1621 -- Width is normally driven by the text's measured width. Pass min_text_w
1622 -- to force a fixed text region (worst-case width) so the chip doesn't
1623 -- twitch as digits change — needed for the ticking timer.
1624 local txt_w = font_get_text_width(font_name, text_str)
Read (E:/a327ex/emoji-aimer/main.lua)
1580 function spawn_resource(x, y, kind)
1581 local r = resource(x, y, kind)
1582 effects[#effects + 1] = r
1583 return r
1584 end
1585
1586 -- Roll the current combo tier's drop table at (x, y). Each drop entry is
1587 -- rolled independently — multiple kinds can drop from one kill, and each
1588 -- kind that succeeds spawns count_min..count_max instances.
1589 function roll_drops(x, y)
1590 local tier = combo_tier()
1591 if not tier.drops then return end
1592 for _, drop in ipairs(tier.drops) do
1593 local kind, chance, lo, hi = drop[1], drop[2], drop[3], drop[4]
1594 if random_float(0, 1) < chance then
1595 for i = 1, random_int(lo, hi) do
1596 spawn_resource(x, y, kind)
1597 end
1598 end
1599 end
1600 end
1601
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)
Coin pickup → also grant 5 score. Find the pickup site:
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)
Always-show HP in target:new:
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)
Add the new items to ITEMS and update SHOP_KIT_ITEMS. First let me find the ITEMS 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)
Update shop catalog — 3 of each item:
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)
Add compute_hit_score() helper near combo_tier so it can be reused by primary hit + chili + bone:
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)
Refactor target:hit to use compute_hit_score, fire roll_coin_drop per-hit, and trigger chili chain:
Read (E:/a327ex/emoji-aimer/main.lua)
945 -- hit, not just the bonus — so the popup is meaningful even with no
946 -- items (always at least "+1"), and reads as "how much this hit
947 -- contributed" rather than "how much your build added."
948 local hit_score = 1
949 local mb_count = item_count('meat_bone')
950 if mb_count > 0 then
951 hit_score = hit_score + mb_count*ITEMS.meat_bone.per_hit_bonus
952 end
953 score = score + hit_score
954 spawn_damage_number(self.x, self.y - 18, '+' .. hit_score, { color = blue })
955
956 timer_tween(score_chip_timer, 0.25, 'score_tween', _G,
957 { score_display = score }, math.cubic_out)
958 score_chip_y_offset = 3
959 timer_tween(score_chip_timer, 0.2, 'score_offset', _G,
960 { score_chip_y_offset = 0 }, math.linear)
961
962 -- HP bar: show (stays visible for the rest of the target's life) + pop +
963 -- 0.15s white flash. Diverges from the reference's 2s auto-hide — bar
964 -- never disappears once revealed.
965 self.hp_visible = true
966 self.hp_flashing = true
967 spring_pull(self.spring, 'hp', 0.5, 3, 0.5)
968 timer_after(self.timer, 0.15, 'hp_flash', function() self.hp_flashing = false end)
969
970 spawn_hit_effect(mx, my, { s = 1 })
971 for i = 1, random_int(2, 2) do
972 spawn_hit_particle(mx, my, {
973 velocity = random_float(120, 200),
974 direction = random_angle(),
... [45 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
920
921 function target:contains(px, py)
922 if self.spawn_scale < 0.5 then return false end
923 return math.length(px - self.x, py - self.y) <= self.radius
924 end
925
926 function target:hit(mx, my)
927 -- Damage = BASE_DAMAGE + items_owned bonus. Combo doesn't affect damage
928 -- anymore — its job is the resource economy and visual flair only.
929 local damage = BASE_DAMAGE + items_owned*ITEM_BONUS
930 self.hp = self.hp - damage
931 spring_pull(self.spring, 'hit', 0.3, 3, 0.5)
932 self.flashing = true
933 timer_after(self.timer, 0.08, function() self.flashing = false end)
934
935 combo_count = combo_count + 1
936 combo_timer = COMBO_WINDOW
937
938 -- Score is per-HIT (not per-kill), Balatro-chip style: each click that
939 -- lands on a target adds 1 toward the round's score_target. Bump the
940 -- displayed value's tween + the cash-register y-offset on every hit
941 -- (tagged so back-to-back hits replace in-flight tweens instead of
942 -- stacking).
943 -- Hit score = 1 base + item bonuses (Meat Bone adds +N from its tier).
944 -- The floating "+N" above the target shows the TOTAL points for this
945 -- hit, not just the bonus — so the popup is meaningful even with no
946 -- items (always at least "+1"), and reads as "how much this hit
947 -- contributed" rather than "how much your build added."
948 local hit_score = 1
949 local mb_count = item_count('meat_bone')
... [5 more lines]
Now the heavy lifting — refactor target:hit and add the chili chain. Let me also need a find_nearest_alive helper. First, replace the score logic and damage line:
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 target:die to remove the dead roll_drops call and spawn bone_strike:
Read (E:/a327ex/emoji-aimer/main.lua)
1058 color = yellow,
1059 gravity = 228,
1060 flash_on_spawn = true,
1061 w = 14,
1062 h = 8,
1063 })
1064 end
1065 for i = 1, random_int(2, 2) do
1066 spawn_emoji_particle(mx, my, star_img, {
1067 velocity = random_float(120, 240),
1068 direction = random_angle(),
1069 duration = random_float(0.6, 1.2),
1070 scale = random_float(0.8, 1.2),
1071 rotation_speed = random_float(-4*math.pi, 4*math.pi),
1072 gravity = 256,
1073 flash_on_spawn = 0.3,
1074 })
1075 end
1076 -- Round bookkeeping. Resources drop based on the current combo tier;
1077 -- they're physical and pull toward the cursor for collection. score is
1078 -- incremented per-HIT in target:hit (not here, which is per-kill);
1079 -- kills/kills_this_round are kept as run/round stats.
1080 kills = kills + 1
1081 kills_this_round = kills_this_round + 1
1082 roll_drops(self.x, self.y)
1083 self:kill()
1084 end
1085
1086 function target:update(dt)
1087 timer_update(self.timer, dt)
... [5 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)
Grep (function alive_target_count|function spawn_emoji_particle|function spawn_damage_number)
1659:function spawn_emoji_particle(x, y, image, args)
1665:function spawn_damage_number(x, y, amount, args)
3167:function alive_target_count()
Read (E:/a327ex/emoji-aimer/main.lua)
3165 -- compacts dead entries each frame, but mid-frame the array can hold _dead
3166 -- entries that haven't been removed yet — filter explicitly.
3167 function alive_target_count()
3168 local n = 0
3169 for _, t in ipairs(targets) do
3170 if not t._dead then n = n + 1 end
3171 end
3172 return n
3173 end
3174
3175 -- True if any resource entity is still live in the effects array. Used to
3176 -- detect when the round-end vacuum is finished so we can advance to shop.
3177 -- `kind` is set by resource:new and nothing else, so it's a clean marker.
3178 function any_live_resource()
3179 for _, fx in ipairs(effects) do
3180 if not fx._dead and fx.kind then return true end
3181 end
3182 return false
3183 end
3184
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 the bone_strike class. Put it near damage_number (other custom entities):
Read (E:/a327ex/emoji-aimer/main.lua)
770 layer_image(digit_layer, ch.image, 0, 0)
771 layer_pop(digit_layer)
772 end
773 end
774
775 function damage_number:destroy() end
776
777 -- Score-tier color ladder for damage_number rendering. tier_color_for(amount)
778 -- maps an amount to its tier color via linear scan (tiers ordered ascending);
779 -- amounts beyond the highest tier's hi clamp to that tier's color.
780 SCORE_TIERS = {
781 { lo = 1, hi = 10, color = gray },
782 { lo = 11, hi = 25, color = green },
783 { lo = 26, hi = 50, color = blue },
784 { lo = 51, hi = 100, color = purple },
785 { lo = 101, hi = 200, color = orange },
786 { lo = 201, hi = 500, color = red },
787 }
788
789 function tier_color_for(amount)
790 for _, tier in ipairs(SCORE_TIERS) do
791 if amount <= tier.hi then return tier.color end
792 end
793 return SCORE_TIERS[#SCORE_TIERS].color
794 end
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 spawn helper for bone_strike — add near other spawn helpers:
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 multiplier HUD frame for Bacon. Add the draw function near the score panel:
Read (E:/a327ex/emoji-aimer/main.lua)
1683 -- inside PULL_RANGE, plateau toward centre. Vacuum mode (cleared
1684 -- state): full PULL_STRENGTH at any distance so resources race to the
1685 -- cursor before the shop transition. Upward Y is doubled so gravity
1686 -- doesn't eat the lift when the cursor is above a resource.
1687 local dx, dy = mx - self.x, my - self.y
1688 local dist = math.length(dx, dy)
1689 local accel
1690 if vacuum then
1691 accel = PULL_STRENGTH
1692 elseif dist < PULL_RANGE then
1693 local t = 1 - dist/PULL_RANGE
1694 accel = PULL_STRENGTH*t^0.3
1695 end
1696 if accel and dist > 0 then
1697 local mass = self.collider:get_mass()
1698 local nx, ny = dx/dist, dy/dist
1699 local fx = nx*accel*mass
1700 local fy = ny*accel*mass
1701 if fy < 0 then fy = fy*2 end
1702 self.collider:apply_force(fx, fy)
1703 end
1704 end
1705 end
1706
1707 function resource:draw()
1708 local s = self.scale*self.spring.main.x
1709 layer_push(effects_layer, self.x, self.y, self.rotation, s, s)
1710 layer_image(effects_layer, self.image, 0, 0, nil, self.flashing and white())
1711 layer_pop(effects_layer)
1712 end
... [5 more lines]
Grep (SCORE_PANEL_X|SCORE_PANEL_Y|SCORE_PANEL_W|SCORE_PANEL_H|function draw_score_panel)
1835:SCORE_PANEL_W = 64
1836:SCORE_PANEL_H = 34
1837:SCORE_PANEL_X = math.floor(gw - SIDE_WALL_W/2 - SCORE_PANEL_W/2)
1838:SCORE_PANEL_Y = 8
1839:function draw_score_panel()
1840: local x = SCORE_PANEL_X
1841: local y = math.floor(SCORE_PANEL_Y + score_chip_y_offset)
1842: layer_rounded_rectangle(ui_panel_layer, x, y, SCORE_PANEL_W, SCORE_PANEL_H, 3, blue())
1850: math.floor(x + SCORE_PANEL_W/2 - score_w/2), y + 3, white())
1857: math.floor(x + SCORE_PANEL_W/2 - target_w/2), y + 20, white())
Read (E:/a327ex/emoji-aimer/main.lua)
1855 local target_w = font_get_text_width('main', target_str)
1856 layer_text(ui_content_layer, target_str, fonts.main,
1857 math.floor(x + SCORE_PANEL_W/2 - target_w/2), y + 20, white())
1858 end
1859
1860 -- In-round inventory grid — shows items the player currently owns
1861 -- (level + dots + emoji), laid out below the timer/gold chips on the
1862 -- left wall column. Owned-items-only: empty slots are skipped.
1863 -- Interactive: each slot hovers (frame turns white, spring pulse on
1864 -- enter), and the hovered slot drives a tooltip on top.
1865 --
1866 -- Slots are the same SHOP_KIT_OWNED_SLOTS data the shop column uses; the
1867 -- shop's hover state (shake/spring/hover_amount) only ticks during the
1868 -- 'shop' game state, while the HUD's hover ticks during 'playing' /
1869 -- 'cleared' — so there's no cross-state conflict on the shared fields.
1870 HUD_INV_COLS = 3
1871 HUD_INV_SLOT = 28
1872 HUD_INV_GAP = 4
1873 HUD_INV_ICON = 16
1874 HUD_INV_W = HUD_INV_COLS*HUD_INV_SLOT + (HUD_INV_COLS - 1)*HUD_INV_GAP
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)
Wire draw_multiplier_panel into the in-round draw block next to the score panel:
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)
Final audit — verify nothing references the old roll_drops or drops field:
Grep (roll_drops|.drops|drops\s*=|hot_pepper(?!_img))
No matches found
All wired. Let me do a final structural check:
Grep (function target:hit|function target:_apply_damage|function target:chain_chili|function target:apply_chili_hit|function target:apply_bone_hit|function target:die|function bone_strike|function spawn_bone_strike|function find_nearest_alive|function compute_hit_score|function roll_coin_drop|function draw_multiplier_panel)
795:function bone_strike:new(target, total_hits, score_per_hit)
810:function bone_strike:update(dt)
830:function bone_strike:land()
849:function bone_strike:draw()
855:function bone_strike:destroy() end
925:function compute_hit_score()
1011:function target:_apply_damage(amount, score_amount, hit_x, hit_y)
1037:function target:hit(mx, my)
1087:function target:chain_chili(count, score_amount)
1102:function target:apply_chili_hit(score_amount)
1119:function target:apply_bone_hit(score_amount)
1132:function target:die(mx, my)
1751:function spawn_bone_strike(target, total_hits, score_per_hit)
1773:function roll_coin_drop(x, y)
1869:function draw_multiplier_panel()
3286:function find_nearest_alive(cx, cy, exclude_set)
All wired. Summary of changes:
Combo tier system
COMBO_TIERS:dropsarrays replaced withscore_bonus(cumulative per-tier flat bonus) +coin_chance(per-hit coin-spawn probability). Tier 10 →+1per hit; tier 20+ →+1per hit + 25% coin chance; gem/crown drops gone.roll_drops→roll_coin_drop(x, y)fires per-hit viatarget:_apply_damage.
Coin pickup
- Coin pickups grant
+5score (in addition to+1gold). Gem/crown still gold-only.
Targets
- HP bar always visible from spawn (
hp_visible = trueintarget:new).
target:hit refactor
compute_hit_score()centralizes the formula:(1 + meat_bone*per_hit_bonus + combo_tier.score_bonus) × (bacon_count + 1). Used by primary, chili, bone.target:_apply_damage(amount, score_amount, hit_x, hit_y)is the shared bookkeeping (damage, flash, HP pulse, score, score-chip tween, coin roll, kill check).target:hitdoes combo bump → compute score →_apply_damage→ primary particles → roll chili chain.target:apply_chili_hit(score)/target:apply_bone_hit(score)spawn a single emoji_particle of the relevant kind instead of the normal burst. No combo bump, no recursive chili.
Hot Chili (renamed from Hot Pepper)
- 25% per primary hit →
target:chain_chili(count, score)findscountnearest alive targets (chain follows nearest-from-previous), applies chili hits.
Bone
- New
bone_strikeclass — bone falls fromtarget.y - 200to landing target's y at 600 px/s, then on land deals 1 damage + snapshot-scored hit to that target + chains2*countmore hops viafind_nearest_alive. Spawned intarget:dieagainst the nearest alive (excluding self). Score snapshotted at spawn so all hops match.
Bacon
- New item:
(count+1)×multiplier applied last incompute_hit_score. - New
draw_multiplier_panel()— small blue rounded panel under the score panel showingxN; hidden when no Bacon.
Shop
- Catalog now 3 each of Meat Bone / Bacon / Hot Chili / Bone (12 tiles, 8 empty cells).
Other
- New
find_nearest_alive(cx, cy, exclude_set)helper. - New
spawn_bone_strike(target, total_hits, score_per_hit)spawn helper.
Cascade note: if a chili-chain hop or bone-strike hop kills a target, that target's die() runs — which can spawn another bone_strike if Bone is owned. With current BASE_DAMAGE=1 and 3-HP targets, this rarely triggers, but flag if you want a recursion gate.
Lua draw() error: attempt to index a nil value
On clicking a target
Let me check digit_imgs setup — the error might be a missing + glyph:
Grep (digit_imgs[)
341: digit_imgs[tostring(i)] = image_load('digit_' .. i, 'assets/' .. i .. '.png')
345:digit_imgs['+'] = image_load('digit_plus', 'assets/plus.png')
738: image = digit_imgs[digit],
2648: local digit_img = digit_imgs[s:sub(i, i)]
Let me check the spring API to ensure spring_pull doesn't break named springs:
Grep (^function spring_pull|^function spring_add|^function spring_new|^function spring_update)
27:function spring_new()
40:function spring_add(s, name, x, frequency, bounce)
63:function spring_pull(s, name, force, frequency, bounce)
101:function spring_update(s, dt)
Read (E:/a327ex/emoji-aimer/anchor/spring.lua)
60 Applies an impulse to a named spring. Optionally updates frequency/bounce.
61 This is the "jolt" operation used for hit reactions.
62 ]]
63 function spring_pull(s, name, force, frequency, bounce)
64 local sp = s[name]
65 if not sp then return end
66 if frequency then
67 sp.k = (2*math.pi*frequency)^2
68 sp.d = 4*math.pi*(1 - (bounce or 0.5))*frequency
69 end
70 sp.x = sp.x + force
71 end
72
73 --[[
74 spring_set_target(s, name, value)
75 Changes where the named spring settles.
76 ]]
77 function spring_set_target(s, name, value)
78 if s[name] then s[name].target_x = value end
79 end
80
81 --[[
82 spring_at_rest(s, name, [threshold])
83 Returns true if the named spring has settled near its target.
84 ]]
85 function spring_at_rest(s, name, threshold)
86 threshold = threshold or 0.01
87 local sp = s[name]
88 if not sp then return true end
89 local dx = sp.x - sp.target_x
... [10 more lines]
Read (E:/a327ex/emoji-aimer/anchor/spring.lua)
40 function spring_add(s, name, x, frequency, bounce)
41 x = x or 0
42 frequency = frequency or 5
43 bounce = bounce or 0.5
44 if not s[name] then
45 s._names[#s._names + 1] = name
46 end
47 local k = (2*math.pi*frequency)^2
48 local d = 4*math.pi*(1 - bounce)*frequency
49 s[name] = {
50 x = x,
51 target_x = x,
52 v = 0,
53 k = k,
54 d = d,
55 }
56 end
57
58 --[[
59 spring_pull(s, name, force, [frequency], [bounce])
60 Applies an impulse to a named spring. Optionally updates frequency/bounce.
61 This is the "jolt" operation used for hit reactions.
62 ]]
63 function spring_pull(s, name, force, frequency, bounce)
64 local sp = s[name]
65 if not sp then return end
66 if frequency then
67 sp.k = (2*math.pi*frequency)^2
68 sp.d = 4*math.pi*(1 - (bounce or 0.5))*frequency
69 end
... [30 more lines]
Let me read the current state of target:hit and surrounds to spot anything subtle:
Read (E:/a327ex/emoji-aimer/main.lua)
1005
1006 -- Internal: apply per-hit bookkeeping common to ALL hit sources (primary
1007 -- click, chili chain, bone strike): damage, flash + spring, HP-bar pulse,
1008 -- score accumulation + chip tween, coin-drop roll, kill check. Caller is
1009 -- responsible for combo, particles, and the floating score number — those
1010 -- vary by source.
1011 function target:_apply_damage(amount, score_amount, hit_x, hit_y)
1012 self.hp = self.hp - amount
1013 spring_pull(self.spring, 'hit', 0.3, 3, 0.5)
1014 self.flashing = true
1015 timer_after(self.timer, 0.08, function() self.flashing = false end)
1016
1017 -- HP bar pulse — bar is always visible now (target:new sets it true),
1018 -- so just trigger the flash + spring pop on each successful hit.
1019 self.hp_flashing = true
1020 spring_pull(self.spring, 'hp', 0.5, 3, 0.5)
1021 timer_after(self.timer, 0.15, 'hp_flash', function() self.hp_flashing = false end)
1022
1023 score = score + score_amount
1024 timer_tween(score_chip_timer, 0.25, 'score_tween', _G,
1025 { score_display = score }, math.cubic_out)
1026 score_chip_y_offset = 3
1027 timer_tween(score_chip_timer, 0.2, 'score_offset', _G,
1028 { score_chip_y_offset = 0 }, math.linear)
1029
1030 -- Combo-tier coin drop — per HIT (not per kill). Tier 20+ rolls a coin
1031 -- at the hit location with the tier's coin_chance.
1032 roll_coin_drop(self.x, self.y)
1033
1034 if self.hp <= 0 then self:die(hit_x or self.x, hit_y or self.y) end
... [55 more lines]
Read (E:/a327ex/emoji-aimer/main.lua)
880 -- through the heat sequence (white → blue → green → yellow → orange →
881 -- red → purple) then caps with the medal tiers (bronze → silver → gold).
882 -- Drops are rolled independently per entry on a kill — { kind, chance,
883 -- count_min, count_max }. Chances expressed as fractions ("1/5") so the
884 -- table reads as the design spec rather than the player-facing odds.
885 -- Combo no longer affects damage; it gates the resource economy and the
886 -- visual flair only. Damage scaling is items-only.
887 -- New tier semantics:
888 -- score_bonus — flat +N points added to every successful hit at this
889 -- tier or higher (cumulative across tiers — the highest
890 -- matching tier supplies the value).
891 -- coin_chance — per-hit probability of spawning a coin resource at the
892 -- hit location. Coins also grant +5 score on pickup, on
893 -- top of their existing +1 gold.
894 -- Tiers 30-90 don't add new effects but keep visual ramp (color, shake)
895 -- so the combo display still escalates. Gem / crown drops are gone.
896 COMBO_TIERS = {
897 { combo = 0, color = white, shake_amp = 0, shake_dur = 0, score_bonus = 0, coin_chance = 0 },
898 { combo = 10, color = blue, shake_amp = 0, shake_dur = 0, score_bonus = 1, coin_chance = 0 },
899 { combo = 20, color = green, shake_amp = 0, shake_dur = 0, score_bonus = 1, coin_chance = 0.25 },
900 { combo = 30, color = yellow, shake_amp = 0.5, shake_dur = 0.08, score_bonus = 1, coin_chance = 0.25 },
901 { combo = 40, color = orange, shake_amp = 1.0, shake_dur = 0.12, score_bonus = 1, coin_chance = 0.25 },
902 { combo = 50, color = red, shake_amp = 1.5, shake_dur = 0.18, score_bonus = 1, coin_chance = 0.25 },
903 { combo = 60, color = purple, shake_amp = 2.0, shake_dur = 0.24, score_bonus = 1, coin_chance = 0.25 },
904 { combo = 70, color = bronze, shake_amp = 2.5, shake_dur = 0.30, score_bonus = 1, coin_chance = 0.25 },
905 { combo = 80, color = silver, shake_amp = 3.0, shake_dur = 0.36, score_bonus = 1, coin_chance = 0.25 },
906 { combo = 90, color = medal_gold, shake_amp = 4.0, shake_dur = 0.45, score_bonus = 1, coin_chance = 0.25 },
907 }
908
909 function combo_tier()
Grep (function combo_display|combo_display:|tier.drops|tier.color|tier.shake)
51:-- reference `medal_gold` instead, otherwise tier.color() ends up calling
871: if amount <= tier.hi then return tier.color end
1372:function combo_display:new()
1389:function combo_display:update(dt)
1411: if tier.shake_amp > 0 then
1412: self.shake_amp = tier.shake_amp
1413: self.shake_dur = tier.shake_dur
1414: self.shake_remaining = tier.shake_dur
1421:function combo_display:draw()
1442: -- tier.drops so adding a new resource only touches the COMBO_TIERS
1446: for _, drop in ipairs(tier.drops) do
1488: layer_text(cursor_layer, text, fonts.mid, cur_x, -8, tier.color())
1503:function combo_display:destroy() end
3535: the_combo_display:update(dt)
3891: the_combo_display:draw()
Read (E:/a327ex/emoji-aimer/main.lua)
1421 function combo_display:draw()
1422 if combo_count <= 0 then return end
1423 local tier = combo_tier()
1424 local s = self.spring.main.x
1425 local r = self.base_rotation + self.spring.r.x
1426 local text = tostring(combo_count)
1427 local text_w = font_get_text_width('mid', text)
1428
1429 -- Decay-based jitter — fired on each new count, linearly decays over
1430 -- shake_dur. Higher tiers carry both bigger amp and longer dur so a fresh
1431 -- gold hit reads as a much bigger event than a fresh yellow hit.
1432 local jx, jy = 0, 0
1433 if self.shake_remaining > 0 and self.shake_dur > 0 then
1434 local sk = self.shake_amp * (self.shake_remaining/self.shake_dur)
1435 jx = random_float(-sk, sk)
1436 jy = random_float(-sk, sk)
1437 end
1438
1439 -- Tier icons — one icon per resource kind that drops in the current
1440 -- tier. Lays out as [coin?][gem?][crown?] <number> so the player sees
1441 -- exactly what's eligible to drop next to the combo count. Driven by
1442 -- tier.drops so adding a new resource only touches the COMBO_TIERS
1443 -- table. Order is fixed (coin → gem → crown) regardless of the entry
1444 -- order in drops so the icons read consistently across tiers.
1445 local has_coin, has_gem, has_crown = false, false, false
1446 for _, drop in ipairs(tier.drops) do
1447 if drop[1] == 'coin' then has_coin = true
1448 elseif drop[1] == 'gem' then has_gem = true
1449 elseif drop[1] == 'crown' then has_crown = true end
1450 end
... [50 more lines]
Found it. combo_display:draw iterates tier.drops which I removed. Fix the icon rendering to use the new coin_chance field instead:
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)
Final sweep for any remaining tier.drops reference:
Grep (tier.drops|.drops)
No matches found
Clean. The crash was combo_display:draw iterating tier.drops which I removed when rewriting COMBO_TIERS. Replaced the icon-rendering block to drive off tier.coin_chance > 0 instead — shows the coin icon next to the combo number at tier 20+, no icon below that (gem/crown icons gone since those drops were removed entirely).
1 in every 4 kills drops the bone, the bone should be a slow projectile that rotates around itself as it moves, much slower than now, and chaining should be the projectile physically moving around.
Quick plan:
- Bone spawns at the kill location (no more sky-fall intro), moves slowly toward nearest alive target at ~150 px/s while spinning
- On impact: apply hit, decrement hops, retarget the next nearest, keep flying — same code path drives every hop
target:dierolls 25% before spawning- Item desc updated to say "1 IN 4 KILLS..."
Rewrite bone_strike:
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 spawn helper signature (takes start position now, not a target):
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 target:die to roll 25% and pass the kill 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)
Update Bone item — add drop_chance field + tweak the description:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Bone is now:
- 25% per-kill roll (
drop_chanceconstant on the item) - Slow projectile (
BONE_PROJECTILE_SPEED = 150px/s vs the old 600) spinning at ~1.5 rotations/sec - Spawns at the kill location, picks nearest alive target, physically moves to it, impacts, then repeats for
1 + 2*counthops total - Retargets mid-flight if the current target dies via another mechanism (e.g. player click between hops)
- Fizzles when no eligible targets remain
Tunable constants BONE_PROJECTILE_SPEED / BONE_PROJECTILE_SPIN / BONE_PROJECTILE_SIZE live at the top of the class for easy adjustment.
The bone should actually fall from the sky.
Add a sky-spawn Y constant and use it in 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)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Bone now enters at (kill_x, -30) — off-screen above — and falls in toward its first chase target at 150 px/s, spinning the whole way. After impact it chains horizontally to the next nearest alive target. Visual entry reads as falling from the sky because the entry y is above the play area, and the first hop's target is typically near the kill (nearest non-self alive), so the descent is mostly vertical with a slight slant.
Spawn multiple bone emoji_particles with gravity on bone hit, it should actually be 1 in 4 kills, not 25% chance.
Two fixes:
1. Deterministic "1 in 4 kills" — replace the random roll with a counter modulo. Uses kills (already tracked, post-increment by the bone check):
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 the Bone item — rename drop_chance → drop_every_n_kills:
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. Bone-hit particle burst with gravity. Spawn multiple bones radiating out, gravity pulling them down — same shape as the normal hit/death burst:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Bone now:
- Drops deterministically every 4th kill (
kills % ITEMS.bone.drop_every_n_kills == 0, wherekillsis already incremented before the check, so the cadence hits on kills 4, 8, 12...) - Each impact spawns 3-5 bone particles with
gravity = 250and random velocity/scale/direction — matches the visual weight of the kill burst
Increase spacing between grid elements, increase spacing between points and multiplier frame. points/point should be correct based on whether it's singular or multiple, same for other passives. Add the trigger at the start of the description for the passive: ON HIT:, ON KILL: etc. Add a maximum wrap width to the description text.
Plan:
- HUD grid gap: 4 → 6. Multiplier panel y-gap: 4 → 8.
- Item descs become plain strings (the multi-segment SNKRX highlight is gone now anyway), with
ON HIT:/ON KILL:prefix and singular/plural handling. - New
wrap_text(text, max_w)helper;shop_tooltip_sizeanddraw_shop_tooltipuse wrapped lines instead of a single line.SHOP_TOOLTIP_DESC_WRAP_Wconstant sets the cap.
1. Bump grid gap and multiplier-panel offset:
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)
2. Item descriptions — trigger prefix + pluralization, return plain strings:
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. Switch item_tooltip_view to plain string desc, drop the old segment helper, add wrap helper, rewrite tooltip size + draw:
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)
Replace desc_segments_width with wrap_text + update shop_tooltip_size:
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. Update draw_shop_tooltip to render the wrapped 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)
Final sweep to confirm no remaining references to the old segment infrastructure:
Grep (desc_segments|desc_segments_width)
No matches found
Clean. Summary:
Spacing
HUD_INV_GAP: 4 → 6 (HUD inventory grid cells more breathing room)MULT_PANEL_Ygap above the multiplier panel: 4 → 8
Item descriptions
- New
plural(n, root, suffix)helper (defaults to'S') - Meat Bone →
ON HIT: +N POINT(S) - Bacon →
ON HIT: xN POINTS - Hot Chili →
ON HIT: 1 IN 4 ALSO HITS N NEARBY TARGET(S) - Bone →
ON KILL: 1 IN 4 DROPS A BONE THAT CHAINS N TIME(S) desc_atreturns a plain string (the old multi-segment SNKRX-highlight architecture is gone now that descriptions are single-line plain text)
Tooltip wrapping
SHOP_TOOLTIP_DESC_WRAP_W = 130— max desc line width (≤SHOP_TOOLTIP_MIN_Wso wrapped lines always fit inside a minimum-width tooltip without growing it)- New
wrap_text(text, max_w, font_name)— greedy word-wrap on whitespace shop_tooltip_sizenow computes height as#wrapped_lines × line_h, content width asmax(header_w, max_line_w, MIN_W)draw_shop_tooltiprenders each wrapped line withlayer_textdesc_segments_widthdeleted
Bigger chili emoji_particle
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Chili particle scale bumped 1.0 → 2.0 (28px wide, matching the slot size — twice the previous 14px).
ON HIT: 1 in 4 chance to hit N nearby targets EVERY 4TH KILL: ...
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
- Hot Chili:
ON HIT: 1 IN 4 CHANCE TO HIT N NEARBY TARGET(S) - Bone:
EVERY 4TH KILL: DROPS A BONE THAT CHAINS N TIME(S)
What were the other emojis you told me about?
The original 20, with the four implemented marked:
Per-hit scalers
- ✅ 🍖 Meat Bone —
+N points per hit - ✅ 🥓 Bacon —
(N+1)× points per hit - 🐝 Bee —
First hit on each target scores +N bonus - ✅ 🌶️ Hot Chili —
1 in 4 chance to hit N nearby targets
Per-kill triggers
- ✅ 🦴 Bone —
Every 4th kill drops a bone that chains N times - ⚡ High Voltage —
Kills deal X chain damage to nearest other target - 💥 Collision —
Kills damage all targets within R radius
Combo family
- 🔥 Fire —
+N points per combo tier on hits - ✨ Sparkles —
+N points on combo tier-up - 🛡️ Shield —
First miss each round doesn't break combo
Resources / gold
- 🪙 Coin —
+1 gold per coin collected - 💎 Gem —
Gem pickups grant +N points - 👑 Crown —
Crown pickups grant +N points AND +N gold - 🧲 Magnet —
Resource pull range +N%
Round economy
- 🥚 Egg —
Start of round: gain N gold - 🍯 Honey —
End of round: +1 gold per N kills - ⏳ Hourglass —
+N seconds to round timer
Burst / variance
- 🍀 Four Leaf Clover —
N% chance per hit to score double - 🎯 Direct Hit —
Every Nth hit scores +X bonus
Defense
- ❄️ Snowflake —
Combo decay rate -N%
Four implemented (Meat Bone, Bacon, Hot Chili, Bone) — sixteen still on the menu. Assets still needed for: 🐝 Bee, 🥚 Egg, 🍯 Honey, ❄️ Snowflake. Everything else has its emoji already loaded.
The previous log discussion had a few more ideas, especially ideas in terms of archetypes (like gambler, hunter, etc). Try to recover those and also imagine emojis along those lines.
Let me search past session logs for archetype discussions:
Grep (hunter|gambler|mage|monk|merchant|archetype|tag.*famil|HUNTER|MAGE|MONK|MERCHANT)
Found 6 files
a327ex-site\logs\emoji-aimer-6.md
a327ex-site\logs\emoji-aimer-5.md
a327ex-site\logs\emoji-aimer-4.md
a327ex-site\logs\emoji-aimer-3.md
a327ex-site\logs\emoji-aimer-2.md
a327ex-site\logs\emoji-aimer-1.md
Grep (hunter|gambler|mage|monk|merchant|archetype|tag.*famil|HUNTER|MAGE|MONK|MERCHANT|ROGUE|PRIEST|WARRIOR|barbarian|alchemis|bishop|knight|wizard|paladin|berserker|ranger|assassin)
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.
82:User picked: every hit = 1 point, score target per round, choice of timer vs fixed-click ("hands" — Balatro analog) constraint. Asked me to draft build archetypes for both variants.
84:Drafted 12 archetypes tagged with timer-fit and hands-fit ratings: Avalanche (chains), Sky Rain (passive projectiles), Density (more targets), Ricochet (per-click optimization), Setup→Spend (charge/unleash), Glass Cannon (high-risk-reward), Tier Climber (combo×multiplier), Tag Pyramid (Hades-style escalators), Magnet/Resource Cascade (resources-as-projectiles), Conversion Engine (transmute), Crit/Lucky (variance), Multiplier Stacker (Balatro mult cards).
146:emoji-aimer\anchor\image.lua
194:emoji-aimer\anchor\image.lua
233:4 Click-to-damage aim trainer scaffold. Single 3-HP target at center; click
234:5 within its radius to damage. On hit: spring squash, white flash, hit_circle
277:402:-- spent in the shop between rounds. items_owned bumps the click-damage
382:1898 layer_image(ui_content_layer, s.item.img, 0, 0)
390:<pre><code>5: within its radius to damage. On hit: spring squash, white flash, hit_circle
400:539:function emoji_particle:new(x, y, image, args)
410:993:-- flash_error — swap the cursor image to the X-mark for ~0.4s and fire a
414:1366: spawn_emoji_particle(self.x, self.y, self.image, {
417:1437:function spawn_emoji_particle(x, y, image, args)
418:1438: local ep = emoji_particle(x, y, image, args)
487:973 self.image = backhand_index_pointing_up
488:974 self.image_scale = CURSOR_SIZE / self.image.width
538:<pre><code>279:x_mark_img = image_load('x_mark', 'assets/x_mark.png')
539:999: self.image = x_mark_img
541:1253: layer_image(digit_layer, x_mark_img, 0, 0)
578:129 -- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
607:1221 -- set so the existing damage_number recolor pipeline tints it for free.
793:1485 function draw_hud_chip(x, y, icon_image, text_str, font_name, gap, min_text_w)
814:1506 local icon_s = icon_w / icon_image.width
908:2. **Cursor error: red x, no shader, no spring, angle 0** — add a new `cursor_error_layer` that bypasses the outline shader; replace the image swap with an `in_error` flag, and have `cursor:draw` render the raw x_mark on that layer at the mouse pos when in error.
911:5. **Buy feedback particles** — on successful buy, spawn a `hit_circle` + ~8 coin `emoji_particle`s with gravity at the cursor; spring-pull the target inventory slot and spawn ~6 item-image `emoji_particle`s at the slot center.
1015:<summary><code>Grep (function layer_image)</code></summary>
1026:168---- Image object (has .handle) or pass-through same as engine.
1027:169:function layer_image(lyr, img, x, y, color, flash)
... [12 more lines]
Grep (Avalanche|Sky Rain|Density|Ricochet|Setup.Spend|Glass Cannon|Tier Climber|Tag Pyramid|Resource Cascade|Conversion Engine|Crit.Lucky|Multiplier Stacker)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:77:Cross-cut analyses on loss conditions (soft-fail / HP / resource debt / endless) and shop depth options (reroll, sell, lock, tag synergies). Proposed three coherent ship-shapes: "Tier Climber", "Money Printer", "Aim Survivor". Initial recommendation: Tier Climber.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:84:Drafted 12 archetypes tagged with timer-fit and hands-fit ratings: Avalanche (chains), Sky Rain (passive projectiles), Density (more targets), Ricochet (per-click optimization), Setup→Spend (charge/unleash), Glass Cannon (high-risk-reward), Tier Climber (combo×multiplier), Tag Pyramid (Hades-style escalators), Magnet/Resource Cascade (resources-as-projectiles), Conversion Engine (transmute), Crit/Lucky (variance), Multiplier Stacker (Balatro mult cards).
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2481:2. **Hunter** — burst. Multi-hit clicks, splash, chain. Climbs the ladder fast even on low-density screens.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2521:4. **Density** — more targets on screen, more chances. Less aim, more spray.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2588:3. **Density** — flood screen with targets.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2646:### Game 1: "Tier Climber"
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2674:The most distinctive game given what already exists in the project — and given the project's name — is **Game 1 (Tier Climber)**. Reasoning:
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2691:1. **Pick a round-goal framing to prototype first.** Even if you reserve the right to switch, building one shape lets us see how the systems compose. My pick is Tier Climber — minimum new infrastructure, maximum reuse of what's there, biggest aim-game payoff.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2695:If you push back on (1) — say "actually I think it's Money Printer / Aim Survivor / something else" — I'd love to hear which moment-to-moment feel you're more drawn to: "expression" (Tier Climber), "optimization" (Money Printer), or "atmospheric" (Aim Survivor).
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2715:## Density / Throughput cluster
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2717:### 1. **Avalanche** (chain damage)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2722:- *Density Bonus* — +1 score per simultaneous chain link
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2727:### 2. **Sky Rain** (passive projectiles)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2735:**Hands feel**: ★★ — pebbles fire on a clock, not on clicks; weak integration. *Unless* we recast as "every 5th click drops 3 pebbles" — then it's hands-friendly and becomes Setup→Spend cluster.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2737:### 3. **Density** (more targets, more clicks-worth)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2744:**Hands feel**: ★★ — more targets but you can't click them all; useless unless paired with Avalanche/Ricochet
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2750:### 4. **Ricochet** (one click, many hits)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2752:- *Bouncer* — clicks ricochet to 1 nearest target
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2753:- *Triple Bounce* — clicks ricochet up to 3 times
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2754:- *Chain Score* — ricochets score base points each
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2755:- *Boomerang* — last ricochet returns; if it hits the original target = ×3
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2758:**Hands feel**: ★★★★★ — the canonical "make every click count" archetype; per-click density goes way up
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2760:### 5. **Setup → Spend** (charge + unleash)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2770:### 6. **Glass Cannon**
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2783:### 7. **Tier Climber** (combo as multiplier)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2793:### 8. **Tag Pyramid** (Hades-style escalators)
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2808:### 9. **Magnet / Resource Cascade**
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2818:### 10. **Conversion Engine**
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2831:### 11. **Crit / Lucky**
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2841:### 12. **Multiplier Stacker** (Balatro mult)
... [2 more lines]
Read (E:/a327ex/a327ex-site/logs/emoji-aimer-5.md)
2700
2701 ---
2702
2703 # The two shapes in one paragraph each
2704
2705 **Timer variant**: 30-45s per round. You click as fast as you can pick targets; the clock is your enemy. Builds need to compound *fast* and ideally *passively* (procs that fire without you clicking). Skill = reflexes + aim speed + build engine. Feels like Geometry Wars wearing a build sheet.
2706
2707 **Hands variant** (Balatro analog): 25-30 clicks per round, no clock. Every click is a deliberate decision. Builds want to *maximize per click* — long setup chains become viable because you can think. Skill = aim precision + target prioritization + build math. Feels like Balatro wearing an aim trainer.
2708
2709 The same scoring engine ("base hits + event procs + multipliers") supports both, but the *items that excite the player* are different in each. Below I'll draft archetypes and tag their fit.
2710
2711 ---
2712
2713 # Build archetypes
2714
2715 ## Density / Throughput cluster
2716
2717 ### 1. **Avalanche** (chain damage)
2718 **Idea**: hits cascade to nearby targets; each chain link scores too.
2719 - *Cluster Bomb* — kills splash 1 dmg to nearest target
2720 - *Static Charge* — hits chain to 1 nearby target for half score
2721 - *Branching Path* — chains can chain again (recursive)
2722 - *Density Bonus* — +1 score per simultaneous chain link
2723
2724 **Timer feel**: ★★★★ — fewer clicks, more procs per click, time goes further
2725 **Hands feel**: ★★★★★ — each click cascades into 5-10 score events; the "pop" of a good cascade is the dopamine peak
2726
2727 ### 2. **Sky Rain** (passive projectiles)
2728 **Idea**: things fall from the sky, hit targets, score.
2729 - *Pebble Storm* — every 2s, a pebble drops and grants +2 if it hits a target
... [150 more lines]
Grep (Hunter's Pact|Mage's Cascade|Monk's|HUNTER|MAGE|MONK|MERCHANT|tag.HUNTER|tag.MAGE)
E:\a327ex\a327ex-site\logs\emoji-aimer-6.md:170:28 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.
E:\a327ex\a327ex-site\logs\emoji-aimer-6.md:1685:136 -- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
E:\a327ex\a327ex-site\logs\emoji-aimer-6.md:2772:898 -- Damage = BASE_DAMAGE + items_owned bonus. Combo doesn't affect damage
E:\a327ex\a327ex-site\logs\emoji-aimer-6.md:2774:900 local damage = BASE_DAMAGE + items_owned*ITEM_BONUS
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:578:129 -- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2406:- **HUNTER** — damage / multi-hit / crit
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2407:- **MONK** — combo discipline / miss forgiveness
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2408:- **MERCHANT** — gold scaling / shop perks / interest
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2409:- **MAGE** — chain / AoE / conversion
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2504:- **Tag synergies** — *especially* valuable here, because Monk/Hunter/etc. need to be legible. Each item declares tags, "while you own N MONK items, gain X."
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2638:- **Tag synergies** are the single biggest **build identity** lever. Without them, items feel like a soup. With them, you say "I'm building MONK" by round 4 and the next 10 shop visits are coherent decisions. **Strong recommend regardless of round-goal**, but their *impact is largest in combo-target* where the identity dimensions (Monk/Hunter/etc.) cleave so naturally.
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2795:- *Hunter's Pact* — +1 score per HUNTER item owned, per hit
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2796:- *Mage's Cascade* — chains have +1 link per MAGE item
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:2797:- *Monk's Discipline* — first miss free per MONK item
E:\a327ex\a327ex-site\logs\emoji-aimer-5.md:3363: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.
E:\a327ex\a327ex-site\logs\emoji-aimer-4.md:720:141:-- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
E:\a327ex\a327ex-site\logs\emoji-aimer-4.md:727:795: -- Damage = BASE_DAMAGE + items_owned bonus. Combo doesn't affect damage
E:\a327ex\a327ex-site\logs\emoji-aimer-4.md:728:797: local damage = BASE_DAMAGE + items_owned*ITEM_BONUS
E:\a327ex\a327ex-site\logs\emoji-aimer-4.md:892:1857 -- Damage readout — "<items> + COMBO DAMAGE PER CLICK".
E:\a327ex\a327ex-site\logs\emoji-aimer-4.md:894:1859 local dmg_str = item_dmg .. ' + COMBO DAMAGE / CLICK'
[Showing results with pagination = limit: 20]
Read (E:/a327ex/a327ex-site/logs/emoji-aimer-5.md)
2395 1. **Combo discipline** — extend window, miss-shield, tier-skip, "first miss in tier X+ doesn't break"
2396 2. **Tier-payoffs** — gold per tier reached, drop chance multiplier scaling with tier, "at tier 7+ targets are worth 2x"
2397 3. **Click modifiers** — bigger click radius (aim assist), multi-hit per click, chain to nearest, splash, homing
2398 4. **On-event triggers** — on-kill explosion, on-crit chain, on-tier-up free shop reroll, on-miss small heal
2399 5. **Economy/scaling** — interest on hoarded gold (Balatro Egg), gold per round survived, gem value 2x, coin → gem conversion items
2400 6. **Round modifiers** — extra time, +1 target on screen, free starting combo, mid-round shop tab
2401 7. **Meta-modifier items** — bigger inventory, reroll-free, shop-discount, lock-an-item
2402
2403 **Tag synergy system** (Slay the Spire's relic types, Hades' god-themes): items belong to families. Some items pay off "per item with X tag owned."
2404
2405 Possible tags for the universe:
2406 - **HUNTER** — damage / multi-hit / crit
2407 - **MONK** — combo discipline / miss forgiveness
2408 - **MERCHANT** — gold scaling / shop perks / interest
2409 - **MAGE** — chain / AoE / conversion
2410 - **HERMIT** — solo synergies, weird negative effects with positive trade-offs
2411 - **GAMBLER** — random effects, dice-rolls, "50% chance to..." style
2412
2413 Tag synergies make the "I'm building X" identity legible to the player. Backpack Battles does this brilliantly — by mid-game you know you're "stone build" or "potion build."
2414
2415 ---
2416
2417 ## Shop depth — beyond pure buying
2418
2419 Locked-in mechanics so far: buy item, level-up on duplicate. What you could layer:
2420
2421 - **Reroll** (Brotato, StS, Bazaar): pay 1-3 gold to refresh offerings. Adds tension every shop.
2422 - **Lock** (Hearthstone Battlegrounds): freeze a slot for next shop. Encourages multi-turn planning.
2423 - **Sell** (Backpack Battles, Bazaar): half-refund. Lets builds pivot mid-run instead of being locked into early picks.
2424 - **Tier ladder** (Bazaar): items have ranks (Bronze/Silver/Gold). Shop offerings escalate with run progress; high-rank items appear only after milestones.
... [110 more lines]
Recovered from session 5. Two layered concepts in the original design talk:
Tag families (build-identity labels, Hades-style):
- HUNTER — damage / multi-hit / crit
- MAGE — chain / AoE / conversion
- MONK — combo discipline / miss forgiveness
- MERCHANT — gold scaling / shop perks / interest
- HERMIT — solo synergies, weird trade-offs
- GAMBLER — RNG, dice-rolls, "50% chance to…"
12 archetype clusters (build engines): Avalanche, Sky Rain, Density, Ricochet, Setup→Spend, Glass Cannon, Tier Climber, Tag Pyramid (the meta-archetype), Magnet/Resource Cascade, Conversion Engine, Crit/Lucky, Multiplier Stacker.
Items mapped to tags below. Bolded ones already have assets loaded; the rest would need to be fetched from emojipedia like Bacon/Meat Bone.
HUNTER — damage, multi-hit, crit
- ⚔️ Crossed Swords —
+1 damage per hit(kills faster, swarmier feel) - 🏹 Bow and Arrow —
Hits pierce 1 extra target along the click vector - 🗡️ Dagger —
Every Nth hit deals double damage(Direct Hit-style) - 🌶️ Hot Chili — implemented
MAGE — chain, AoE, conversion
- ⚡ High Voltage —
Hits chain to nearest target for half score - 💥 Collision —
Kills explode for X dmg in radius R - 🪄 Magic Wand —
Crits proc a free chain hop - 🧪 Test Tube —
Coins convert to N points on pickup(transmute identity)
MONK — discipline, forgiveness
- 🛡️ Shield —
First miss each round doesn't break combo - ❄️ Snowflake —
Combo decays N% slower per stack - 🪶 Feather —
Combo window +0.3s per stack(lengthen the breathing room) - 🕊️ Dove —
On miss: keep N combo instead of resetting
MERCHANT — gold, interest, shop perks
- 🪙 Coin —
Coin drops worth +1 gold each - 💰 Money Bag —
Interest cap +N gold - 💎 Gem —
Gem pickups grant +N score - 👑 Crown —
Crown pickups grant +N score AND +N gold - 🍯 Honey —
End of round: +1 gold per N kills
HERMIT — sacrifice, weird trade-offs
- 💀 Skull —
Kills deal +damage; on miss lose X gold(curse-blessed) - 🦴 Bone — implemented
- 👁️ Eye —
See next round's target through the wall; targets are +1 HP(info-for-pain) - 🕯️ Candle —
Combo bonus doubled but combo timer halved
GAMBLER — RNG, dice, variance
- 🎲 Game Die —
Every hit rolls 1-6; bonus = roll value - 🍀 Four Leaf Clover —
N% chance per hit to score double - 🎰 Slot Machine —
On kill: spin for random buff (coin / combo / nothing) - 🃏 Joker —
Every Nth hit triggers a random other item's effect
Cross-tag / archetype-cluster picks (single items that anchor a whole engine):
- 🔥 Fire (Tier Climber) —
+N points per current combo tier - ✨ Sparkles (Multiplier Stacker) —
End of round: score × (1 + 0.1 × sparkles owned) - 🎯 Direct Hit (Setup→Spend) —
Every Nth hit scores +X bonus - ⏳ Hourglass (pacing) —
+N seconds to round timer - 🥚 Egg (Sky Rain trigger) —
Start of round: gain N goldORevery 5s a pebble falls on a random target - 🐝 Bee (Density) —
First hit on each unique target scores +N bonus(rewards spreading hits across the screen)
Tag Pyramid items (meta-archetype — pay off per-tag-owned):
- ⚖️ Balance Scale —
+1 score per MONK item, per hit - 🔺 Red Triangle (or a tag-themed icon) —
Chains have +1 link per MAGE item - 💳 Credit Card —
+1 gold per MERCHANT item, per round
Twelve archetype clusters → tag-family mapping for orientation:
| Cluster | Best tag(s) |
|---|---|
| Avalanche (chains) | MAGE |
| Sky Rain (passive) | MAGE / HERMIT |
| Density (target spawn) | system-level |
| Ricochet (one click many hits) | HUNTER |
| Setup → Spend (charge) | HERMIT / GAMBLER |
| Glass Cannon | HUNTER / HERMIT |
| Tier Climber | MONK / HUNTER |
| Tag Pyramid | META |
| Resource Cascade | MERCHANT / MAGE |
| Conversion Engine | MERCHANT / MAGE |
| Crit / Lucky | GAMBLER |
| Multiplier Stacker | MAGE / META |
If you want to test the tag-family system, the cheapest first step is to add a tags = { 'MAGE', 'HUNTER' } field to existing items and a Tag Pyramid item (+1 per HUNTER owned) — that proves the synergy plumbing without committing to a full catalog. Otherwise pick one family to flesh out and we add 3-4 items there next.
Let's try to keep things simple and just implement various passives until the game feels fun to play.
Bow and Arrow -> arrow drops from the sky in a vertical line, it pierces any targets hit Swords -> +N damage per hit Dagger -> Every 4th kill instantly kills the next target - this one needs a visual marker around the cursor, maybe by turning the cursor into a dagger, so the player knows this hit will be instakill Shield -> shielded miss doesn't break combo, shield recharges after N kills, this needs a visual for when shield is active and its recharging progress, we could probably use such visuals maybe on the right side of the screen, below numbers, for things like buffs and so on like this Snowflake -> your idea is good but I'd like to avoid using percentages when describing items, any clearer way of describing this? Skull -> after spawning an object (bone, arrow) instantly kill the next N targets on hit, change cursor to skull when this is active, is both skull and dagger are active, skull takes precedence Hourglass -> OK Direct Hit -> OK
Let's try implementing these for now.
Also juice the Nx frame below points when points are scored, in the same way as the points frame.
[Request interrupted by user]
For arrows by themselves, take the emoji from emoji ball battles.
Let me find the arrow asset in emoji-ball-battles:
Bash (find E:/a327ex/emoji-ball-battles/assets -name "arrow" -o -name "dagger" -o ...)
E:/a327ex/emoji-ball-battles/assets/arrow.png
E:/a327ex/emoji-ball-battles/assets/arrow_hit_wall_1.ogg
E:/a327ex/emoji-ball-battles/assets/arrow_hit_wall_2.ogg
E:/a327ex/emoji-ball-battles/assets/dagger.png
E:/a327ex/emoji-ball-battles/assets/dagger_ball.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_crit1.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_dagger.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_swing_1.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_swing_10.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_swing_2.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_swing_8.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_swing_9.ogg
E:/a327ex/emoji-ball-battles/assets/dagger_wall.ogg
E:/a327ex/emoji-ball-battles/assets/light_sword_swing_14.ogg
E:/a327ex/emoji-ball-battles/assets/light_sword_swing_2.ogg
E:/a327ex/emoji-ball-battles/assets/light_sword_swing_3.ogg
E:/a327ex/emoji-ball-battles/assets/light_sword_swing_9.ogg
E:/a327ex/emoji-ball-battles/assets/sword.png
E:/a327ex/emoji-ball-battles/assets/sword_impact_body_1.ogg
E:/a327ex/emoji-ball-battles/assets/sword_impact_dirt.ogg
Bash (cp E:/a327ex/emoji-ball-battles/assets/arrow.png E:/a327ex/emoji-aimer/assets/ar...)
E:/a327ex/emoji-aimer/assets/arrow.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
E:/a327ex/emoji-aimer/assets/dagger.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Bash (curl -sSL -o E:/a327ex/emoji-aimer/assets/snowflake.png "https://em-content.zobj...)
E:/a327ex/emoji-aimer/assets/snowflake.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Got the assets. Let me read the cursor class to plan the image-swap mechanism:
Grep (^cursor = class|function cursor:new|function cursor:update|function cursor:draw|function cursor:flash)
1226:cursor = class()
1228:function cursor:new()
1253:function cursor:flash_gather()
1262:function cursor:flash_hover()
1271:function cursor:flash_error()
1278:function cursor:update(dt)
1331:function cursor:draw()
Read (E:/a327ex/emoji-aimer/main.lua)
1226 cursor = class()
1227
1228 function cursor:new()
1229 self.x, self.y = 0, 0
1230 make_entity(self)
1231 self.timer = timer_new()
1232 self.spring = spring_new()
1233 spring_add(self.spring, 'r', 0)
1234
1235 self.previous_mouse_deltas_x = {}
1236 self.previous_mouse_deltas_y = {}
1237 self.mouse_dt_sy = 1
1238 self.last_sway_x_time = 0
1239 self.last_sway_y_time = 0
1240
1241 self.click_r = 0
1242 self.click_sx, self.click_sy = 1, 1
1243
1244 self.flashing = false
1245
1246 self.image = backhand_index_pointing_up
1247 self.image_scale = CURSOR_SIZE / self.image.width
1248 end
1249
1250 -- flash_gather — react to a resource pickup. Spring pulse on main (which
1251 -- affects scale via cursor:draw) plus a brief white tint. Named timer so
1252 -- back-to-back grabs replace the in-flight unflash cleanly.
1253 function cursor:flash_gather()
1254 spring_pull(self.spring, 'main', 0.3)
1255 self.flashing = true
... [90 more lines]
Big batch. Let me start with the asset loads and item definitions, then work outward to the trigger logic, HUD, and cursor swaps.
Edit 1: Load new assets.
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 2: Add the new items to ITEMS.
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 3: Update shop catalog to mix items.
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 4: Add globals for new state. Put them near existing run-state globals:
Grep (^items_owned|^gold_chip_y_offset|^combo_count|^combo_timer|^kills)
415:kills = 0 -- run-wide, never resets except on run_reset
416:kills_this_round = 0 -- per-round stat; retained alongside score
423:combo_count = 0
424:combo_timer = 0
443:items_owned = 0
454:gold_chip_y_offset = 0
Read (E:/a327ex/emoji-aimer/main.lua)
443 items_owned = 0
444
445 -- Shop gold-chip feedback state. gold_display is the *displayed* gold —
446 -- on a buy, real gold drops instantly (so affordability checks are
447 -- correct) and gold_display tweens down to meet it, scrubbing the number
448 -- visibly. gold_chip_y_offset is the "cash register" kick — set positive
449 -- on a buy, linearly returns to 0 so the chip shoves down then rises.
450 -- Both tweens are tagged ('gold_tween' / 'gold_offset') on shop_kit_timer
451 -- so back-to-back buys replace the in-flight tween cleanly rather than
452 -- stacking. Synced to gold on shop entry and on run_reset.
453 gold_display = 0
454 gold_chip_y_offset = 0
455 shop_kit_timer = timer_new()
456
457 -- Score-panel display state. Mirrors the gold-chip pattern: score_display
458 -- lags the real score, tweening up cubic_out (0.25s) so per-hit increments
459 -- visibly scrub. score_chip_y_offset is set positive on each hit and
460 -- linearly returns to 0 — same "cash register" thunk the gold chip uses
461 -- on a buy. Both tweens are tagged ('score_tween' / 'score_offset') so
462 -- back-to-back hits replace in-flight tweens cleanly. Synced to score on
463 -- start_round / run_reset.
464 score_display = 0
465 score_chip_y_offset = 0
466 score_chip_timer = timer_new()
467
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 5: Add helpers compute_hit_damage and compute_combo_window near compute_hit_score.
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 6: Refactor target:hit — apply swords damage, dagger/skull instakill, direct hit bonus, snowflake combo window, multiplier-panel juice:
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 7: Update target:apply_chili_hit to use compute_hit_damage (so Swords applies to chili too):
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 8: Update on_miss for shield interaction:
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 9: target:die — dagger arming, shield recharge counter, arrow spawn, skull arming on bone/arrow spawn:
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 10: Add arm_skull_on_spawn, arrow_strike class, target:apply_arrow_hit, spawn_arrow_strike. Place arrow_strike right after bone_strike:
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)
Add apply_arrow_hit method right after apply_bone_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)
Add spawn_arrow_strike helper near spawn_bone_strike:
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 11: Cursor image swap based on skull/dagger state. Add to cursor:update:
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 12: Multiplier panel uses y_offset, and is juiced. Update draw_multiplier_panel:
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 13: Shield HUD buff indicator. Add a new draw function near draw_multiplier_panel:
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 14: Call draw_buffs in the in-round draw block next to score+mult panels:
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 15: start_round — apply Hourglass timer bonus, reset round state, refill shield charges:
Grep (function start_round|round_timer\s=\sROUNDS)
414:round_timer = ROUNDS[1].time -- counts down each frame; resets per round
3735:function start_round(idx)
3742: round_timer = ROUNDS[idx].time
Read (E:/a327ex/emoji-aimer/main.lua)
3735 function start_round(idx)
3736 clear_entities()
3737
3738 kills_this_round = 0
3739 score = 0
3740 score_display = 0
3741 score_chip_y_offset = 0
3742 round_timer = ROUNDS[idx].time
3743 spawn_tick_timer = 0
3744 combo_count = 0
3745 combo_timer = 0
3746 cash_out_btn.hovered = false
3747 -- gold and items_owned persist across rounds — only run_reset wipes them.
3748 game_state = 'playing' -- crucial when advancing from 'cleared': without
3749 -- this the Cash Out button would stay visible
3750
3751 for i = 1, TARGETS_INITIAL do try_spawn_target() end
3752 end
3753
3754 -- start_shop() — enter the shop. round_index represents the round just
3755 -- finished; shop UI reads round_index+1 as the upcoming round, and exit_shop
3756 -- bumps round_index then calls start_round. Boot-into-shop sets round_index
3757 -- to 0 so the "upcoming round" reads as 1. Called by the payout's click
3758 -- handler via start_transition (mid-callback) and by the boot block.
3759 function start_shop()
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 16: run_reset — wipe new state:
Grep (function run_reset)
3824:function run_reset()
Read (E:/a327ex/emoji-aimer/main.lua)
3824 function run_reset()
3825 game_state = 'playing'
3826 round_index = 1
3827 kills = 0
3828 kills_this_round = 0
3829 score = 0
3830 score_display = 0
3831 score_chip_y_offset = 0
3832 gold = 0
3833 gold_display = 0
3834 gold_chip_y_offset = 0
3835 items_owned = 0
3836 -- Wipe the inventory (and rebuild the shop grid so any sold tiles
3837 -- reappear). Owned slots are reset back to empty; the catalog tiles
3838 -- get fresh hover/error state via build_kit_grid. STARTING_ITEMS are
3839 -- re-granted so R-restart matches a clean boot.
3840 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
3841 s.item = nil
3842 s.count = nil
3843 end
3844 build_kit_grid(SHOP_KIT_ACTIVE_TIER)
3845 grant_starting_items()
3846 cash_out_btn.hovered = false
3847 new_run_btn.hovered = false
3848 payout.elapsed = 0
3849 payout.total = 0
3850 death_reason = ''
3851 -- Wipe any in-flight round-end transition. Replacing the timer abandons
3852 -- the chained callbacks so they never fire on the new run.
3853 transition.phase = nil
... [5 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)
Let me verify cursor:draw doesn't have hardcoded sprite refs that bypass self.image:
Read (E:/a327ex/emoji-aimer/main.lua)
1393 --
1394 -- - horizontal sway: rotation spring kicked by recent avg horizontal delta
1395 -- when the cursor stops after fast horizontal motion
1396 -- - vertical squash: sy squashed proportional to recent avg vertical delta
1397 -- when the cursor stops after fast vertical motion, then tweens back to 1
1398 -- - click press: rotate slightly, squash sx/sy, pull main spring; release
1399 -- reverses it. The 'click_scale' named tween lets press during a release
1400 -- replace the in-flight tween cleanly.
1401 --
1402 -- Drawn on cursor_layer so it doesn't get the camera handcam jitter — the
1403 -- fingertip needs to stay locked to the actual mouse position. cursor_layer
1404 -- has its own outline shader pass for the chunky black silhouette.
1405 -- =============================================================================
1406 cursor = class()
1407
1408 function cursor:new()
1409 self.x, self.y = 0, 0
1410 make_entity(self)
1411 self.timer = timer_new()
1412 self.spring = spring_new()
1413 spring_add(self.spring, 'r', 0)
1414
1415 self.previous_mouse_deltas_x = {}
1416 self.previous_mouse_deltas_y = {}
1417 self.mouse_dt_sy = 1
1418 self.last_sway_x_time = 0
1419 self.last_sway_y_time = 0
1420
1421 self.click_r = 0
1422 self.click_sx, self.click_sy = 1, 1
... [15 more lines]
Grep (function cursor:draw)
1524:function cursor:draw()
Read (E:/a327ex/emoji-aimer/main.lua)
1524 function cursor:draw()
1525 -- Error mode: draw the red x_mark on shop_particle_layer so it picks up
1526 -- the same chunky outline as the rest of the shop and sits in front of
1527 -- every UI element. No rotation, no spring scale, no squash so the X
1528 -- reads as a stamped icon, not a tilted/springy cursor sprite.
1529 if self.in_error then
1530 local s = CURSOR_SIZE/x_mark_img.width
1531 layer_push(shop_particle_layer, self.x, self.y, 0, s, s)
1532 layer_image(shop_particle_layer, x_mark_img, 0, 0)
1533 layer_pop(shop_particle_layer)
1534 return
1535 end
1536
1537 -- Outer transform applies click-press squash and movement squash. Inner
1538 -- transform applies rotation + uniform main-spring scale. The (+7, +9)
1539 -- offset and -π/8 base rotation were calibrated in super-emoji-pop so the
1540 -- emoji's fingertip lands at self.x, self.y.
1541 local sx = self.click_sx
1542 local sy = self.mouse_dt_sy * self.click_sy
1543 local r = self.spring.r.x - math.pi/8 + self.click_r
1544 local s = self.image_scale * self.spring.main.x
1545 layer_push(cursor_layer, self.x, self.y, 0, sx, sy)
1546 layer_push(cursor_layer, 7, 9, r, s, s)
1547 layer_image(cursor_layer, self.image, 0, 0, nil, self.flashing and white())
1548 layer_pop(cursor_layer)
1549 layer_pop(cursor_layer)
1550 end
1551
1552 function cursor:destroy() end
1553
... [10 more lines]
One safety concern — arrow cascading. If arrow-pierces kill targets and each kill spawns more arrows, we get an infinite cascade. Let me gate arrow to every 4 kills like bone:
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 the trigger in 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)
Let me do a final audit — verify no stale references to old functions/state:
Grep (items_owned*|drop_chance\s=|BASE_DAMAGE\s+\s*items_owned)
136:-- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
Grep (BASE_DAMAGE)
136:-- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
140:BASE_DAMAGE = 1
1013:-- hits. BASE_DAMAGE (=1) + +1 per Swords stack. Bone / arrow strikes
1016: return BASE_DAMAGE + item_count('swords')
I should add the recharge progress visualization the user explicitly asked for. Let me update draw_buff_shield:
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 consolidate the score-chip + mult-chip juice into an award_score(amount) helper so coin pickups also juice the mult:
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)
Replace inline score+tween logic with award_score in _apply_damage:
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 duplicate mult juice in target:hit (since _apply_damage now does it via award_score):
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 coin pickup to use award_score:
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 build_kit_grid|SHOP_KIT_TIERS\s*=|item_idx)
3162:SHOP_KIT_TIERS = {
3211:function build_kit_grid(tier_idx)
3222: local item_idx = local_idx + tier.offset
3228: if item_idx <= #SHOP_KIT_ITEMS then
3231: item = SHOP_KIT_ITEMS[item_idx],
Read (E:/a327ex/emoji-aimer/main.lua)
3160 -- different 20-item slice of SHOP_KIT_ITEMS (via offset cycling) so
3161 -- switching tabs visibly changes the grid. Tiers 3 + 4 start locked.
3162 SHOP_KIT_TIERS = {
3163 { label = 'TIER 1', locked = false, offset = 0 },
3164 { label = 'TIER 2', locked = false, offset = 7 },
3165 { label = 'TIER 3', locked = true, offset = 14 },
3166 { label = 'TIER 4', locked = true, offset = 21 },
3167 }
3168 SHOP_KIT_ACTIVE_TIER = 1
3169 SHOP_KIT_TABS = {}
3170
3171 -- Tier-selector strip — one rounded rect spanning the grid width with
3172 -- four segments inside, separated by 1px dividers. Active segment shows a
3173 -- yellow inset pill; hovered (non-active, unlocked) shows a white pill.
3174 SHOP_KIT_TAB_X = 96
3175 SHOP_KIT_TAB_Y = 8 -- positions strip so its bottom (y=26) sits 8px above grid top (y=34), matching SHOP_KIT_GAP
3176 SHOP_KIT_TAB_W = 68 -- 4 segments × 68 = 272, matches grid width
3177 SHOP_KIT_TAB_H = 18
3178 SHOP_KIT_TAB_GAP = 0 -- segments are flush against each other inside the strip
3179
All wired. Summary of what was added:
New items (8):
- 🏹 Bow and Arrow — Every 4th kill spawns
Nvertical-falling arrows at random x positions, each piercing every target in its column - ⚔️ Swords —
+N damage per hit(applies to player clicks AND chili chain hits viacompute_hit_damage) - 🗡️ Dagger — Every 4th kill arms a single-charge instakill; cursor swaps to dagger sprite when armed
- 🛡️ Shield —
N charges(= stack count). Each consumes one shielded miss. Recharges 1 charge per 5 kills (capped at max). Shows in a new right-wall buff panel with current/max + a blue recharge progress bar - ❄️ Snowflake —
+0.5 sec per stackto the combo window (no percentages, decimal seconds; description:+0.5 SECONDS TO COMBO WINDOW/+1.0 …/ etc.) - 💀 Skull — Arms
Ninstakill charges when a Bone or Arrow spawns. Cursor swaps to skull sprite while armed. Skull beats Dagger in both cursor priority and instakill resolution - ⏳ Hourglass —
+5 seconds per stackto the round timer at round start - 🎯 Direct Hit —
Every 5th hit: +5 × stack points. Counter ishits_this_round, reset each round
Cursor swap — cursor:update checks skull_charges then dagger_armed, falling back to the default hand sprite
Right-wall buff stack — new draw functions draw_buff_shield + draw_buffs host the shield indicator below the multiplier panel; future buffs (skull active, dagger armed) can stack below
Multiplier panel juice — award_score(amount) helper centralizes score-chip + mult-chip animation so every score event (primary hits, chili / bone / arrow chains, coin pickups) pulses both panels in sync
Helpers introduced — compute_hit_damage, compute_combo_window, award_score, arm_skull_on_spawn, arrow_strike class + spawn_arrow_strike, target:apply_arrow_hit
Things to watch when testing:
- Bow/Arrow visual: the arrow sprite from emoji-ball-battles probably points right by default; I rotated by
π/2to point down — verify it visually lands correctly - Cursor offset (
+7, +9,-π/8) is calibrated for the backhand sprite; the skull / dagger swaps will sit slightly off-center vs. the mouse fingertip — fixable later with per-image offsets - Cascade safety: Arrow gated to every-4-kills, same as Bone, to prevent infinite spawn chains when arrows kill targets
- Shield resets to max charges every round (intentional — otherwise long runs become unplayable for missing players)
Shop catalog now mixes all 12 items across 20 grid tiles (12 unique + 8 duplicates). Starting inventory unchanged: just Meat Bone.
Bow and Arrow -> Bow for space; "Every 4th kill: drops 1 arrow that pierces targets" Scale the arrow larger, same scaling as in emoji ball battles. Angle the arrow according to its velocity, the default angle for arrow is different than 0, so you need to take where it is in the image into account, use emoji ball battles as reference. Always spawn the arrow from the center position above the screen, but angle it towards a single target at high velocity, use same velocity as emoji ball battles. When the arrow hits a wall, copy from emoji ball battles as well, spawning a stuck wall arrow object.
API Error: 529 Overloaded. This is a server-side issue, usually temporary — try again in a moment. If it persists, check status.claude.com.
<task-notification> <task-id>b9nkwomug</task-id> <tool-use-id>toolu_01VrSEzFCgiRJALAk3WdK4AH</tool-use-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\951dd855-4a8a-4fa8-9581-c8cb21642132\tasks\b9nkwomug.output</output-file>
completed Background command "Search for Twemoji u+1f356 (meat on bone)" completed (exit code 0) </task-notification>
API Error: 529 Overloaded. This is a server-side issue, usually temporary — try again in a moment. If it persists, check status.claude.com.
Dagger needs to be angled like the cursor, currently its angled down, similar problem as the bow, you need to take the initial angle of the image into account.
API Error: 529 Overloaded. This is a server-side issue, usually temporary — try again in a moment. If it persists, check status.claude.com.
<task-notification> <task-id>b5k5uodzl</task-id> <tool-use-id>toolu_01AwhYmDiXmu6viwsvwrwrNt</tool-use-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\951dd855-4a8a-4fa8-9581-c8cb21642132\tasks\b5k5uodzl.output</output-file>
completed Background command "Wait for filesystem search" completed (exit code 0) </task-notification>
API Error: 529 Overloaded. This is a server-side issue, usually temporary — try again in a moment. If it persists, check status.claude.com.
Go ahead.
Let me check emoji-ball-battles for the arrow rendering and wall-stick logic:
Bash (grep -n "arrow" E:/a327ex/emoji-ball-battles/main.lua | head -40)
82:an:image('arrow', 'assets/arrow.png')
161:-- arrow_hit_wall_1 (ARROW_Hit_Body_stereo): -23.5 dB -> 0.47
162:-- arrow_hit_wall_2 (ARROW_Hit_Wood_Shield_stereo): -27.6 dB -> 0.72
221:-- an:sound('arrow_hit_wall_1', 'assets/arrow_hit_wall_1.ogg')
222:an:sound('arrow_hit_wall_2', 'assets/arrow_hit_wall_2.ogg')
944: if projectile_object.projectile_type ~= 'arrow' then
947: -- an:sound_play("arrow_hit_wall_" .. an.random:int(1, 2), 0.35, an.random:float(0.95, 1.05))
949: -- Spawn hit effects (not for arrows)
950: if projectile_object.projectile_type ~= 'arrow' then
977: -- Spawn deflected arrow visual before hit kills the projectile
978: if projectile_object.projectile_type == 'arrow' then
980: -- Reflect arrow velocity off weapon surface
987: local arrow_speed = math.length(vx, vy)
989: local deflect_speed = arrow_speed*speed_multiplier
993: -- self.effects:add(deflected_arrow(projectile_object.x, projectile_object.y, {vx = deflect_vx, vy = deflect_vy}))
1017: -- Boost arrow velocity on parry and enable gravity
1018: if projectile_object.projectile_type == 'arrow' then
1063: -- Bow scaling: +1 arrow per hit
1065: owner.arrows_per_shot = owner.arrows_per_shot + 1
1843: self.arrows_per_shot = 1
1851: self.bow_arrow_alpha = 0
2166: -- local t = math.min((self.arrows_per_shot - 1)/19, 1)
2172: self.bow_arrow_alpha = 1
2180: self.bow_arrow_alpha = 0
2346: -- Draw arrow on top of string and bow
2347: if self.bow_arrow_alpha > 0 then
2348: local arrow_x = (top_wx + bot_wx)/2 - (pull - 6.5)*cos_a
2349: local arrow_y = (top_wy + bot_wy)/2 - (pull - 6.5)*sin_a
2350: local arrow_scale = 26/512
2351: weapons:push(arrow_x, arrow_y, self.angle + 3*math.pi/4, arrow_scale, arrow_scale)
... [10 more lines]
Bash (grep -n "fire_single_arrow|arrow_projectile|stuck_arrow|wall_arrow|arrow:new...)
1863: self.weapon_rotation_offset = -3*math.pi/4 -- dagger rotation to point outward
2228: local particle_angle = math.remap(vx, -100, 100, math.pi/4, 3*math.pi/4) + an.random:float(-math.pi/8, math.pi/8)
2351: weapons:push(arrow_x, arrow_y, self.angle + 3*math.pi/4, arrow_scale, arrow_scale)
2644: self:fire_single_arrow(shot_id, 0.2, 0.08)
2649: self:fire_single_arrow(shot_id, arrow_delay*0.5, arrow_delay*0.4)
2658: self:fire_single_arrow(shot_id, 0.2, 0.08, arrow_delay)
2661: self:fire_single_arrow(shot_id, arrow_delay*0.5, arrow_delay*0.4, arrow_delay)
2677:function ball:fire_single_arrow(shot_id, release_duration, sy_duration, recoil_duration)
3222: weapons:push(arrow_x, arrow_y, base_angle + 3*math.pi/4, self.weapon_scale, self.weapon_scale)
4202: game:push(self.x, self.y, self.angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale)
4265: self.parent.arena.effects:add(stuck_arrow(self.x + offset*math.cos(angle), self.y + offset*math.sin(angle), {angle = angle}))
4795:stuck_arrow = object:extend()
4797:function stuck_arrow:new(x, y, args)
4811:function stuck_arrow:update()
4813: game:push(self.x, self.y, self.angle + 3*math.pi/4, self.arrow_scale, self.arrow_scale)
4862:function deflected_arrow:new(x, y, args)
4885: effects:push(self.x, self.y, self.rotation + 3*math.pi/4, self.arrow_scale, self.arrow_scale)
Read (E:/a327ex/emoji-ball-battles/main.lua)
2677 function ball:fire_single_arrow(shot_id, release_duration, sy_duration, recoil_duration)
2678 self.bow_arrow_alpha = 0
2679 an:sound_play("arrow_hit_wall_2", 0.9, an.random:float(0.85, 1.15))
2680 self.spring:pull('weapon', 0.6)
2681 self.spring:pull('hit', 0.25, 3, 0.5)
2682 self:recoil_weapon(recoil_duration)
2683 self.timer:tween(release_duration, self, {bow_pull_amount = 0}, math.elastic_out, nil, 'bow_release')
2684 self.timer:tween(sy_duration, self, {bow_sy = 1}, math.cubic_in_out, nil, 'bow_sy_release')
2685
2686 local spawn_x = self.x + 20*math.cos(self.angle)
2687 local spawn_y = self.y + 20*math.sin(self.angle)
2688 self.parent.projectiles:add(projectile(spawn_x, spawn_y, {
2689 projectile_type = 'arrow',
2690 velocity = 10,
2691 direction = self.angle,
2692 flash_on_spawn = true,
2693 team = self.team,
2694 bounces = 0,
2695 shot_id = shot_id,
2696 }))
2697 end
2698
2699 -- Start bow pull animation for next arrow
2700 function ball:bow_start_pull(duration)
2701 self.bow_arrow_alpha = 1
2702 self.timer:tween(duration, self, {bow_pull_amount = 8}, math.quad_out, nil, 'bow_release')
2703 self.timer:tween(duration, self, {bow_sy = 0.9}, math.quad_out, nil, 'bow_sy_release')
2704 end
2705
2706 function ball:boomerang_check_side_safe(side)
... [60 more lines]
Read (E:/a327ex/emoji-ball-battles/main.lua)
4190 end
4191 self.x, self.y = self.collider:get_position()
4192 self.angle = self.collider:get_angle()
4193
4194 -- Drawing
4195 local scale = self.spring.hit.x
4196 if self.projectile_type == 'bullet' then
4197 game:push(self.x, self.y, self.angle, scale, scale)
4198 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, self.h/2, self.flashing and white() or yellow())
4199 game:pop()
4200 elseif self.projectile_type == 'arrow' then
4201 local arrow_scale = 26/512
4202 game:push(self.x, self.y, self.angle + 3*math.pi/4, arrow_scale*scale, arrow_scale*scale)
4203 game:image(an.images.arrow, 0, 0, nil, self.flashing and white())
4204 game:pop()
4205 elseif self.projectile_type == 'spiral' then
4206 game:push(self.x, self.y, self.angle, scale, scale)
4207 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, self.h/2, self.flashing and white() or self.spiral_color())
4208 game:pop()
4209 elseif self.projectile_type == 'boomerang' then
4210 local s = self.boomerang_scale*scale
4211 weapons:push(self.x, self.y, self.boomerang_spin + self.boomerang_rotation_offset, s, s)
4212 weapons:image(an.images.boomerang, 0, 0, nil, self.flashing and white())
4213 weapons:pop()
4214 elseif self.projectile_type == 'kitchen_knife' then
4215 local s = self.kitchen_knife_scale*scale
4216 if self.kitchen_knife_stuck then
4217 game:push(self.kitchen_knife_stuck_x, self.kitchen_knife_stuck_y, self.kitchen_knife_stuck_angle, s, s)
4218 game:image(an.images.kitchen_knife, 0, 0)
4219 game:pop()
... [60 more lines]
Read (E:/a327ex/emoji-ball-battles/main.lua)
4795 stuck_arrow = object:extend()
4796
4797 function stuck_arrow:new(x, y, args)
4798 self.x, self.y = x, y
4799 args = args or {}
4800 object.new(self)
4801 self.angle = args.angle or 0
4802 self.arrow_scale = 26/512
4803 self.visible = true
4804
4805 self:add(timer())
4806 self.timer:after(an.random:float(0.9, 1.0), function()
4807 self.timer:during_step(an.random:float(0.6, 0.7), 0.1, 0.03, function() self.visible = not self.visible end, nil, function() self:kill() end)
4808 end)
4809 end
4810
4811 function stuck_arrow:update()
4812 if self.visible then
4813 game:push(self.x, self.y, self.angle + 3*math.pi/4, self.arrow_scale, self.arrow_scale)
4814 game:image(an.images.arrow, 0, 0)
4815 game:pop()
4816 end
4817 end
4818
4819
4820
4821 -- Dying knife: visual-only knife that spins and blinks out after a parallel wall hit
4822 dying_knife = object:extend()
4823
4824 function dying_knife:new(x, y, args)
... [20 more lines]
Bash (grep -n "set_velocity|set_linear_velocity|projectile:new|function projectile"...)
777: ball_a.collider:set_velocity(vx_a, vy_a)
778: ball_b.collider:set_velocity(vx_b, vy_b)
831: ball_a.collider:set_velocity(vx_a, vy_a)
832: ball_b.collider:set_velocity(vx_b, vy_b)
901: ball_object.collider:set_velocity(vx*self.wall_energy_boost, vy*self.wall_energy_boost)
1023: projectile_object.collider:set_velocity(pvx/post_speed*target_speed, pvy/post_speed*target_speed)
2149: self.collider:set_velocity(speed*math.cos(self.thrust_angle), speed*math.sin(self.thrust_angle))
3930:function projectile:new(x, y, args)
4002: self.collider:set_velocity(self.boomerang_speed*math.cos(self.boomerang_move_angle), self.boomerang_speed*math.sin(self.boomerang_move_angle))
4041: self.collider:set_velocity(self.cd_speed*math.cos(self.cd_move_angle), self.cd_speed*math.sin(self.cd_move_angle))
4080:function projectile:update(dt)
4088: self.collider:set_velocity(self.spiral_speed*math.cos(self.spiral_angle), self.spiral_speed*math.sin(self.spiral_angle))
4110: self.collider:set_velocity(self.boomerang_speed*math.cos(self.boomerang_move_angle), self.boomerang_speed*math.sin(self.boomerang_move_angle))
4146: self.collider:set_velocity(0, 0)
4161: self.collider:set_velocity(self.cd_speed*math.cos(self.cd_move_angle), self.cd_speed*math.sin(self.cd_move_angle))
Read (E:/a327ex/emoji-ball-battles/main.lua)
3930 function projectile:new(x, y, args)
3931 self.x, self.y = x, y
3932 args = args or {}
3933 object.new(self)
3934 self:tag('projectile')
3935 self.projectile_type = args.projectile_type or 'bullet'
3936 self.team = args.team
3937 self.velocity = args.velocity or 10
3938 self.direction = args.direction or 0
3939 self.bounces = args.bounces or 0
3940 self.shot_id = args.shot_id
3941
3942 -- Projectile-type-specific setup
3943 if self.projectile_type == 'bullet' then
3944 self.w = 15
3945 self.h = 8
3946 self:add(collider('projectile', 'dynamic', 'box', self.w, self.h))
3947 self.collider:set_position(self.x, self.y)
3948 self.collider:set_restitution(0.75)
3949 self.collider:set_friction(0)
3950 self.collider:set_gravity_scale(0.5)
3951 self.collider:apply_impulse(self.velocity*math.cos(self.direction), self.velocity*math.sin(self.direction))
3952 self.collider:set_density(0.4)
3953 elseif self.projectile_type == 'arrow' then
3954 self.w = 18
3955 self.h = 4
3956 self:add(collider('projectile', 'dynamic', 'box', self.w, self.h))
3957 self.collider:set_position(self.x, self.y)
3958 self.collider:set_restitution(0)
3959 self.collider:set_friction(1)
... [5 more lines]
Plan locked. Now implementing.
Edit 1: Rename Bow item + fix description grammar:
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 2: Replace arrow_strike class with velocity-based projectile + add stuck_arrow:
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 3: Update spawn helpers — drop x param from spawn_arrow_strike, add spawn_stuck_arrow:
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 4: Update target:die spawn call — only 1 arrow:
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 timer API for timer_every:
Grep (^function timer_every|^function timer_during)
95:function timer_every(t, delay, name_or_callback, callback_or_times, times_or_after, after_function)
110:function timer_during(t, duration, name_or_callback, callback_or_after, after_function)
191:function timer_every_step(t, start_delay, end_delay, times, name_or_callback, callback_or_step, step_or_after, after_function)
212:function timer_during_step(t, duration, start_delay, end_delay, name_or_callback, callback_or_step, step_or_after, after_function)
Read (E:/a327ex/emoji-aimer/anchor/timer.lua)
95 function timer_every(t, delay, name_or_callback, callback_or_times, times_or_after, after_function)
96 local name, callback, times, after
97 if type(name_or_callback) == 'string' then
98 name, callback, times, after = name_or_callback, callback_or_times, times_or_after, after_function
99 else
100 name, callback, times, after = uid(t), name_or_callback, callback_or_times, times_or_after
101 end
102 insert_entry(t, {name = name, mode = 'every', time = 0, delay = delay, callback = callback, times = times, after = after, count = 0})
103 end
104
105 --[[
106 timer_during(t, duration, [name,] callback, [after])
107 Fires callback(dt, progress) every frame for duration seconds.
108 Progress is 0 to 1 and reaches exactly 1 on the final frame.
109 ]]
110 function timer_during(t, duration, name_or_callback, callback_or_after, after_function)
111 local name, callback, after
112 if type(name_or_callback) == 'string' then
Edit 5: Cursor rotation offset per image — initialize in cursor:new, swap in cursor:update, use in cursor:draw:
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)
Cursor:update — swap rotation offset alongside image:
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)
Cursor:draw — use image_rotation_offset instead of hardcoded -π/8:
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)
Bash (grep -n "^function random_int" E:/a327ex/emoji-aimer/anchor/math.lua)
(Bash completed with no output)
Grep (random_int\s*=|function random_int)
No matches found
Grep (random_int)
E:\a327ex\emoji-aimer\anchor\array.lua:416: return t[random_int(1, #t, rng)]
E:\a327ex\emoji-aimer\anchor\array.lua:421: local i = random_int(1, #t, rng)
E:\a327ex\emoji-aimer\anchor\array.lua:473: return table.remove(t, random_int(1, #t, rng))
E:\a327ex\emoji-aimer\anchor\array.lua:477: table.insert(out, table.remove(t, random_int(1, #t, rng)))
E:\a327ex\emoji-aimer\anchor\array.lua:559: local j = random_int(1, i, rng)
Done. Summary:
Bow (renamed):
- Item name:
BOW AND ARROW→BOW - Description:
EVERY 4TH KILL: DROPS 1 ARROW THAT PIERCES TARGETS(fixed plural, single arrow per drop regardless of stack)
Arrow projectile (rewritten):
- Spawns from
(gw/2, -30)— top-center, above screen - Picks a random alive target, aims toward it (
math.atan(target.y - y, target.x - x)) - Velocity 600 px/s (high)
- Scale
26/512— matches EBB'sarrow_scaleexactly - Rotation:
math.atan(vy, vx) + 3π/4— EBB'sARROW_ANGLE_OFFSET, accounts for the image's natural orientation - Pierces every target whose center is within its radius of the arrow position
- Side wall hit (x crosses
SIDE_WALL_Worgw - SIDE_WALL_W) → spawns astuck_arrowat the impact point, projectile dies - Off-screen top/bottom → just despawns (no stuck visual since there are no visible top/bottom walls in this game)
Stuck arrow (new class, EBB port):
- Lodges at wall impact with the arrow's current angle
- Holds visible ~0.9-1.0s, then flickers 6 times at 0.1s intervals, then self-destructs (~1.55-1.65s total)
- Uses the same
+3π/4rotation offset as the projectile
Cursor rotation offset per image:
- New
self.image_rotation_offsetfield, baked into the draw angle alongside the spring/click rotations backhand:-π/8(unchanged)dagger:-3π/4(matches EBB'sweapon_rotation_offsetfor daggers)skull:0(round emoji, no natural orientation)- Set in
cursor:new(initial) and re-set incursor:updatewhenever the image swaps
Side note on Bow stack-scaling: nothing currently scales with stacks (single arrow regardless). TODO comment left in the item definition — could scale damage / pierce width / drop frequency / arrow count later.
Arrow should be affected by gravity, and should be draw behind the walls so it looks properly stuck.
Let me find the wall drawing code:
Grep (SIDE_WALL|side_wall|WALL_BLEED|wall.*layer|wall_color)
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
396:create_wall(SIDE_WALL_W - _wt/2, gh/2, _wt, gh) -- left side wall (inner face at SIDE_WALL_W)
397:create_wall(gw - SIDE_WALL_W + _wt/2, gh/2, _wt, gh) -- right side wall (inner face at gw - SIDE_WALL_W)
937: -- are the inner edges of the side walls: left wall ends at SIDE_WALL_W,
938: -- right wall starts at gw - SIDE_WALL_W.
940: if self.x < SIDE_WALL_W then
941: spawn_stuck_arrow(SIDE_WALL_W, self.y, angle)
943: elseif self.x > gw - SIDE_WALL_W then
944: spawn_stuck_arrow(gw - SIDE_WALL_W, self.y, angle)
2085:-- centered on the right wall column (gw - SIDE_WALL_W/2); the text
2092:SCORE_PANEL_X = math.floor(gw - SIDE_WALL_W/2 - SCORE_PANEL_W/2)
2121:MULT_PANEL_X = math.floor(gw - SIDE_WALL_W/2 - MULT_PANEL_W/2)
2144:BUFF_PANEL_X = math.floor(gw - SIDE_WALL_W/2 - BUFF_PANEL_W/2)
2210:HUD_INV_X = math.floor(SIDE_WALL_W/2 - HUD_INV_W/2)
4206: -WALL_BLEED, -WALL_BLEED,
4207: SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
4209: gw - SIDE_WALL_W, -WALL_BLEED,
[Showing results with pagination = limit: 20]
Read (E:/a327ex/emoji-aimer/main.lua)
4198 -- Side walls — visible cream columns flanking the square play area. UI
4199 -- chips sit on top of the LEFT wall. Both bleed past their outer screen
4200 -- edge so the camera handcam can't expose the sky behind them. Drawn
4201 -- first so resources/targets render above. The outline shader gives the
4202 -- inner edge a black border that reads as the wall surface. Hidden during
4203 -- 'shop' — walls belong to round state.
4204 if game_state ~= 'shop' then
4205 layer_rectangle(game_layer,
4206 -WALL_BLEED, -WALL_BLEED,
4207 SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
4208 layer_rectangle(game_layer,
4209 gw - SIDE_WALL_W, -WALL_BLEED,
4210 SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
4211 end
4212 for _, t in ipairs(targets) do if not t._dead then t:draw() end end
4213 -- Skip damage_numbers in this pass — they draw to digit_layer and get
4214 -- recolored + merged into effects_layer below so the recolor shader can
4215 -- tint them per-rarity.
4216 for _, fx in ipairs(effects) do
4217 if not fx._dead and not fx.rarity_color then fx:draw() end
4218 end
4219 camera_detach(main_camera, effects_layer)
4220 camera_detach(main_camera, game_layer)
4221
4222 -- UI is camera-attached so the chips wobble with the side walls under
4223 -- the handcam. overlay_layer / cursor_layer / transition_layer stay in
4224 -- screen space so the dim, the cursor, and the wipe circle don't shake.
4225 -- Skipped during 'shop' — shop is a static UI screen, no handcam wobble.
4226 if game_state ~= 'shop' then
4227 camera_attach(main_camera, ui_panel_layer)
... [5 more lines]
Bash (head -30 E:/a327ex/emoji-aimer/anchor/class.lua)
--[[
class — minimal class helper for Anchor 2.
Usage:
seeker = class()
function seeker:new(x, y)
self.x = x
self.y = y
end
function seeker:update(dt) ... end
local s = seeker(10, 20) -- calls seeker.new(instance, 10, 20)
s:update(dt)
Notes:
- No inheritance. If you want a variant, copy the class and modify.
- Constructor is :new. If a class has no :new, calling the class still
returns an empty instance (useful for data-only classes).
- This is ~15 lines on purpose. Don't add features.
]]
function class()
local c = {}
c.__index = c
setmetatable(c, {
__call = function(cls, ...)
local instance = setmetatable({}, cls)
if cls.new then cls.new(instance, ...) end
return instance
end
Two changes — gravity in the arrow, and a draw-behind-walls flag on stuck arrows.
Edit 1: Add gravity to arrow_strike:
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 2: Move stuck_arrow to game_layer and tag it behind_walls so it can be drawn pre-walls:
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 3: In the in-round draw block, render behind_walls effects before the side walls + skip them in the normal effects loop:
Edit (E:/a327ex/emoji-aimer/main.lua)
The file E:/a327ex/emoji-aimer/main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Two changes:
Gravity — ARROW_GRAVITY = 400 px/s² added to vy each frame in arrow_strike:update. Angle is derived from current (vx, vy) in :draw so the visual rotation tilts down as the fall progresses. Aim stays at "directly at picked target" without compensation — the arc may slightly overshoot/undershoot but the pierce still hits anything in the path.
Stuck arrows behind walls — stuck_arrow:draw now targets game_layer (same layer as the wall rectangles) and the entity carries a behind_walls = true flag. The in-round draw block has a new pre-walls pass that draws behind_walls-tagged effects to game_layer before the wall rectangles, then the normal effects loop skips them so they don't double-draw. The wall fill covers the embedded portion, giving the "stuck in the wall" look.
Tuning knobs if needed:
ARROW_GRAVITY(400) — bump for more arc, lower for flatterARROW_PROJECTILE_SPEED(600) — raise to feel snappier, lower for slower arcs
Dagger is currently angled right, should be angled up and slightly to the left, like the cursor.
Update the dagger's rotation offset. Reasoning: the current -3π/4 matches EBB's "weapon points along ball.angle" convention, which renders the dagger pointing east when our cursor angle is 0. To make it match the backhand's "up, slightly to the left" appearance, the offset needs to be much shallower.
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)
Dagger now uses -π/8 to match the backhand cursor's tilt. EBB's -3π/4 was the wrong reference here — that offset is calibrated against the ball's facing angle, not a static cursor anchor. If the tilt still looks off, the knob to nudge is image_rotation_offset in cursor:update's dagger branch.
Dagger is now angled down and to the left, needs to be angled up instead and to the left instead.
Geometrically, the current rotation makes it point SW (down-left). To rotate that to NW (up-left), I need to add +π/2 to flip across the vertical axis:
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)
Dagger offset now -π/8 + π/2 = 3π/8, which should rotate the previous down-left orientation up to up-left (mirrored across the horizontal axis). If it overshoots/undershoots, the knob is the second term in cursor:update's dagger branch.
[Pasted image/png]
Right idea but needs to be more vertical than horizontal.
Let me check whether the cursor's rotation is being applied twice anywhere:
Grep (cursor_layer|the_cursor)
265:cursor_layer = layer_new('cursor')
1485:-- Drawn on cursor_layer so it doesn't get the camera handcam jitter — the
1486:-- fingertip needs to stay locked to the actual mouse position. cursor_layer
1645: layer_push(cursor_layer, self.x, self.y, 0, sx, sy)
1646: layer_push(cursor_layer, 7, 9, r, s, s)
1647: layer_image(cursor_layer, self.image, 0, 0, nil, self.flashing and white())
1648: layer_pop(cursor_layer)
1649: layer_pop(cursor_layer)
1661:-- combo_count == 0. Drawn on cursor_layer so it follows the mouse without
1745: layer_push(cursor_layer, self.x + jx, self.y + jy, r, s, s)
1749: layer_push(cursor_layer, cur_x + icon_size/2, 0, 0, sc, sc)
1750: layer_image(cursor_layer, coin_img, 0, 0)
1751: layer_pop(cursor_layer)
1755: layer_text(cursor_layer, text, fonts.mid, cur_x, -8, tier.color())
1763: layer_rounded_rectangle(cursor_layer, -bar_w/2, bar_y, bar_w, bar_h, 1, black())
1765: layer_rounded_rectangle(cursor_layer, -bar_w/2, bar_y, fill_w, bar_h, 1, yellow())
1767: layer_pop(cursor_layer)
1920: the_cursor:flash_gather()
2264: the_cursor:flash_hover()
3440: the_cursor:flash_hover()
3487: the_cursor:flash_error()
3637: the_cursor:flash_hover()
3996:the_cursor = cursor()
4037: the_cursor:update(dt)
4075: the_cursor:flash_hover()
[Showing results with pagination = limit: 25]
Based on the data points (offset → reported direction), the dagger's natural orientation appears to be roughly SW (pointing down-left at rotation 0). To get NNW (up-and-slightly-left), I need offset ≈ +5π/8:
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)
Dagger offset is now +5π/8 (= 112.5°). If the dagger still lands at the wrong direction (e.g., still horizontal-leaning), the knob is the second term in cursor:update's dagger branch — adjust by ±π/8 increments.
Perfect, let's end the session here. Name it Emoji Aimer 7. Make sure to mention in the summary all the emojis you implemented but that I haven't tested yet.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: Emoji Aimer 7
[Request interrupted by user]
Before this, change the end session skill so that you don't need to ask me for approval on the summary, just write it directly without showing it to me.
Bash (ls E:/a327ex/.claude/skills/end-session/)
SKILL.md
Read (E:/a327ex/.claude/skills/end-session/SKILL.md)
1 ---
2 name: end-session
3 description: End the current session. Converts the transcript to markdown, writes a summary with Title/Date frontmatter, commits, and pushes to the project repo (GitHub) and a327ex.com (a327ex-site/logs/). Single web target post-cutover; the legacy anchor.blot.im is now a JS redirect and no longer receives writes.
4 ---
5
6 # End Session Workflow
7
8 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.
9
10 ## Step 1: Get Session Info
11
12 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".
13
14 **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.
15
16 ## Step 2: Write Summary
17
18 Write the summary from your conversation memory. You have the full session context — no need to read any files.
19
20 The summary should be **thorough and detailed**. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
21
22 **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.
23
24 Format (this is just an example structure — adapt sections to match what actually happened):
25
26 ```markdown
27 # [Title]
28
29 ## Summary
30
... [70 more lines]
Updating Step 3 in the skill to skip approval:
Edit (E:/a327ex/.claude/skills/end-session/SKILL.md)
The file E:/a327ex/.claude/skills/end-session/SKILL.md has been updated successfully. (file state is current in your context — no need to Read it back)
Skill updated. Now executing the workflow for "Emoji Aimer 7".
Step 1: Title confirmed — "Emoji Aimer 7". Project is emoji-aimer.
Step 2: Writing summary (no approval step now).
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-05-15T01:50:31.909Z 951dd855-4a8a-4fa8-9581-c8cb21642132 [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\951dd855-4a8a-4fa8-9581-c8cb21642132.jsonl
2026-05-15T01:45:49.652Z 73117da8-b498-4422-a248-96f8cb7d7511 [claude]
C:\Users\adn\.claude\projects\E--a327ex\73117da8-b498-4422-a248-96f8cb7d7511.jsonl
2026-05-15T01:41:25.287Z c08b391d-dc93-4a5f-9b24-4444be2e47e6 [claude]
C:\Users\adn\.claude\projects\E--a327ex\c08b391d-dc93-4a5f-9b24-4444be2e47e6.jsonl
2026-05-14T08:05:23.695Z cb6890c3-baef-4f6c-94cf-fa02c7da537f [claude]
C:\Users\adn\.claude\projects\E--a327ex\cb6890c3-baef-4f6c-94cf-fa02c7da537f.jsonl
2026-05-14T02:56:41.589Z a60c5397-63c3-4a7c-809d-126b1f9adb2f [claude]
C:\Users\adn\.claude\projects\E--a327ex\a60c5397-63c3-4a7c-809d-126b1f9adb2f.jsonl
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-05-14 22:50:53