Emoji Aimer 8
Summary
Long session on Emoji Aimer focused on dagger-hit juice polish, the 8 Ball ricochet passive, then a major systems push to introduce familiars (bow, gun, sword, boomerang as hovering autonomous weapons) ported from emoji-ball-battles. The familiar arc evolved over many iterations - from manual position lerping, to wander+arrive steering, to Box2D physics integration, to the super-emoji-invaders apply_force+set_velocity pattern. Session ended with the bow stripped to bare arrive-only motion for isolated debugging.
Dagger hit juice polish:
- Removed yellow streak + star particles from dagger kills entirely.
target:die()now gates the standard death burst onnot self._dagger_kill, with the flag set intarget:hit's dagger branch BEFORE_apply_damageruns (so it's visible whendie()fires). - Red particles use the same params as yellow streaks logically -
velocity = random_float(140, 320),direction = random_angle(),duration = random_float(0.25, 0.6),flash_on_spawn = true,random_int(6, 9)of them, withgravity = random_float(256, 512)per-particle so droplets fall at different rates. - Added
slow_time(scale, restore_duration)helper that flipsslow_mo.scaleinstantly and tweens back to 1.0 viacubic_out. Defensive after-callback explicitly snapsslow_mo.scale = 1.0andset_time_scale(1.0)so floating-point drift or replaced tweens always land at exactly 1.0. Dagger hit usesslow_time(0.33, 0.5). update(dt)now pushesslow_mo.scaleinto the engine viaset_time_scaleand scales localdt = dt * time_scaleso timers, tweens, particles, springs, physics all slow together (per the framework's "compute dt * time_scale locally" comment in init.lua).- Rotational camera shake:
shake_trauma(main_camera.shake, 1.0, 0.5, { x = 0, y = 0, rotation = 0.18, zoom = 0 }). Zero x/y/zoom amplitudes so only rotation gets noise. Peak twist about 0.18 rad ~ 10.3 deg. - Punch zoom math - the critical insight: a camera that pans toward
(mx, my)while zooming reads as translation, not zoom. The fix is to set camera position so the hit point stays fixed in screen space under the new zoom:punch_cx = mx - (mx - gw/2)/punch_zoom,punch_cy = my - (my - gh/2)/punch_zoom. Withpunch_zoom = 1.5, the hit point stays anchored and everything else scales outward from it. - Two-phase zoom tween on
main_cameraviascore_chip_timer: zoom-in 0.03scubic_in, zoom-out 0.5scubic_out. Named'punch_zoom'so back-to-back triggers replace in-flight. bg_layernow attaches tomain_cameraso the sky gradient also zooms (otherwise the unmoving sky breaks the "real zoom" illusion). Gradient rect expanded to(-32, -32, gw+64, gh+64)to cover handcam corner exposure.- Slow-mo recovery, zoom-out, and shake_trauma all set to 0.5s duration so they resolve in sync.
Bow active proc tweaks:
- Bow shoots 2 projectiles by default, second delayed by 0.12s via
timer_after(score_chip_timer, 0.12, ...). Arrow score snapshot captured at cadence trigger so both arrows use the same score.arm_skull_on_spawn()only fires once per cadence (not per arrow). - New
pulse_hud_slot(item_id)helper iteratesSHOP_KIT_OWNED_SLOTS, finds matching slot, callsspring_pull(s.spring, 'main', 0.4). Silent no-op when item isn't owned. - Pulse fires per-arrow (both the immediate spawn and the delayed one) instead of once at the cadence trigger.
- Wired pulses at: dagger trigger (
target:hit), skull consumption (target:hit), bone drop (target:die), bow drops (both intarget:die).
8 Ball ricochet passive:
- Twemoji
pool_8_ball(1f3b1) downloaded viacurlwithUser-Agent+Referer: https://emojipedia.org/headers. URL pattern:https://em-content.zobj.net/source/twitter/450/<slug>_<codepoint>.png. Verified 512x512 RGBA. - Added
download-emojiskill atE:/a327ex/.claude/skills/download-emoji/SKILL.mdencoding the recipe: URL pattern, required headers, dimension verification, fallback URLs for recent emojis under date-stamped paths, common slug/codepoint guesses. ITEMS.pool_8_ball = { ricochet_per_stack = 1, ... }. Description: "+N RICOCHET COUNTS ON PROJECTILES".- Arrow ricochet:
arrow_strike:newaddsself.ricochets_remaining = item_count('pool_8_ball')*ricochet_per_stack. In:update, side-wall and floor hits check charges - if remaining, reflect velocity + snap to surface + decrement; else stick viaspawn_stuck_arrow. - Arrows now stick to the floor too (not just side walls). Previously they passed through and despawned at
y > gh + 30. Floor case spawns stuck_arrow at(self.x, gh - offset, floor_angle). Angle recomputed at floor impact in case a wall ricochet earlier in the same frame flipped vx. - Stuck arrow outward offset - ported EBB pattern from
emoji-ball-battles/main.lua:4264:random_float(0, 10)added along outward normal so the sprite center sits past the surface, exposing more of the shaft. Without it, half the arrow is embedded (looks barely poking out). - User screenshot showed the offset was too much at near-vertical impact angles. Fix: scale offset cap by
|cos(angle)|for walls,|sin(angle)|for floor. At grazing angles the offset tapers to zero so the tip stays plausibly embedded. - Bone chain count:
total = 1 + ITEMS.bone.chains_per_stack*bone_count + item_count('pool_8_ball')*ricochet_per_stack. 8 Ball adds extra chain hops to bone (chain ~ ricochet for projectiles that don't reach walls).
20 projectile-themed item ideas presented:
- Mix of active (cadence-fired projectiles) and passive (modify existing projectiles), with distinct movement patterns to avoid feeling samey.
- Active: Boomerang (arc-and-return), Kitchen Knife (straight stick), Battle Axe (heavy arcing lob), Rocket (bottom-up splash), Comet (vertical from top), Fireworks (mid-air burst into homing stars), Lightning (instant chain), Snake (sine wave), Bee Sting (slow homing), Scorpion (round-start AOE lob).
- Passive: Yo-yo (returning), Trident (split on end), Grapes (cluster split on hit), Glow Star (bonus score), Fire (DoT), Feather (low gravity), Balloon (anti-gravity), Mirror (wall-hit duplicate), Tornado (damaging trail), Magnet (homing).
- User responded "Let's try something more interesting actually" - pivot to familiars.
Familiar system foundation (bow, gun, sword, boomerang):
- User instruction: port EBB weapon visuals/juice exactly, with new emoji-aimer hover behaviors. "DO NOT spawn a subagent."
- Asset downloads:
gun.png(Twemoji pistol 1f52b),boomerang.png(1fa83) via the download-emoji skill pattern. - New entity classes (~700 lines added in main.lua after
stuck_arrow):bullet- gun's projectile, yellow rounded-rect, dies on first target hit, ricochets off arena boundary.BULLET_SPEED = 340,BULLET_BOUNCES_BASE = 2(plus 8-Ball stacks). Spring-pops + flashes on spawn and each wall bounce.boomerang_projectile- curves out + homes back to owner familiar.BOOMERANG_SPEED = 220,BOOMERANG_SPIN_SPEED = 12pi,BOOMERANG_TURN_RATE = 3.5,BOOMERANG_MIN_TIME = 0.5,BOOMERANG_HOMING_RATE = 6 rad/s. Catches within 15 px of owner past min_time, setsowner.boomerang_thrown = false, restarts cooldown.familiar- hovering autonomous weapon with per-weapon branches. Common:spring,timer,weapon_recoil,weapon_recoil_offset,weapon_flashing. Per-weapon: image, scales, rotation_offset, cooldown, weapon-specific state.
- Bow firing flow ported from EBB
ball:bow_fire/fire_single_arrow/bow_start_pull:bow_cooldown = 2.2, arrows-per-shot =item_count('bow_and_arrow'),arrow_delay = 0.08between shots in a barrage. Per-arrow scaled release/recoil tweens, mid-barrage_bow_start_pullcalls to re-tension the string between shots. Score snapshotted at cadence trigger. - Gun firing flow ported from EBB
ball:gun_fire/fire_single_shot:gun_cooldown = 1.8. Recoil: tween 0.05s toweapon_recoil = -pi/4, weapon_recoil_offset = 4(cubic_in_out), then 0.2s back to 0 (linear). Boom particle burst at tip (random_int(3, 5)yellow hit_particles, no gravity). Bullet spawned 12 px pastweapon_visual_offset. - Sword thrust flow ported from EBB:
thrust_duration = 0.5,thrust_cooldown = 5.0,thrust_distance = 80. Locks onto nearest target when aim within pi/8 of bearing; thrusts forward viatimer_tween(0.5, 'thrust_move', self, { x = end_x, y = end_y }, quad_out). Hit detection: tip atweapon_visual_offset + 16along thrust angle vs target radius + 10. Eachswordsstack adds one extraapply_arrow_hitper target. - Boomerang flow ported from EBB:
boomerang_cooldown = 4.5. Throws viaspawn_boomerang_projectilewith random side bias (+/-1). Familiar sprite hidden duringboomerang_thrown = true. Catch event restarts cooldown + pulls weapon spring by 0.4. - Hover behaviors (NEW for emoji-aimer, not in EBB):
- Bow/gun/sword: drift around arena with periodic random retargeting (
_familiar_random_pos()+ lerp toward), every 1.6-3.6s. - Boomerang: Lissajous orbit around cursor -
x = cx + 32*sin(1.7t),y = cy + 24*sin(2.3t + 0.5). Continuous self-spin atdt*pi*0.9 rad/s.
- Bow/gun/sword: drift around arena with periodic random retargeting (
- Per-weapon angle (NEW): bow tracks nearest target via
_lerp_angle_dt. Gun drifts random angle re-picked every 0.6-1.4s. Sword tracks nearest target with snappier lerp. - Draw code copied from EBB
ball:drawweapon branches with adaptations to emoji-aimer's procedural layer API. Bow draws custom bowstring (two layer_line segments to mid-pull point) + bow image + arrow sprite on string whenbow_arrow_alpha > 0. recoil_weaponported per-weapon: gun does -pi/4 kickback + 4px pull-in tween, bow just pulls inward byweapon_recoil_offset = 10tweened to 0 via cubic_out.- Item updates:
bow_and_arrowandswordsrepurposed as familiar items (descriptions updated). Addedgun,boomerangitems. All at price 5. Shop catalog updated to surface all four. target:diecleanup: removed old "every 4th kill drops 2 arrows from top-center" cadence (was line ~1492).arrow_strike:newrefactored from(score_per_hit)to(x, y, angle, score_per_hit)- old top-center/random-target logic gone.spawn_arrow_strikesignature matched.- New spawn helpers:
spawn_bullet,spawn_boomerang_projectile,spawn_familiar. Newensure_familiars()checks owned weapon items and spawns missing familiars. Mapped viaFAMILIAR_ITEM_TO_TYPE = { bow_and_arrow = 'bow', swords = 'sword', gun = 'gun', boomerang = 'boomerang' }. update(dt):if game_state == 'playing' then ensure_familiars() end,collection_update(familiars, dt).draw(): familiars drawn in camera-attached effects pass during non-shop states.clear_entities()now wipes familiars on round transitions + run_reset.
Bow visual fix - bow-only emoji:
- User pointed out the bow was using
bow_and_arrow_img(Twemoji bow+arrow combined). EBB uses separate bow-only and arrow-only sprites. - Copied
bow.pngfromE:/a327ex/emoji-ball-battles/assets/bow.pngtoE:/a327ex/emoji-aimer/assets/bow.png(already 512x512 RGBA). - Added
bow_img = image_load('bow', 'assets/bow.png'). Familiar'sbowbranch now usesbow_imgfor the body sprite. Arrow sprite (arrow_img) is the separate piece drawn on top of the bowstring whenbow_arrow_alpha > 0. Shop tile keepsbow_and_arrow_imgfor recognizability in catalog.
Bow tick rewrite - cooldown-progress-driven pull:
- First implementation used a one-shot
timer_tweento pull the string over 0.6s. User reported "no pull / firing visual happening at all" - analysis revealed: tween finished in 0.6s, string sat at full pull for remaining 1.6s of cooldown, then release tweens used a DIFFERENT name (bow_release) than the pull (bow_pull_amount) so they ran in parallel and wrote to the same field, fighting each other. - Rewrite mirrors EBB's per-frame
lerp_dtpattern. Addedself.cooldown_elapsed = 0to bow init; removed thetimer_afterfor bow_cooldown. _bow_tick(dt):cooldown_elapsed += dt,progress = min(1, elapsed/cooldown),should_pull = progress >= 0.75. When should_pull:bow_arrow_alpha = 1,bow_pulling = true, lerp_dt(0.9, 0.5, dt, bow_pull_amount, 8) per frame. elseif bow_pulling (cooldown was reset after fire): tween release with names'bow_release'and'bow_sy_release'. Fire whenprogress >= 1.bow_fireresetscooldown_elapsed = 0AFTER the barrage finishes (viatimer_after(barrage_duration, ...)).bow_barraging = truesuppresses_bow_tickduring the barrage so the per-arrow scheduling isn't fought by the pull/release branch.- Visual sequence per shot now: 0-1.65s idle, 1.65-2.20s pull tensions up continuously, 2.20s fire (elastic release + weapon spring pop + recoil).
Bow movement - multiple iterations:
- Iteration 1 (lerp hover): pick random target, lerp toward, periodic retargeting. User: "currently it's picking a certain position, moving there. Instead of should do this but without ever truly stopping." Pointed at super-emoji-invaders enemies as a model. Wanted steering behaviors with high arrive radius + wander.
- Iteration 2 (manual wander + arrive): implemented Reynolds-style steering from general knowledge. Added vx/vy state, max_speed = 70, wander_angle, arrive_target_x/y, arrive_radius = 220, retarget timer. Per-frame: blend arrive + wander velocity, lerp current toward blend at
k = 8*dt, soft bounce off arena edges. Manual_collide_with_targetsfor target push-apart + spring pulses. User feedback: "Movement should be faster and snappier, feels too floaty now. Should also have a sense of gravity to it. Wander can probably be stronger. Rotation should be snappier when locking, more random when idle (swirls)." - Iteration 3 (snappier + gravity): max_speed 70 -> 140, steering k 3.5 -> 8, wander drift rate 4 -> 7 rad/s, wander magnitude bumped from 0.7*max to full max, wander blend weight 0.4 -> 0.55, gravity
vy += 80*dt. Rotation: locked modelerp_t = 0.06+ angle_velocity overlay; idle mode pure angle_velocity integration with random torque pulses (dt*2probability of +/-3 rad/s) + rare swirl bursts (dt*0.18probability of 10-16 rad/s). - Bowstring color: user said it should be brown not gray. Confirmed from EBB line 22:
bowstring = color(217, 158, 130)(sandy/tan). Added to emoji-aimer palette, swapped bow draw fromfg_dark()tobowstring().
Box2D integration for bow physics:
- User: "Are you using box2d for physics? The targets should be box2d objects, and the bow should be a box2d object." Targets already had Box2D static circles (line 2103) and walls were static boxes - only the bow was manual.
- Registered
physics_register_tag('familiar')+ enabledfamiliar/wallandfamiliar/targetcollisions. - Bow collider: first iteration was
collider(self, 'familiar', 'dynamic', 'circle', body_r = 10). User screenshot showed the circle sat at the body anchor (behind the bow sprite) instead of wrapping the visible bow. User: "Needs to be a rectangle, moved forward." - Switched to box with offset shape:
collider(self, 'familiar', 'dynamic', 'box', 12, 32, { offset_x = 16 }). Mirrors EBB's bow hitbox proportions (short along forward axis, tall perpendicular).set_fixed_rotation(true)so physics doesn't fight manual rotation;collider:set_angle(self.angle)called each frame to keep offset box rotated with visual. gravity_scale = 0(world gravity 600 too strong - custom 80*dt in steer_update provides the levitation feel).linear_damping = 0,restitution = 0.6,density = 0.4.- Removed manual
_collide_with_targets. Hookedcollision_entities_begin('familiar', 'target')for spring pulses + rotation kick. Addedcollision_entities_begin('familiar', 'wall')for push behavior. - Debug viz: targets as blue circles, bow as rotated orange rectangle (composing
layer_push(debug_layer, f.x, f.y, f.angle, 1, 1)withlayer_rectangle_lineat(collider_offset - w/2, -h/2, w, h)).
Push kick mechanic - multiple iterations to get right:
- Iteration 1 (velocity multiply in collision hook): read post-bounce velocity, multiply by
(1 + 2.5*push_budget), set_velocity. Bumped from initial 1.2 -> 2.5. Budget drained 35% per hit, recovered +0.4/sec. User: "no kick seems to be happening, getting stuck in the wall." Analysis: collision hook ran BEFORE_steer_update, which immediately lerped velocity toward desired (pointing back into wall) and clamped to max_speed, erasing the kick within the same frame. - Iteration 2 (kick_window suspension): added
kick_window_t = 0.25. While > 0, _steer_update skipped lerp + max_speed clamp. Still didn't work cleanly. - Iteration 3 (push vector + single set_velocity): user "set a push vector, then add that vector to the velocity when you set it after seeking. Only one set_velocity call." Refactored: collision hooks ADD to
push_vx, push_vyinstead of calling set_velocity. Single set_velocity at end of_steer_updatewritessteering + push. Push decays each frame. - Iteration 4 (use built-in collider steering functions): user "use the steering functions that exist in the collider class, without recoding each function." Switched from hand-rolled wander/arrive to
collider:steering_arrive(x, y, rs, max_speed, max_force)andcollider:steering_wander(d, rs, jitter, dt, max_speed, max_force). Pattern from super-emoji-invadersalien:update(lines 758-778): combine forces viamath.limit, singleapply_forcecall, then read velocity, clamp to max_speed, set_velocity adding push_impulse. - Push tween:
timer_tween(f.timer, 0.5, 'push_impulse_x', f, { push_vx = 0 }, math.linear)(named so back-to-back replaces in-flight). On hit: direction = post-bounce velocity unit vector, magnitude =250 * push_budget, additive (chained collisions stack). - User: "wander strength could be smaller" - dropped wander weight from 1.5x to 0.5x in combined force.
Debug isolation pass (final state of session):
- User: "Let's comment out everything that isn't the bow moving towards its current target position, including rotating towards targets and shooting." Wanted bare-minimum steering to debug.
- Commented out: wander steering (in _steer_update), push vector contribution to set_velocity, bow rotation branch (target-lock + idle swirls), entire
_bow_tickbody (no set_angle, no pull, no fire), rotation/push kicks in collision hooks, familiar-wall collision hook entirely. - Kept: arrive steering, position sync, periodic retarget, spring pulses on target collisions.
- Added debug viz for arrive target: green line from bow to target + green crosshair (circle + horizontal/vertical lines) at target position.
- User: "Bow rotation/angle turn towards velocity vector. Use seek directly instead of arrive. What's the speed?" Answered:
max_speed = 140, but arrive scales velocity byd/arrive_radiusnear target so effective speed was way lower. Switched tosteering_seek(x, y, max_speed, max_force)- no slowdown. Addedself.angle = math.atan(vy, vx)(whenv_len > 5) so the bow visually points where it's moving. Re-enabledcollider:set_angle(self.angle)in_steer_update. - Started game with bow active: added
{ item = ITEMS.bow_and_arrow, count = 1 }toSTARTING_ITEMS. - Round timer bumped from 30 -> 9999s for debugging headroom.
Files / paths created or modified:
E:/a327ex/emoji-aimer/main.lua- substantial additions (familiar/bullet/boomerang_projectile classes, hover behaviors, item updates, debug viz)E:/a327ex/emoji-aimer/assets/pool_8_ball.png,gun.png,boomerang.png,bow.png(copied from EBB)E:/a327ex/.claude/skills/download-emoji/SKILL.md(new skill encoding the Twemoji download recipe)
Let's continue with Emoji Aimer. Last session you implemented a few passives and I needed to test some of them more. The last one I was testing was dagger. When the dagger hits, I'd like that the normal yellow + star particles are changed to red particles with gravity that mimic blood, for the hit effect to be a hit effect animation instead of hit circle (if it's a hit circle now), and also be bigger than normal. The dagger should animate with tweens in a way that mimics a stab lightly, and the visual should only change back to the normal cursor once that animation is done.
Glob (/emoji-aimer//main.lua)
emoji-aimer\main.lua
Read (E:\a327ex\emoji-aimer\main.lua)
File content (82804 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.
Bash (wc -l E:/a327ex/emoji-aimer/main.lua)
4551 E:/a327ex/emoji-aimer/main.lua
Grep (dagger)
333:dagger_img = image_load('dagger', 'assets/dagger.png')
476:-- Dagger / Skull state — both instakill the next player hit when their
477:-- charges are > 0. Skull takes priority over Dagger when both are armed.
478:-- Dagger arms when kills_this_round hits arm_every_n_kills (single charge,
481:dagger_armed = false
482:dagger_kill_counter = 0
1241: -- Instakill resolution. Skull has priority over Dagger.
1243: -- Dagger armed: drop HP to 0, disarm.
1249: elseif dagger_armed then
1251: dagger_armed = false
1400: -- Dagger — increment kill counter; on every Nth kill, arm the dagger
1402: -- if dagger isn't owned; the counter still runs so the cadence is
1403: -- consistent if the player buys Dagger mid-run.
1404: if item_count('dagger') > 0 then
1405: dagger_kill_counter = dagger_kill_counter + 1
1406: if dagger_kill_counter % ITEMS.dagger.arm_every_n_kills == 0 then
1407: dagger_armed = true
1513: -- Dagger and Skull swaps below need their own offsets so they aren't
1550: -- Cursor sprite swap — Skull has priority over Dagger over default
1554: -- dagger: -π/8 — natural orientation of the Twemoji dagger
1558: -- EBB's `weapon_rotation_offset = -3π/4` for daggers does NOT apply
1564: elseif dagger_armed then
1565: self.image = dagger_img
1566: -- Dagger sprite's natural orientation (offset=0) points roughly SW
2163:-- dagger armed, etc.) stack below.
2209: -- buffs (skull charges, dagger armed, etc.) can extend this stack.
2614: dagger = {
2615: id = 'dagger',
2616: name = 'DAGGER',
2617: img = dagger_img,
... [10 more lines]
Read (E:\a327ex\emoji-aimer\main.lua)
1200 end
1201
1202 -- Internal: apply per-hit bookkeeping common to ALL hit sources (primary
1203 -- click, chili chain, bone strike): damage, flash + spring, HP-bar pulse,
1204 -- score accumulation + chip tween, coin-drop roll, kill check. Caller is
1205 -- responsible for combo, particles, and the floating score number — those
1206 -- vary by source.
1207 function target:_apply_damage(amount, score_amount, hit_x, hit_y)
1208 self.hp = self.hp - amount
1209 spring_pull(self.spring, 'hit', 0.3, 3, 0.5)
1210 self.flashing = true
1211 timer_after(self.timer, 0.08, function() self.flashing = false end)
1212
1213 -- HP bar pulse — bar is always visible now (target:new sets it true),
1214 -- so just trigger the flash + spring pop on each successful hit.
1215 self.hp_flashing = true
1216 spring_pull(self.spring, 'hp', 0.5, 3, 0.5)
1217 timer_after(self.timer, 0.15, 'hp_flash', function() self.hp_flashing = false end)
1218
1219 award_score(score_amount)
1220
1221 -- Combo-tier coin drop — per HIT (not per kill). Tier 20+ rolls a coin
1222 -- at the hit location with the tier's coin_chance.
1223 roll_coin_drop(self.x, self.y)
1224
1225 if self.hp <= 0 then self:die(hit_x or self.x, hit_y or self.y) end
1226 end
1227
1228 function target:hit(mx, my)
1229 combo_count = combo_count + 1
... [70 more lines]
Grep (spawn_hit_effect|spawn_hit_particle|spawn_emoji_particle)
1185: spawn_emoji_particle(self.x, self.y, direct_hit_img, {
1262: spawn_hit_effect(mx, my, { s = 1 })
1264: spawn_hit_particle(mx, my, {
1274: spawn_emoji_particle(mx, my, star_img, {
1319: spawn_emoji_particle(self.x, self.y, hot_pepper_img, {
1340: spawn_emoji_particle(self.x, self.y, bone_img, {
1358: spawn_emoji_particle(self.x, self.y, arrow_img, {
1371: spawn_hit_particle(mx, my, {
1383: spawn_emoji_particle(mx, my, star_img, {
1933: spawn_emoji_particle(self.x, self.y, self.image, {
1992:function spawn_hit_effect(x, y, args)
1998:function spawn_hit_particle(x, y, args)
2004:function spawn_emoji_particle(x, y, image, args)
3499: spawn_hit_particle(bx, by, {
3563: spawn_emoji_particle(mx, my, coin_img, {
3581: spawn_emoji_particle(sx, sy, target.item.img, {
Read (E:\a327ex\emoji-aimer\main.lua)
1980 if self.collider then self.collider:destroy(); self.collider = nil end
1981 end
1982
1983 -- -----------------------------------------------------------------------------
1984 -- spawn helpers
1985 -- -----------------------------------------------------------------------------
1986 function spawn_hit_circle(x, y, args)
1987 local hc = hit_circle(x, y, args)
1988 effects[#effects + 1] = hc
1989 return hc
1990 end
1991
1992 function spawn_hit_effect(x, y, args)
1993 local he = hit_effect(x, y, args)
1994 effects[#effects + 1] = he
1995 return he
1996 end
1997
1998 function spawn_hit_particle(x, y, args)
1999 local hp = hit_particle(x, y, args)
2000 effects[#effects + 1] = hp
2001 return hp
2002 end
2003
2004 function spawn_emoji_particle(x, y, image, args)
2005 local ep = emoji_particle(x, y, image, args)
2006 effects[#effects + 1] = ep
2007 return ep
2008 end
2009
... [70 more lines]
Grep (^function hit_effect|^function hit_circle|^function hit_particle|^function emoji_particle)
550:function hit_circle:new(x, y, args)
568:function hit_circle:update(dt) timer_update(self.timer, dt) end
570:function hit_circle:draw()
575:function hit_circle:destroy() end
585:function hit_effect:new(x, y, args)
595:function hit_effect:update(dt)
600:function hit_effect:draw()
609:function hit_effect:destroy() end
617:function hit_particle:new(x, y, args)
640:function hit_particle:update(dt)
650:function hit_particle:draw()
658:function hit_particle:destroy() end
668:function emoji_particle:new(x, y, image, args)
706:function emoji_particle:update(dt)
723:function emoji_particle:draw()
730:function emoji_particle:destroy() end
Read (E:\a327ex\emoji-aimer\main.lua)
540 -- F2 toggles the debug AABB overlay (wall + resource bounding shapes).
541 debug_draw_visible = false
542
543 -- =============================================================================
544 -- hit_circle — small expanding/shrinking ring at an impact point. Tweens
545 -- radius from the spawn value down to 0 over `duration`, then dies. Drawn
546 -- to effects_layer so it gets the outline + shadow.
547 -- =============================================================================
548 hit_circle = class()
549
550 function hit_circle:new(x, y, args)
551 args = args or {}
552 self.x, self.y = x, y
553 self.radius = args.radius or 12
554 self.color = args.color or yellow
555 self.duration = args.duration or 0.2
556 self.layer = args.layer or effects_layer
557 self.flashing = false
558 make_entity(self)
559 self.timer = timer_new()
560 timer_tween(self.timer, self.duration, self, { radius = 0 },
561 math.cubic_in_out, function() self:kill() end)
562 if args.flash_on_spawn then
563 self.flashing = true
564 timer_after(self.timer, 0.1, function() self.flashing = false end)
565 end
566 end
567
568 function hit_circle:update(dt) timer_update(self.timer, dt) end
569
... [170 more lines]
Read (E:\a327ex\emoji-aimer\main.lua)
1500 self.mouse_dt_sy = 1
1501 self.last_sway_x_time = 0
1502 self.last_sway_y_time = 0
1503
1504 self.click_r = 0
1505 self.click_sx, self.click_sy = 1, 1
1506
1507 self.flashing = false
1508
1509 self.image = backhand_index_pointing_up
1510 self.image_scale = CURSOR_SIZE / self.image.width
1511 -- Per-image rotation offset baked into the rendered angle. The
1512 -- backhand sprite reads correctly at -π/8 (its natural tilt). The
1513 -- Dagger and Skull swaps below need their own offsets so they aren't
1514 -- pointing in the wrong direction when armed.
1515 self.image_rotation_offset = -math.pi/8
1516 end
1517
1518 -- flash_gather — react to a resource pickup. Spring pulse on main (which
1519 -- affects scale via cursor:draw) plus a brief white tint. Named timer so
1520 -- back-to-back grabs replace the in-flight unflash cleanly.
1521 function cursor:flash_gather()
1522 spring_pull(self.spring, 'main', 0.3)
1523 self.flashing = true
1524 timer_after(self.timer, 0.1, 'gather_flash', function() self.flashing = false end)
1525 end
1526
1527 -- flash_hover — light scale pulse fired by hover-enter on any UI element
1528 -- that has its own hover wobble (shop grid tile, owned slot, etc.) so the
1529 -- cursor gives a sympathetic acknowledgement.
... [130 more lines]
Grep (^red |^red=|red\s=\sfunction|local red|^local red|colors.|^function red()
35:red = color(223, 37, 64)
Read (E:\a327ex\emoji-aimer\main.lua)
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)
31 fg = color(231, 232, 233)
32 fg_dark = color(201, 202, 203)
33 yellow = color(253, 205, 86)
34 orange = color(244, 146, 0)
35 red = color(223, 37, 64)
36 blue = color(83, 175, 239)
37 green = color(122, 179, 87)
38 purple = color(172, 144, 216)
39 brown = color(193, 105, 79)
40 pink = color(244, 154, 194) -- new: blossom pink from UI kit (image-derived; not in reference games)
41
42 -- Medal disc-face colors sampled from Twemoji 1f947/1f948/1f949. Live at the
43 -- top of the combo tier ladder as "you've gone past peak heat" achievements.
44 bronze = color(248, 136, 56)
45 silver = color(200, 208, 216)
46 gold = color(248, 168, 48)
47 -- Alias kept under a distinct name because the `gold` global gets
48 -- reassigned to the player's currency integer further down the file (see
49 -- `gold = 0` near the run-persistent meta block). Anything that needs the
... [50 more lines]
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_permission_abilities.md)
Read (E:\a327ex\emoji-aimer\main.lua)
1480 -- when the cursor stops after fast vertical motion, then tweens back to 1
1481 -- - click press: rotate slightly, squash sx/sy, pull main spring; release
1482 -- reverses it. The 'click_scale' named tween lets press during a release
1483 -- replace the in-flight tween cleanly.
1484 --
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
1487 -- has its own outline shader pass for the chunky black silhouette.
1488 -- =============================================================================
1489 cursor = class()
1490
1491 function cursor:new()
1492 self.x, self.y = 0, 0
1493 make_entity(self)
1494 self.timer = timer_new()
1495 self.spring = spring_new()
1496 spring_add(self.spring, 'r', 0)
1497
1498 self.previous_mouse_deltas_x = {}
1499 self.previous_mouse_deltas_y = {}
1500 self.mouse_dt_sy = 1
1501 self.last_sway_x_time = 0
1502 self.last_sway_y_time = 0
1503
1504 self.click_r = 0
1505 self.click_sx, self.click_sy = 1, 1
1506
1507 self.flashing = false
1508
1509 self.image = backhand_index_pointing_up
... [10 more lines]
Grep (cursor\s=\sCursor|cursor\s=\scursor(|c\s=\scursor(|^my_cursor|cursor:new)
1491:function cursor:new()
3998:the_cursor = cursor()
Read (E:\a327ex\emoji-aimer\main.lua)
3990 transition.timer = timer_new()
3991 start_round(1)
3992 end
3993
3994 -- -----------------------------------------------------------------------------
3995 -- init
3996 -- -----------------------------------------------------------------------------
3997 mouse_set_visible(false)
3998 the_cursor = cursor()
3999 the_combo_display = combo_display()
4000 shop_kit_init()
4001 grant_starting_items()
4002
4003 -- Boot entry. Pick exactly one:
4004 -- start_round(1) — start the run normally at round 1
4005 -- round_index=0; start_shop() — start in the shop before round 1
4006 -- (round_index=0 makes the shop's "upcoming round" read as 1, and exit_shop
4007 -- will bump it to 1 and start round 1 cleanly.)
4008 start_round(1)
4009 -- (No test gold override — the run starts at $0 and earns gold through
Grep (^function timer_tween)
E:\a327ex\emoji-aimer\anchor\timer.lua:125:function timer_tween(t, duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)
Read (E:\a327ex\emoji-aimer\anchor\timer.lua)
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
113 name, callback, after = name_or_callback, callback_or_after, after_function
114 else
115 name, callback, after = uid(t), name_or_callback, callback_or_after
116 end
117 insert_entry(t, {name = name, mode = 'during', time = 0, duration = duration, callback = callback, after = after})
118 end
119
120 --[[
121 timer_tween(t, duration, [name,] target, values, [easing,] [after])
122 Interpolates target's fields to values over duration using easing.
123 Example: timer_tween(t, 0.5, self, {x = 100, alpha = 0}, math.cubic_out)
124 ]]
125 function timer_tween(t, duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)
126 local name, target, values, easing, after
127 if type(name_or_target) == 'string' then
128 name, target, values, easing, after = name_or_target, target_or_values, values_or_easing, easing_or_after, after_function
129 else
... [60 more lines]
Now I have a clear picture. Let me look at one more thing — how the existing skull-hit handles particles (to see if there's a pattern for special-hit overrides).
Grep (skull_charges)
483:skull_charges = 0
1015: if s > 0 and s > skull_charges then skull_charges = s end
1246: if skull_charges > 0 then
1248: skull_charges = skull_charges - 1
1561: if skull_charges > 0 then
3879: skull_charges = 0
3968: skull_charges = 0
Now I have the full picture. Let me show the design before implementing.
Design:
- Cursor stab animation (cursor class) — when
target:hittriggers a dagger kill, the cursor callstrigger_stab(). Two-phase tween: thrust (~80ms, ease-out) rotatesstab_rto+π/8, stretchesstab_syto1.25, squashesstab_sxto0.85. Recover (~180ms, ease-in-out) returns to neutral. Whileself.stabbingis true,cursor:updatekeeps the dagger image even thoughdagger_armedgot flipped off. - Particles (target:hit) — capture
dagger_triggeredfrom the instakill resolution. When true: spawnhit_effectats = 2(double-size animated burst), skip yellow streaks + star, and spawn 6–9 redhit_particles with gravity 600 (faster fall = blood) and a small bias toward the lower hemisphere so droplets spray more like blood than a ring.
Implementing 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)
Now update cursor:update to keep the dagger image while stabbing:
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 cursor:draw to apply the stab transform on top of click/sway:
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 target:hit changes — capture dagger_triggered and branch the particle 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)
Changes done. Per CLAUDE.md, I'm not running the game — you compile and test.
How to test:
- Run the game; buy a Dagger from the shop (or use the dagger debug grant if you have one).
- Get kills until the cursor swaps to the dagger sprite (every Nth kill — check
ITEMS.dagger.arm_every_n_kills). - Click a target. You should see:
- Hit-effect burst at ~2x normal size
- Red droplet spray falling under heavy gravity (no yellow streaks, no star)
- Cursor lunges: brief CW rotation kick + vertical stretch (~70ms thrust, ~180ms recover)
- Dagger sprite stays on screen for the full ~250ms stab; only after the recover phase ends does it revert to the backhand cursor
Things to watch for / likely tuning knobs:
- Stab feels too gentle or too violent → tune
stab_r(currentlyπ/8),stab_sy(1.25),stab_sx(0.85), or the durations (0.07 / 0.18). - Blood spray pattern: I biased direction to the lower hemisphere (
0..πplus jitter) so droplets mostly fly down/out. If you'd rather a full ring or an upward-fountain bias, that's thedirectionarg in the dagger branch. - Particle count (6–9) and gravity (600) can go up if it should feel gorier, or down if it's too much.
hit_effect { s = 2 }doubles the burst — bump to 2.5 if it should be more dramatic, or 1.5 if it's too big.
Tell me which knob feels off after you've tried it.
The stab motion is a rotation, like a sideways pull. It should be a stab. Move the dagger forward quickly, then slowly bring it back to its normal position, I believe the normal cursor attack does a light form of this perhaps?
Got it — translation forward, not rotation. Let me rewrite the stab using actual position offset along the blade direction.
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)
Changes done. The stab now:
- Captures the blade direction at trigger time — derived from the dagger's current rotation (image offset + sway + click kick), so the stab lunges along whatever direction the blade is actually pointing.
- Thrusts forward ~10 px along that direction over 40 ms with
cubic_out(fast snap, decelerating into the apex). - Recovers back to the mouse position over 280 ms with
cubic_in_out(slow drift back). - No more rotation kick / scale stretch — just pure translation.
Knobs if it still feels off:
- Thrust distance (currently
10) — bigger = more dramatic lunge. - Phase 1 duration (
0.04) — lower = snappier. - Phase 2 duration (
0.28) — higher = more lingering recovery. - If the direction looks wrong (stab going the wrong way), the natural-orientation vector
(-cos(π/4), sin(π/4))is where to flip — the dagger sprite's natural orientation at offset=0 is SW, so that's the seed unit-vector we rotate byrto get screen-space forward.
Try it and let me know.
Remove the yellow particles + star particles from the dagger hit, only the red particles should remain, make the red particles the same as the yellow ones logically speaking, just red instead. Use the slow time function to slow time down a little when the dagger hit happens, also a very slight screen shake, but a rotation based one, like a very light twist of the camera when the hit happens.
Grep (slow_time|slow_motion|time_scale|slowmo)
E:\a327ex\emoji-aimer\anchor\init.lua:96: dt (e.g. during hitstop / slow-mo), compute `dt * time_scale` locally,
E:\a327ex\emoji-aimer\anchor\init.lua:114: set_time_scale(scale)
E:\a327ex\emoji-aimer\anchor\init.lua:118:function set_time_scale(s)
E:\a327ex\emoji-aimer\anchor\init.lua:119: time_scale = s
E:\a327ex\emoji-aimer\anchor\init.lua:120: engine_set_time_scale(s)
E:\a327ex\emoji-aimer\anchor\init.lua:157: time_scale = 1.0
Read (E:\a327ex\emoji-aimer\anchor\init.lua)
85 spritesheets = spritesheets or {}
86
87 --[[
88 sync_engine_globals()
89 Refreshes global mirrors of engine state. Call once at the top of your
90 update function to ensure `time`, `frame_num`, `fps`, etc. reflect the
91 current frame. `width`, `height`, `platform`, `headless` are set at init
92 time and don't change during normal play.
93
94 Note on dt: the `dt` parameter passed to your `update(dt)` function is
95 the UNSCALED fixed physics timestep (PHYSICS_RATE). If you want scaled
96 dt (e.g. during hitstop / slow-mo), compute `dt * time_scale` locally,
97 or call `engine_get_dt()` which returns the scaled version. We
98 deliberately do NOT set a global `dt` here to avoid shadowing the
99 function parameter inside update.
100 ]]
101 function sync_engine_globals()
102 frame_num = engine_get_frame()
103 step_num = engine_get_step()
104 time = engine_get_time()
105 unscaled_dt = engine_get_unscaled_dt()
106 window_width, window_height = engine_get_window_size()
107 scale = engine_get_scale()
108 fullscreen = engine_is_fullscreen()
109 fps = engine_get_fps()
110 draw_calls = engine_get_draw_calls()
111 end
112
113 --[[
114 set_time_scale(scale)
... [45 more lines]
Grep (set_time_scale)
No matches found
Grep (timer_update|main_timer|function update)
568:function hit_circle:update(dt) timer_update(self.timer, dt) end
641: timer_update(self.timer, dt)
707: timer_update(self.timer, dt)
780: timer_update(self.timer, dt)
994: timer_update(self.timer, dt)
1467: timer_update(self.timer, dt)
1612: timer_update(self.timer, dt)
1751: timer_update(self.timer, dt)
1869: timer_update(self.timer, dt)
1950: timer_update(self.timer, dt)
3489:local function update_hover_element(el, mx, my, dt)
3666: timer_update(shop_kit_timer, dt)
4081:function update(dt)
4109: timer_update(score_chip_timer, dt)
4209: timer_update(transition.timer, dt)
Read (E:\a327ex\emoji-aimer\main.lua)
4081 function update(dt)
4082 sync_engine_globals()
4083
4084 -- R restarts the run from any state ('playing', 'won', 'lost').
4085 if input_pressed('restart') then run_reset() end
4086
4087 -- Debug + memory tracker controls — work in any state.
4088 if input_pressed('toggle_debug') then debug_draw_visible = not debug_draw_visible end
4089 if input_pressed('toggle_mem') then memory_tracker_toggle(mem_tracker) end
4090 if input_pressed('baseline_mem') then memory_tracker_capture_baseline(mem_tracker) end
4091 if input_pressed('spawn_coin') then
4092 local mx, my = mouse_position()
4093 spawn_resource(mx, my, 'coin')
4094 end
4095 if input_pressed('spawn_gem') then
4096 local mx, my = mouse_position()
4097 spawn_resource(mx, my, 'gem')
4098 end
4099 if input_pressed('spawn_crown') then
4100 local mx, my = mouse_position()
4101 spawn_resource(mx, my, 'crown')
4102 end
4103
4104 the_cursor:update(dt)
4105 the_combo_display:update(dt)
4106
4107 -- Score-panel tweens (display lag + cash-register y-offset). Always
4108 -- ticked so any in-flight tween finishes cleanly across state changes.
4109 timer_update(score_chip_timer, dt)
4110
... [20 more lines]
Grep (engine_set_time_scale|engine_get_dt)
E:\a327ex\emoji-aimer\anchor\init.lua:97: or call `engine_get_dt()` which returns the scaled version. We
E:\a327ex\emoji-aimer\anchor\init.lua:120: engine_set_time_scale(s)
Grep (PHYSICS_RATE|fixed.step|engine.set_time_scale)
146:#define PHYSICS_RATE (1.0 / 120.0) // 120 Hz physics/input timestep
148:#define MAX_UPDATES 10 // Cap on fixed steps per frame (prevents spiral of death)
8311: lua_pushnumber(L, PHYSICS_RATE * time_scale);
8316: lua_pushnumber(L, PHYSICS_RATE);
8325:static int l_engine_set_time_scale(lua_State* L) {
9420: lua_register(L, "engine_set_time_scale", l_engine_set_time_scale);
10077: if (dt > PHYSICS_RATE * MAX_UPDATES) {
10078: dt = PHYSICS_RATE;
10121: if (physics_lag > PHYSICS_RATE * MAX_UPDATES) {
10122: physics_lag = PHYSICS_RATE * MAX_UPDATES;
10136: // Process events every frame (not tied to fixed timestep)
10270: while (physics_lag >= PHYSICS_RATE) {
10283: holds_update((float)PHYSICS_RATE);
10288: b2World_Step(physics_world, (float)(PHYSICS_RATE * time_scale), 4); // 4 sub-steps recommended
10298: lua_pushnumber(L, PHYSICS_RATE);
10313: game_time += PHYSICS_RATE;
10314: physics_lag -= PHYSICS_RATE;
10687: b2World_Step(physics_world, (float)(PHYSICS_RATE * time_scale), 4);
10693: lua_pushnumber(L, PHYSICS_RATE);
10704: game_time += PHYSICS_RATE;
[Showing results with pagination = limit: 20]
Read (E:\a327ex\emoji-aimer\main.lua)
4130 end
4131
4132 -- Cash Out button (interactive only when score ≥ target in 'playing').
4133 -- Hover-enter pulses the spring + flashes the cursor; click drops the
4134 -- round into 'cleared' so the existing vacuum + transition flow runs.
4135 if game_state == 'playing' and score >= ROUNDS[round_index].score_target then
4136 spring_update(cash_out_btn.spring, dt)
4137 local mx, my = mouse_position()
4138 local hover = mx >= cash_out_btn.x and mx <= cash_out_btn.x + cash_out_btn.w
4139 and my >= cash_out_btn.y and my <= cash_out_btn.y + cash_out_btn.h
4140 if hover and not cash_out_btn.hovered then
4141 spring_pull(cash_out_btn.spring, 'main', 0.08)
4142 the_cursor:flash_hover()
4143 end
4144 if hover and input_pressed('click') then
4145 game_state = 'cleared'
4146 end
4147 cash_out_btn.hovered = hover
4148 else
4149 cash_out_btn.hovered = false
4150 end
4151
4152 -- New Run button (interactive in 'won' / 'lost'). Click runs run_reset,
4153 -- which is the same path the R key takes.
4154 if game_state == 'won' or game_state == 'lost' then
4155 spring_update(new_run_btn.spring, dt)
4156 local mx, my = mouse_position()
4157 local hover = mx >= new_run_btn.x and mx <= new_run_btn.x + new_run_btn.w
4158 and my >= new_run_btn.y and my <= new_run_btn.y + new_run_btn.h
4159 if hover and not new_run_btn.hovered then
... [50 more lines]
Read (E:\a327ex\emoji-aimer\main.lua)
4210
4211 -- Round timer ticks down only in 'playing'. Hitting 0 below target ends
4212 -- the run ('lost' + combo wiped to 0 immediately so the meter doesn't
4213 -- linger past game over); at-or-above target → auto cash-out (still
4214 -- goes through the existing 'cleared' vacuum path).
4215 if game_state == 'playing' then
4216 round_timer = round_timer - dt
4217 if round_timer <= 0 then
4218 round_timer = 0
4219 if score >= ROUNDS[round_index].score_target then
4220 game_state = 'cleared'
4221 else
4222 game_state = 'lost'
4223 death_reason = 'TIMER RAN OUT'
4224 on_combo_break()
4225 end
4226 end
4227 end
4228
4229 -- Spawn tick + clicks: 'playing' only. In 'cleared' we want a quiet
4230 -- vacuum phase — no new targets, no shooting — until the resources are
4231 -- gathered and we advance to the shop.
4232 --
4233 -- Click handling is additionally gated on transition.phase == nil so
4234 -- clicks during the shop → next-round wipe (circle_in / mid / circle_out)
4235 -- don't bleed into the just-started round as target hits or misses.
4236 -- Spawn ticks still advance so the initial targets are in place by the
4237 -- time the wipe fully reveals the arena.
4238 if game_state == 'playing' then
4239 spawn_tick_timer = spawn_tick_timer + dt
... [80 more lines]
Grep (main_camera|camera_new|camera_shake|camera_update)
360:main_camera = camera_new(gw, gh)
361:shake_handcam(main_camera.shake, true, { x = 2, y = 2, rotation = 0.02 }, 0.5)
4275: camera_update(main_camera, dt)
4283: camera_attach(main_camera, game_layer)
4284: camera_attach(main_camera, effects_layer)
4313: camera_detach(main_camera, effects_layer)
4314: camera_detach(main_camera, game_layer)
4321: camera_attach(main_camera, ui_panel_layer)
4322: camera_attach(main_camera, ui_content_layer)
4323: camera_attach(main_camera, ui_top_panel_layer)
4324: camera_attach(main_camera, ui_top_content_layer)
4325: camera_attach(main_camera, shop_level_layer)
4446: camera_detach(main_camera, shop_level_layer)
4447: camera_detach(main_camera, ui_top_content_layer)
4448: camera_detach(main_camera, ui_top_panel_layer)
4449: camera_detach(main_camera, ui_content_layer)
4450: camera_detach(main_camera, ui_panel_layer)
4501: camera_attach(main_camera, digit_layer)
4509: camera_detach(main_camera, digit_layer)
4586: camera_attach(main_camera, debug_layer)
4607: camera_detach(main_camera, debug_layer)
Grep (camera_shake|shake_handcam|camera_screen_shake|shake.*camera)
E:\a327ex\emoji-aimer\anchor\camera.lua:26: shake_push(main_camera.shake, angle, amount)
E:\a327ex\emoji-aimer\anchor\camera.lua:27: shake_shake(main_camera.shake, 10, 0.3)
E:\a327ex\emoji-aimer\anchor\camera.lua:28: shake_trauma(main_camera.shake, 0.5, 0.3)
E:\a327ex\emoji-aimer\anchor\init.lua:35: animation -> font -> image -> spritesheet -> layer -> shake -> camera -> collider
E:\a327ex\emoji-aimer\anchor\shake.lua:2: shake — procedural camera shake system.
E:\a327ex\emoji-aimer\anchor\shake.lua:11: shake_push(camera.shake, angle, amount)
E:\a327ex\emoji-aimer\anchor\shake.lua:12: shake_shake(camera.shake, amplitude, duration)
E:\a327ex\emoji-aimer\anchor\shake.lua:13: shake_trauma(camera.shake, amount, duration)
E:\a327ex\emoji-aimer\anchor\shake.lua:16: local ox, oy, r, z = shake_get_effects(camera.shake)
E:\a327ex\emoji-aimer\anchor\shake.lua:21: Create a new shake state table. Normally called by camera_new.
E:\a327ex\emoji-aimer\anchor\shake.lua:150: shake_handcam(s, enabled, [amplitude], [frequency])
E:\a327ex\emoji-aimer\anchor\shake.lua:153:function shake_handcam(s, enabled, amplitude, frequency)
E:\a327ex\emoji-aimer\anchor\shake.lua:230: Advances shake state by dt. Called by camera_update each frame.
Read (E:\a327ex\emoji-aimer\anchor\shake.lua)
1 --[[
2 shake — procedural camera shake system.
3
4 Lives as a sub-structure of a camera. Tracks trauma (Perlin noise shake),
5 spring-based push, random shake, sine/square wave shakes, and handcam
6 (continuous subtle motion).
7
8 Usage:
9 -- Part of camera_new; normally you don't create shake directly.
10 -- In game code you access camera.shake.
11 shake_push(camera.shake, angle, amount)
12 shake_shake(camera.shake, amplitude, duration)
13 shake_trauma(camera.shake, amount, duration)
14
15 Get the current transform offset for the camera each frame:
16 local ox, oy, r, z = shake_get_effects(camera.shake)
17 ]]
18
19 --[[
20 shake_new()
21 Create a new shake state table. Normally called by camera_new.
22 ]]
23 function shake_new()
24 return {
25 -- Trauma (Perlin noise shake)
26 trauma_instances = {},
27 trauma_amplitude = {x = 24, y = 24, rotation = 0.2, zoom = 0.2},
28 trauma_time = 0,
29
30 -- Spring-based push (directional impulses)
... [257 more lines]
Grep (engine_get_dt|time_scale)
E:\a327ex\emoji-aimer\anchor\init.lua:96: dt (e.g. during hitstop / slow-mo), compute `dt * time_scale` locally,
E:\a327ex\emoji-aimer\anchor\init.lua:97: or call `engine_get_dt()` which returns the scaled version. We
E:\a327ex\emoji-aimer\anchor\init.lua:114: set_time_scale(scale)
E:\a327ex\emoji-aimer\anchor\init.lua:118:function set_time_scale(s)
E:\a327ex\emoji-aimer\anchor\init.lua:119: time_scale = s
E:\a327ex\emoji-aimer\anchor\init.lua:120: engine_set_time_scale(s)
E:\a327ex\emoji-aimer\anchor\init.lua:157: time_scale = 1.0
Grep (score_chip_timer\s*=)
466:score_chip_timer = timer_new()
Read (E:\a327ex\emoji-aimer\main.lua)
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
468 -- Multiplier-panel kick — same shape as score_chip_y_offset. Set positive
469 -- when a hit awards score AND the player owns Bacon (so the panel is
470 -- visible), linearly returns to 0. Reset on round start / run_reset.
471 mult_panel_y_offset = 0
472
473 -- Per-round hit counter for the Direct Hit trigger. Reset in start_round.
474 hits_this_round = 0
475
476 -- Dagger / Skull state — both instakill the next player hit when their
477 -- charges are > 0. Skull takes priority over Dagger when both are armed.
478 -- Dagger arms when kills_this_round hits arm_every_n_kills (single charge,
479 -- consumed by the next click). Skull arms with `count` charges every time
480 -- a bone or arrow spawns (refresh, not stack).
481 dagger_armed = false
482 dagger_kill_counter = 0
483 skull_charges = 0
484
Grep (slow_time|slow_motion|hitstop|hit_stop)
Found 10 files limit: 10
.claude\skills\end-session\SKILL.md
Anchor2\engine\src\anchor.c
Anchor2\reference\anchor2_plan.md
anchor.blot.im\logs\emoji-aimer-1.md
anchor.blot.im\logs\anchor-app-phase-1-part-1.md
anchor.blot.im\files\games\arena\arena.data
anchor.blot.im\logs\anchor-app-ui-discussion.md
anchor.blot.im\logs\ebb-ball-bounce-mechanics.md
anchor.blot.im\logs\emoji-ball-bounce-exploration.md
anchor.blot.im\logs\composer-2-setup.md
Grep (slow_time|slow_motion|hitstop|hit_stop)
No matches found
Now I have enough to implement. Let me make the changes:
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 slow_time helper near the 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 scale the dt at the top of 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)
Now rewrite the dagger branch in target:hit — match yellow params (just red), add slow-mo and rotational twist:
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)
All four pieces wired up:
- Particles — dagger branch now uses the exact same
spawn_hit_particleparams as the yellow burst (120-200velocity,random_angle,0.25-0.6duration, gravity256,flash_on_spawn), justredinstead ofyellow. No star emoji. - Slow time —
slow_time(0.35, 0.18)dips time scale to 0.35, eases back to 1.0 over 0.18s scaled time (~0.25s real). The newupdate(dt)top-block (set_time_scale(slow_mo.scale); dt = dt * time_scale) makes the scale affect everything: timers, tweens, particle motion, springs, camera shake decay, and physics (the engine already scales b2World step internally). - Rotational twist —
shake_traumawithrotation = 0.06, value0.4, duration0.25. The amplitude vector zeros outx/y/zoomso only the camera rotation gets noise. Peak twist is0.4² × 0.06 ≈ 0.0096 rad ≈ 0.55°— very subtle. Since the shake also decays on scaled dt, the wobble lingers through the slow-mo for a unified beat. - Hit effect — unchanged from last pass at
s = 2.
Test it and tune:
- Slow-mo too strong/weak → first arg of
slow_time(0.35, 0.18). Closer to 1.0 = subtler; closer to 0.0 = stronger dip. - Slow-mo too short/long → second arg.
- Twist not noticeable → bump
rotation = 0.06to0.08–0.10orvalue = 0.4to0.5–0.6. - Twist too noticeable → drop those values.
One thing worth knowing: since I scaled the entire update(dt) by time_scale, the slow-mo affects UI hover springs, the round timer, the cash-out button, etc. — not just gameplay. For a ~0.25s pulse that's imperceptible, but if you ever want UI to ignore slow-mo we'd switch those callsites to unscaled_dt.
Dagger hit is still spawning normal hit particles that are yellow and star particles... Just disable it for the dagger hit? You need to add a conditional on the normal hit vs. death hit. Scale for the hit effect can be lower. slow_time(0.33, 0.33)
Grep (^function target:die|function target:die)
1397:function target:die(mx, my)
Read (E:\a327ex\emoji-aimer\main.lua)
1397 function target:die(mx, my)
1398 for i = 1, random_int(2, 4) do
1399 spawn_hit_particle(mx, my, {
1400 velocity = random_float(100, 350),
1401 direction = random_angle(),
1402 duration = random_float(0.4, 0.8),
1403 color = yellow,
1404 gravity = 228,
1405 flash_on_spawn = true,
1406 w = 14,
1407 h = 8,
1408 })
1409 end
1410 for i = 1, random_int(2, 2) do
1411 spawn_emoji_particle(mx, my, star_img, {
1412 velocity = random_float(120, 240),
1413 direction = random_angle(),
1414 duration = random_float(0.6, 1.2),
1415 scale = random_float(0.8, 1.2),
1416 rotation_speed = random_float(-4*math.pi, 4*math.pi),
1417 gravity = 256,
1418 flash_on_spawn = 0.3,
1419 })
1420 end
1421 -- Round bookkeeping. Resource drops are now per-HIT (via the combo
1422 -- tier coin_chance in target:_apply_damage), not per-kill, so nothing
1423 -- to roll here. Kills tracked only for run/round stats.
1424 kills = kills + 1
1425 kills_this_round = kills_this_round + 1
1426 self:kill()
... [60 more lines]
Found it. target:die() (lines 1397–1420) unconditionally spawns the yellow streaks + 2 star emojis on every kill — that's the death burst, separate from the per-hit burst in target:hit. The dagger kill triggers _apply_damage → die(), which fires that burst regardless of context.
Fix: thread a _dagger_kill flag onto the target before damage applies, and gate the yellow+star death burst on it.
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Wait — I set the flag after _apply_damage runs, but die() is called from inside _apply_damage, so the flag would be too late. Let me move the flag to before damage applies.
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 remove the late (and dead) flag set from the particle branch:
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 gate the yellow+star burst inside target:die() on the flag:
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 this pass:
target:hit— setsself._dagger_kill = trueimmediately in the dagger branch (before_apply_damage), sotarget:die()sees the flag when it runs.target:die— wraps the yellow streaks + 2 star emojis inif not self._dagger_kill. The dagger path now spawns only the red burst fromtarget:hit.- slow_time — updated to
(0.33, 0.33). - hit_effect — scale dropped from
2to1.5.
A dagger kill should now spawn:
- 1×
hit_effectanimation at 1.5× scale - 2× red streak particles (same params as the yellow ones)
- Slow-mo dip to 0.33 with a 0.33s ease back
- Light rotational camera twist
- Cursor stab lunge
No yellow streaks, no stars.
Make sure that the time actually goes back to 1 after the slow time tween ends. Stronger camera rotation on hit, and also a fairly strong zoom in (fast) and then zoom out (slower) as the hit happens. Zoom should be focused on the hit position. More red particles and bigger.
Read (E:\a327ex\emoji-aimer\anchor\camera.lua)
1 --[[
2 camera — procedural 2D camera with follow, bounds, and integrated shake.
3
4 Usage:
5 main_camera = camera_new(width, height)
6
7 -- In update:
8 camera_update(main_camera, dt)
9
10 -- In draw:
11 camera_attach(main_camera, game_layer)
12 layer_circle(game_layer, 100, 100, 20, red())
13 -- ... more draws to game_layer
14 camera_detach(main_camera, game_layer)
15
16 -- Follow a target:
17 camera_follow(main_camera, p1)
18 camera_follow(main_camera, p1, 0.9, 0.3) -- 90% distance in 0.3s
19 camera_follow(main_camera, nil) -- stop following
20
21 -- Bounds:
22 camera_set_bounds(main_camera, 0, map_w, 0, map_h)
23
24 Shake is an integrated sub-structure accessible as camera.shake.
25 Use the shake_* functions on it:
26 shake_push(main_camera.shake, angle, amount)
27 shake_shake(main_camera.shake, 10, 0.3)
28 shake_trauma(main_camera.shake, 0.5, 0.3)
29
30 Design notes:
... [185 more lines]
Let me also look at gw, gh and main_camera references near update to make sure they're globals available in target:hit.
Bash (grep -n "^gw|^main_camera|gw, gh =" E:/a327ex/emoji-aimer/main.lua | head -10)
22:gw, gh = width, height
360:main_camera = camera_new(gw, gh)
Now the changes. First, defensive snap-to-1 in the slow_time after callback:
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 dagger branch: stronger camera twist, zoom focused on hit, more + bigger red particles:
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:
Time restore guarantee —
slow_time's tween now has anaftercallback that snapsslow_mo.scale = 1.0and callsset_time_scale(1.0)explicitly, so even if a tween gets replaced mid-flight or finishes with float drift, the engine's time scale lands cleanly at 1.0.Stronger camera rotation — bumped
shake_traumafrom(0.4, 0.25, rotation=0.06)to(0.7, 0.4, rotation=0.18). Peak twist ≈0.7² × 0.18 ≈ 0.088 rad ≈ 5°. Noticeably stronger, lasts 0.4s. Still rotation-only (x/y/zoom amplitudes are 0).Punch-in zoom on hit — two-phase tween on
main_camera:- Fast zoom-in (60ms, cubic_out):
main_camera.x, y→(mx, my)so the hit point ends up at screen center;main_camera.zoom→1.3. - Slow zoom-out (450ms, cubic_in_out): pan back to
(gw/2, gh/2)and zoom back to1.0. - Named
'punch_zoom'so back-to-back dagger hits replace the in-flight tween cleanly. - Since
score_chip_timerticks on scaled dt, the zoom-in itself slows during the slow-mo window — the punch lands harder.
- Fast zoom-in (60ms, cubic_out):
More + bigger red particles —
random_int(2, 2)→random_int(6, 9), velocity range bumped to140-260, explicitw = 8-14, h = 4-8for fatter droplets.
If the zoom feels off:
- Strength:
zoom = 1.3— bump to1.4/1.5for harder punch, drop to1.2for subtler. - Pan distance: replace
{ x = mx, y = my, ... }with{ x = gw/2 + (mx - gw/2)*0.5, y = ... }if "fully centered on hit" is too much off-center. - Recovery duration:
0.45— lower for faster return.
Zoom does not look correct? It looks more like a translation than zoom, despite knowing that it's actually a zoom, but it doesn't feel like it's zooming in.
[Request interrupted by user]
I think I see the issue, some layers are not attached to the camera and look off, I need the zoom to be on everything.
Let me look at how layers are organized and which get camera transforms — I need to see the draw flow.
Read (E:\a327ex\emoji-aimer\main.lua)
4290 -- time the wipe fully reveals the arena.
4291 if game_state == 'playing' then
4292 spawn_tick_timer = spawn_tick_timer + dt
4293 if spawn_tick_timer >= TARGET_SPAWN_TICK then
4294 spawn_tick_timer = 0
4295 if alive_target_count() < ideal_target_count() then
4296 try_spawn_target()
4297 end
4298 end
4299
4300 if input_pressed('click') and transition.phase == nil then
4301 local mx, my = mouse_position()
4302 local hit = false
4303 for _, t in ipairs(targets) do
4304 if not t._dead and t:contains(mx, my) then
4305 t:hit(mx, my - 1)
4306 hit = true
4307 break
4308 end
4309 end
4310 if not hit then on_miss(mx, my) end
4311 end
4312 end
4313
4314 -- Resource ↔ target collisions — small spring pulse on both bodies so
4315 -- the contact reads visually. Resources keep their physics bounce; the
4316 -- target wobbles in place (it's static).
4317 for _, ev in ipairs(collision_entities_begin('resource', 'target')) do
4318 spring_pull(ev.a.spring, 'main', 0.15)
4319 spring_pull(ev.b.spring, 'hit', 0.15)
... [200 more lines]
Grep (function mouse_position|engine_get_mouse_position)
No matches found
Grep (mouse_position)
E:\a327ex\emoji-aimer\anchor\camera.lua:209: local mx, my = mouse_position()
Grep (mouse_position|l_mouse_position)
8003:static int l_mouse_position(lua_State* L) {
9381: lua_register(L, "mouse_position", l_mouse_position);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
8003 static int l_mouse_position(lua_State* L) {
8004 float gx, gy;
8005 mouse_to_game_coords(mouse_x, mouse_y, &gx, &gy);
8006 lua_pushnumber(L, gx);
8007 lua_pushnumber(L, gy);
8008 return 2;
8009 }
8010
8011 static int l_mouse_delta(lua_State* L) {
8012 // Delta is in window pixels, scale to game pixels
8013 int window_w, window_h;
8014 SDL_GetWindowSize(window, &window_w, &window_h);
8015 float scale_x = (float)window_w / game_width;
8016 float scale_y = (float)window_h / game_height;
8017 float scale = (scale_x < scale_y) ? scale_x : scale_y;
Grep (overlay_layer)
233:overlay_layer = layer_new('overlay')
4370: -- the handcam. overlay_layer / cursor_layer / transition_layer stay in
4533: layer_render(overlay_layer)
4625: layer_draw(overlay_layer)
Read (E:\a327ex\emoji-aimer\main.lua)
220
221 -- Top UI tier — pair of (panel, content) layers reserved for elements that
222 -- render ABOVE the regular UI, like the shop's hover tooltip. Same outline
223 -- treatment as the regular UI layers, but composited on top so overlapping
224 -- elements (e.g. tooltip over a tile) get cleanly separated outlines
225 -- instead of merging into a single silhouette.
226 ui_top_panel_layer = layer_new('ui_top_panel')
227 ui_top_panel_outline = layer_new('ui_top_panel_outline')
228 ui_top_content_layer = layer_new('ui_top_content')
229 ui_top_content_outline = layer_new('ui_top_content_outline')
230
231 -- Fullscreen dim for ROUND END. Not outlined — outlining a fullscreen rect
232 -- produces a fully-black screen.
233 overlay_layer = layer_new('overlay')
234
235 -- Intermediate layer for damage_number rendering. Each frame we bucket damage
236 -- numbers by rarity color; for each bucket we re-render to digit_layer, set
237 -- recolor_shader's u_target_color uniform, and draw_from into effects_layer
238 -- so the gray keycap sprites get recolored to the bucket's tier color (digit
239 -- stays white via the shader's gray-vs-white mix).
240 digit_layer = layer_new('digit')
241
242 -- Intermediate layer for the grayscale-emoji pass. Unaffordable shop-tile
243 -- emojis are drawn here (instead of ui_content_layer); each frame we
244 -- layer_render this, then draw_from it through grayscale_shader onto
245 -- ui_content_layer so the outline derivation picks up a true-grayscale
246 -- silhouette. Saves recoloring source PNGs.
247 grayscale_layer = layer_new('grayscale')
248
249 -- Intermediate layer for the owned-slot level badge pass. Keycap-style
... [90 more lines]
Now I understand the issue. The translation feel comes from the camera panning to the hit point on top of zooming — and bg_layer not being camera-attached means the sky stays put while the world content moves under it, which the eye reads as "things shifted left" rather than "things grew."
Two fixes:
- Math fix for the punch: instead of panning camera to
(mx, my), compute the camera offset that keeps the hit point fixed in screen space while the world scales outward from it. That's the math behind "zoom focused on a point." With that, the hit target visually stays put and everything around it scales away from it — proper zoom-in feel. - Attach the camera to
bg_layerso the sky gradient zooms too. Expand the gradient rect a bit so handcam shake + the punch don't expose corners.
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 attach the camera to bg_layer and expand the gradient rect to cover handcam/trauma corner exposure:
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:
Zoom-focused-on-hit math. The new camera target is
cx = mx - (mx - gw/2) / zoom cy = my - (my - gh/2) / zoomThis is the closed-form solution for "what camera position keeps screen pixel (mx, my) anchored when zoom = z?" Effect: the click target stays where you clicked, and everything else scales outward from it — reads as a real zoom, not a pan.Camera-attached background. The sky gradient now goes through
camera_attachlike everything else, so it zooms + shakes with the rest of the world. I inflated the rect to(-32, -32, gw+64, gh+64)so handcam offsets and the zoom-focused camera position can't expose the framebuffer at corners when a punch happens near a screen edge.
Layers still NOT camera-attached during 'playing':
cursor_layer— by design, so the cursor tracks the mouse 1:1. With the new math the cursor sits exactly on top of the hit point (which is the zoom focal), so it's stable.overlay_layer/transition_layer/payout_layer— only drawn during run-end / round-end states, not during a dagger hit, so it doesn't matter.
If the cursor still feels too small relative to the zoomed world during the punch, easiest tweak is to scale the cursor's draw size by main_camera.zoom so it grows in place — say so and I'll wire it.
What are the tweening calls for the zoom in and zoom out like?
Here they are, from target:hit:
local punch_zoom = 1.3
local punch_cx = mx - (mx - gw/2) / punch_zoom
local punch_cy = my - (my - gh/2) / punch_zoom
-- Zoom in: 60 ms, cubic_out (decelerating into the apex)
timer_tween(score_chip_timer, 0.06, 'punch_zoom', main_camera,
{ x = punch_cx, y = punch_cy, zoom = punch_zoom },
math.cubic_out, function()
-- Zoom out: 450 ms, cubic_in_out, fires from the after-callback of the in
timer_tween(score_chip_timer, 0.45, 'punch_zoom', main_camera,
{ x = gw/2, y = gh/2, zoom = 1.0 }, math.cubic_in_out)
end)
Things to note:
- Tween targets:
main_cameradirectly. The three fields tweened arex,y,zoom.timer_tweensnapshots their current values on insert and interpolates each independently. - Easing:
- In =
math.cubic_out— fast start, slow finish. Picks up speed quickly off the rest position and decelerates at the apex. - Out =
math.cubic_in_out— slow on both ends. Eases out of the apex and eases into the rest position.
- In =
- Timer:
score_chip_timer. It's a permanently-ticked global timer (line 4109'stimer_update(score_chip_timer, dt)), and sinceupdate'sdtis now scaled bytime_scale, this tween runs on scaled time — meaning during the 0.33 slow-mo dip, the 60ms in-phase actually takes ~180ms real time, which makes the punch land harder. - Name
'punch_zoom': identical-name tweens on the same timer replace each other. So if a second dagger hit fires while the recovery is still in flight, the in-phase tween starts from whatever the currentx/y/zoomhappen to be at that instant, not from rest. Clean re-trigger. - Chaining: the after-callback on the in-tween is what kicks the out-tween. No separate timer, no manual delay — phase 2 fires the frame phase 1 reaches its target value.
- Recovery target:
(gw/2, gh/2, 1.0)— the camera's resting state (game has no follow target set, so the camera lives at center / zoom 1 normally).
The math for punch_cx/punch_cy is the part that turns this from a pan-and-zoom into a real punch: it solves "what camera position makes the world point (mx, my) map to screen pixel (mx, my) at zoom = punch_zoom?" That keeps the hit point fixed under the zoom — without it, the camera would pan toward the hit and the eye reads translation instead of zoom.
in -> cubic_in, out -> cubic_out, let's try it
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Swapped. In = cubic_in (slow start → fast hit, so the punch "snaps" into the apex), out = cubic_out (fast initial pullback → slow settle).
Curious whether this reads better — cubic_in for the in-phase will probably feel more "accelerating into impact" but it also delays most of the motion to the back of the 60 ms window, so the zoom might feel more abrupt at the moment of arrival. Tell me how it lands.
1.5 punch zoom, duration of zoom out should be the same as slow time tween out, let's change it to 0.5
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. slow_time(0.33, 0.5), punch_zoom = 1.5, zoom-out duration 0.5. The slow_time recover and the zoom recover now end on the same scaled-time beat, so time and zoom resolve in sync.
0.03s on in, what's the call for camera rotation like?
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 — zoom-in is now 30ms.
The rotation call sits right above the punch zoom:
shake_trauma(main_camera.shake, 0.7, 0.4,
{ x = 0, y = 0, rotation = 0.18, zoom = 0 })
Signature is shake_trauma(shake, amount, duration, amplitude):
main_camera.shake— the shake substructure that lives on the camera (set up incamera_new).0.7— theamount(think "trauma value"). It decays linearly to 0 overduration, and the actual rotation contribution scales asamount² × amplitude.rotation × noise(t, t).0.4— duration in seconds (scaled bytime_scalesincecamera_updateruns on scaleddt).{ x = 0, y = 0, rotation = 0.18, zoom = 0 }— per-axis amplitude override. Zeroing x/y/zoom means only the rotation channel gets noise; no positional jitter (positional impact comes from the zoom punch, not the trauma).
So the actual peak rotation during the impact is 0.7² × 0.18 ≈ 0.088 rad ≈ 5.05°, sampled by Perlin noise that rocks back and forth as trauma_time advances at 10× rate. Decays linearly to 0 over the 0.4s window.
If you want more violent twist: bump 0.7 toward 1.0 (it gets squared, so a small bump in amount is a big bump in peak — 0.85²/0.7² ≈ 1.47× peak), or bump 0.18 toward 0.25. If you want it to ring longer, raise the 0.4 duration.
duration same as slow and tween out, 0.7 -> 1.0
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Trauma is now (1.0, 0.5, rotation=0.18):
- Amount up from 0.7 → 1.0, so peak rotation goes from
0.7² × 0.18 ≈ 0.088 rad (5.05°)to1.0² × 0.18 = 0.18 rad (10.3°)— about double. Pretty hefty twist. - Duration matches
slow_timerecovery and zoom-out at 0.5s, so trauma, time scale, and zoom all decay/resolve together.
Since the trauma decays linearly while the noise oscillates, the twist starts at full intensity, rocks back and forth, and fades smoothly to 0 over the same beat as everything else.
Higher speed, gravity, size variation on red particles from target death from dagger.
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:
- Velocity
140-260→220-460— top end almost doubled; particles spray noticeably farther/faster. - Gravity
256→600— about 2.3× pull, droplets arc down much harder (reads more like blood, less like sparks). - Size variation
w: 8-14, h: 4-8→w: 5-18, h: 3-10— wider ranges on both axes, so some droplets are tiny specks and others are fat splats.
Combined: a chunky, scattered, ballistic spray rather than the previous tighter spread. Tell me if any axis is overcooked.
Change back size variation, gravity variation 256-512, velocity 140-320
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. Per-particle gravity is now randomized in [256, 512] so droplets fall at different rates (lighter ones arc longer, heavier ones drop fast — adds natural scatter). Velocity range narrowed to 140-320 and size back to the previous w: 8-14, h: 4-8.
Bow shoots 2 projectiles by default, each spaced by a small duration instead of at the same time. When an item activates its effect (dagger, bow, bone, etc) the icon on the side of the screen has juice on it spring pull. Which emoji do you think would make sense for a ricochet passive, which increases the ricochet amount for projectiles?
Let me look at the bow and HUD inventory code first.
Grep (arrow_strike|spawn_arrow_strike|ITEMS.bow_and_arrow)
886:-- arrow_strike — an arrow that spawns from the top-center of the screen,
901:arrow_strike = class()
903:function arrow_strike:new(score_per_hit)
928:function arrow_strike:update(dt)
963:function arrow_strike:draw()
970:function arrow_strike:destroy() end
973:-- stuck_arrow — visual-only arrow lodged in a wall after an arrow_strike
1494: if item_count('bow_and_arrow') > 0 and kills % ITEMS.bow_and_arrow.drop_every_n_kills == 0 then
1495: spawn_arrow_strike(compute_hit_score())
2121:function spawn_arrow_strike(score_per_hit)
2122: local a = arrow_strike(score_per_hit)
2819: ITEMS.bow_and_arrow, ITEMS.swords, ITEMS.dagger, ITEMS.shield,
2822: ITEMS.bow_and_arrow, ITEMS.swords, ITEMS.dagger, ITEMS.shield,
Grep (bow_and_arrow\s=\s{|bow_and_arrow.drop_every|bow_and_arrow.)
317:bow_and_arrow_img = image_load('bow_and_arrow', 'assets/bow_and_arrow.png')
1494: if item_count('bow_and_arrow') > 0 and kills % ITEMS.bow_and_arrow.drop_every_n_kills == 0 then
2700: bow_and_arrow = {
Read (E:\a327ex\emoji-aimer\main.lua)
2695 desc_at = function(self, count)
2696 local chains = self.chains_per_stack*count
2697 return 'EVERY 4TH KILL: DROPS A BONE THAT CHAINS ' .. chains .. ' ' .. plural(chains, 'TIME')
2698 end,
2699 },
2700 bow_and_arrow = {
2701 id = 'bow_and_arrow',
2702 name = 'BOW',
2703 img = bow_and_arrow_img,
2704 price = 5,
2705 -- Every 4th kill, spawns ONE arrow from the top-center of the screen
2706 -- aimed at a random alive target at high velocity, piercing every
2707 -- target along its path. On hitting a side wall, leaves a stuck
2708 -- arrow that fades out. Damage = 1 per pierce; score per pierce =
2709 -- compute_hit_score. Counts as a "spawn" event for Skull's arm.
2710 -- Gated on kill count to prevent cascade (arrows can kill, killed
2711 -- targets call die which could re-trigger arrows). Stack count
2712 -- currently has no effect on the arrow itself — TODO if we want to
2713 -- add scaling (more arrows / faster / wider pierce / etc).
2714 drop_every_n_kills = 4,
2715 desc_at = function(self, count)
2716 return 'EVERY 4TH KILL: DROPS 1 ARROW THAT PIERCES TARGETS'
2717 end,
2718 },
2719 swords = {
2720 id = 'swords',
2721 name = 'SWORDS',
2722 img = crossed_swords_img,
2723 price = 5,
2724 -- Flat +N damage to every player hit (chili chain hits inherit it
... [30 more lines]
Read (E:\a327ex\emoji-aimer\main.lua)
886 -- arrow_strike — an arrow that spawns from the top-center of the screen,
887 -- aimed at a random alive target at high velocity. Pierces every target
888 -- it intersects on the way through. When it crosses a side wall, leaves
889 -- a stuck_arrow at the impact point. Despawns when it leaves the screen
890 -- on any other side.
891 --
892 -- Render uses EBB's offset convention: the arrow image has its natural
893 -- direction such that adding 3π/4 to the velocity angle makes it visually
894 -- point along the velocity vector.
895 -- =============================================================================
896 ARROW_PROJECTILE_SPEED = 600 -- px/s, "high velocity" like EBB
897 ARROW_GRAVITY = 400 -- px/s², downward acceleration
898 ARROW_SCALE_BASE = 26/512 -- matches EBB's arrow_scale exactly
899 ARROW_ANGLE_OFFSET = 3*math.pi/4 -- image-orientation offset (EBB)
900
901 arrow_strike = class()
902
903 function arrow_strike:new(score_per_hit)
904 self.x, self.y = gw/2, -30 -- top-center, above the screen
905
906 -- Pick a random alive target. If none exist, the arrow still spawns
907 -- but flies straight down (default direction) so it doesn't blink
908 -- out the same frame.
909 local alive = {}
910 for _, t in ipairs(targets) do
911 if not t._dead then alive[#alive + 1] = t end
912 end
913 local target_angle = math.pi/2 -- default = straight down
914 if #alive > 0 then
915 local pick = alive[random_int(1, #alive)]
... [80 more lines]
Grep (draw_hud_inventory|hud_inventory_update|hud_inventory_each|HUD_INV_|function.*hud_inventory)
2344:HUD_INV_COLS = 3
2345:HUD_INV_SLOT = 28
2346:HUD_INV_GAP = 6
2347:HUD_INV_ICON = 16
2348:HUD_INV_W = HUD_INV_COLS*HUD_INV_SLOT + (HUD_INV_COLS - 1)*HUD_INV_GAP
2349:HUD_INV_X = math.floor(SIDE_WALL_W/2 - HUD_INV_W/2)
2350:HUD_INV_Y = 68 -- 8 (top inset) + 2×(24 chip + 6 chip_gap)
2352:HUD_INV_HOVERED_SLOT = nil -- set each frame by hud_inventory_update
2357:function hud_inventory_each(fn)
2358: local pitch = HUD_INV_SLOT + HUD_INV_GAP
2362: local r = math.floor(i/HUD_INV_COLS)
2363: local c = i % HUD_INV_COLS
2364: fn(s, HUD_INV_X + c*pitch, HUD_INV_Y + r*pitch, HUD_INV_SLOT, HUD_INV_SLOT)
2373:-- Sets HUD_INV_HOVERED_SLOT for the draw pass to render a tooltip.
2374:function hud_inventory_update(dt)
2375: HUD_INV_HOVERED_SLOT = nil
2377: hud_inventory_each(function(s, x, y, w, h)
2388: if hover then HUD_INV_HOVERED_SLOT = s end
2392:function draw_hud_inventory()
2393: hud_inventory_each(function(s, x, y, w, h)
2404: local is = HUD_INV_ICON/s.item.img.width
4179: hud_inventory_update(dt)
4440: -- Layout constants live near the helper (HUD_INV_*); ticked by
4441: -- hud_inventory_update in this state.
4442: draw_hud_inventory()
4456: if HUD_INV_HOVERED_SLOT then
4457: local s = HUD_INV_HOVERED_SLOT
4463: -- draw_hud_inventory. Cheapest path: find this slot's HUD index and
4466: hud_inventory_each(function(other, x, y)
4469: local anchor = { x = hud_x, y = hud_y, w = HUD_INV_SLOT, h = HUD_INV_SLOT }
Read (E:\a327ex\emoji-aimer\main.lua)
2340 -- Slots are the same SHOP_KIT_OWNED_SLOTS data the shop column uses; the
2341 -- shop's hover state (shake/spring/hover_amount) only ticks during the
2342 -- 'shop' game state, while the HUD's hover ticks during 'playing' /
2343 -- 'cleared' — so there's no cross-state conflict on the shared fields.
2344 HUD_INV_COLS = 3
2345 HUD_INV_SLOT = 28
2346 HUD_INV_GAP = 6
2347 HUD_INV_ICON = 16
2348 HUD_INV_W = HUD_INV_COLS*HUD_INV_SLOT + (HUD_INV_COLS - 1)*HUD_INV_GAP
2349 HUD_INV_X = math.floor(SIDE_WALL_W/2 - HUD_INV_W/2)
2350 HUD_INV_Y = 68 -- 8 (top inset) + 2×(24 chip + 6 chip_gap)
2351
2352 HUD_INV_HOVERED_SLOT = nil -- set each frame by hud_inventory_update
2353
2354 -- Walk every filled owned slot in HUD layout order, calling `fn(slot, x,
2355 -- y, w, h)` with the slot's HUD position (not its shop x/y). Shared by
2356 -- update + draw so positions stay in sync.
2357 function hud_inventory_each(fn)
2358 local pitch = HUD_INV_SLOT + HUD_INV_GAP
2359 local i = 0
2360 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
2361 if s.item then
2362 local r = math.floor(i/HUD_INV_COLS)
2363 local c = i % HUD_INV_COLS
2364 fn(s, HUD_INV_X + c*pitch, HUD_INV_Y + r*pitch, HUD_INV_SLOT, HUD_INV_SLOT)
2365 i = i + 1
2366 end
2367 end
2368 end
2369
... [70 more lines]
Grep (SHOP_KIT_OWNED_SLOTS|init_hover_state)
2340:-- Slots are the same SHOP_KIT_OWNED_SLOTS data the shop column uses; the
2360: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
2371:-- spring (initialized by init_hover_state when the slot was filled), but
2835: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
3368:SHOP_KIT_OWNED_SLOTS = {}
3419:local function init_hover_state(el)
3461: init_hover_state(t)
3496: SHOP_KIT_OWNED_SLOTS = {}
3509: SHOP_KIT_OWNED_SLOTS[#SHOP_KIT_OWNED_SLOTS + 1] = s
3570: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
3576: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
3583:-- STARTING_ITEMS. init_hover_state is run so the shop's owned-slot hover
3591: init_hover_state(slot)
3664: init_hover_state(target)
3740: for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
[Showing results with pagination = limit: 15]
Read (E:\a327ex\emoji-aimer\main.lua)
3419 local function init_hover_state(el)
3420 el.shake = shake_new()
3421 shake_handcam(el.shake, true, { x = 2, y = 2, rotation = 0.05, zoom = 0 }, 1.0)
3422 el.shake.handcam_time = random_float(0, 100)
3423 el.spring = spring_new()
3424 el.hovered = false
3425 el.hover_amount = 0
3426 end
3427
3428 -- Build (or rebuild) SHOP_KIT_TILES for the given tier. Items are picked
3429 -- from SHOP_KIT_ITEMS with the tier's offset, wrapping so each tier shows
3430 -- a different 20-item slice. Owned/unaffordable state is keyed by global
3431 -- item index so a SHIELD purchase stays owned regardless of which tier
3432 -- happens to surface it. Also clears SHOP_KIT_HOVERED_TILE since the
3433 -- previous-tier tile reference is no longer valid.
3434 function build_kit_grid(tier_idx)
3435 local tier = SHOP_KIT_TIERS[tier_idx]
3436 SHOP_KIT_TILES = {}
3437 SHOP_KIT_EMPTY_CELLS = {}
3438 SHOP_KIT_HOVERED_TILE = nil
3439
3440 local pitch = SHOP_TILE_W + SHOP_KIT_GAP
3441 for r = 0, SHOP_KIT_ROWS - 1 do
3442 for c = 0, SHOP_KIT_COLS - 1 do
3443 local local_idx = r*SHOP_KIT_COLS + c + 1
3444 local x, y = SHOP_KIT_ORIGIN_X + c*pitch, SHOP_KIT_ORIGIN_Y + r*pitch
3445 local item_idx = local_idx + tier.offset
3446
3447 -- Cells past the catalog end render as desaturated empty
3448 -- placeholders (SHOP_KIT_EMPTY_CELLS) — no item, no hover, no
... [10 more lines]
Let me peek at the chili and direct_hit activation points so I can wire those pulses too (the "etc.").
Grep (chain_chili|direct_hit|shield_charges|arm_skull_on_spawn)
296:direct_hit_img = image_load('direct_hit', 'assets/direct_hit.png')
495:shield_charges = 0
1019:function arm_skull_on_spawn()
1142: if shield_charges > 0 then
1143: shield_charges = shield_charges - 1
1151:-- target — direct_hit emoji at TARGET_HP hp. Hit detection is a simple radius
1173: self.image = direct_hit_img
1191: spawn_emoji_particle(self.x, self.y, direct_hit_img, {
1242: local dh_count = item_count('direct_hit')
1243: if dh_count > 0 and hits_this_round % ITEMS.direct_hit.every_n_hits == 0 then
1244: hit_score = hit_score + dh_count*ITEMS.direct_hit.bonus_per_stack
1346: self:chain_chili(chili_count, hit_score)
1355:function target:chain_chili(count, score_amount)
1472: if shield_max > 0 and shield_charges < shield_max then
1475: shield_charges = math.min(shield_charges + 1, shield_max)
1487: arm_skull_on_spawn()
1496: arm_skull_on_spawn()
2298: local tint = (shield_charges <= 0) and fg_dark() or nil
2304: local txt = shield_charges .. '/' .. max
2312: if shield_charges < max then
2796: direct_hit = {
2797: id = 'direct_hit',
2799: img = direct_hit_img,
2820: ITEMS.snowflake, ITEMS.skull, ITEMS.hourglass, ITEMS.direct_hit,
3991: shield_charges = item_count('shield')
4080: -- the end of this function) will refill shield_charges from the new
4086: shield_charges = 0
Read (E:\a327ex\emoji-aimer\main.lua)
1138 -- on_miss — clicked, hit no target. If Shield has a charge available,
1139 -- consume it and keep the combo (no X, no break). Otherwise: spawn the
1140 -- red X if there's a streak to lose, then break the combo.
1141 function on_miss(mx, my)
1142 if shield_charges > 0 then
1143 shield_charges = shield_charges - 1
1144 return
1145 end
1146 if combo_count > 0 then spawn_miss_x(mx, my) end
1147 on_combo_break()
1148 end
1149
1150 -- =============================================================================
1151 -- target — direct_hit emoji at TARGET_HP hp. Hit detection is a simple radius
1152 -- check against the cursor at click time. Each hit pulls the spring, briefly
1153 -- white-flashes the sprite, spawns an FX burst, and shakes the camera. On
1154 -- 0 HP the target dies in a bigger burst and is removed; new targets spawn
1155 -- via the density-tick system in update().
1156 -- =============================================================================
1157 target = class()
Grep (spring_pull(.*spring, 'main', 0.)
708: spring_pull(self.spring, 'main', 0.3, 3, 0.7)
761: spring_pull(self.spring, 'main', 0.5, 3, 0.7)
1589: spring_pull(self.spring, 'main', 0.3)
1598: spring_pull(self.spring, 'main', 0.05)
1712: spring_pull(self.spring, 'main', 0.5)
1718: spring_pull(self.spring, 'main', 0.25)
1803: spring_pull(self.spring, 'main', 0.2)
1892: spring_pull(self.spring, 'main', 0.5, 4, 0.5)
1947: spring_pull(self.spring, 'main', 0.4, 4, 0.6)
2382: spring_pull(s.spring, 'main', 0.08)
3558: spring_pull(el.spring, 'main', 0.08)
3695: spring_pull(target.spring, 'main', 0.3)
[Showing results with pagination = limit: 12]
Now I'll write the helper, bow 2-shot, and wire the pulses.
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 the pulses. Dagger pulse goes in the target:hit dagger branch:
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)
Skull pulse in the skull branch of 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)
Now the bow: 2 arrows spaced by a delay, plus the pulse. And the bone pulse:
Read (E:\a327ex\emoji-aimer\main.lua)
1480 end
1481
1482 -- Bone — every Nth kill spawns a bone_strike. Falls from the sky at
1483 -- kill x, chases nearest alive targets through 1 + 2*count hops.
1484 -- Spawn event arms Skull's instakill charges.
1485 local bone_count = item_count('bone')
1486 if bone_count > 0 and kills % ITEMS.bone.drop_every_n_kills == 0 then
1487 local total = 1 + ITEMS.bone.chains_per_stack*bone_count
1488 spawn_bone_strike(self.x, BONE_SPAWN_Y, total, compute_hit_score())
1489 arm_skull_on_spawn()
1490 end
1491
1492 -- Bow — every 4th kill, drops one arrow from the top-center aimed at
1493 -- a random alive target. Single arrow per drop regardless of stack
1494 -- count. Gated on kill count to prevent cascade (arrows can kill).
1495 -- Spawn event arms Skull.
1496 if item_count('bow_and_arrow') > 0 and kills % ITEMS.bow_and_arrow.drop_every_n_kills == 0 then
1497 spawn_arrow_strike(compute_hit_score())
1498 arm_skull_on_spawn()
1499 end
1500 end
1501
1502 function target:update(dt)
1503 timer_update(self.timer, dt)
1504 spring_update(self.spring, dt)
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Summary of code changes:
pulse_hud_slot(item_id)helper — finds the matching owned slot and callsspring_pull(s.spring, 'main', 0.4). Silent no-op when item isn't owned, so callers can be unconditional.- Pulses wired at the activation sites: dagger trigger (
target:hit), skull consumption (target:hit), bone drop (target:die), bow drop (target:die). - Bow → 2 arrows — first spawns immediately, second spawns at +120ms via
timer_afteronscore_chip_timer. Score is snapshotted once at the cadence trigger so both arrows hit at the same value, andarm_skull_on_spawnonly fires once per cadence so the bow doesn't double-arm skull. Sincescore_chip_timerruns on scaleddt, if a dagger slow-mo overlaps a bow proc the second arrow's delay would stretch with the slow-mo — fine for this case, but worth knowing.
If you want me to also wire pulses for chili chain, direct_hit, and shield, say the word.
Ricochet emoji
Top pick: 🎱 8-ball (assets/8_ball.png). Pool balls bouncing off cushions is the canonical mental image of ricochet — and an 8-ball reads as a "thing that bounces around" instantly. Stylistically fits in with the existing item set (skull, bomb, dagger all have that hard-object silhouette).
Alternates if 8-ball feels off:
- 🪀 yo-yo — bouncing back and forth. Reads more "rebound" than "ricochet" though.
- 🪃 boomerang — flies and returns. More "wraps around" feel than "bounces off walls"; better fit for a "projectile returns to origin" passive than for ricochet count.
- 💥 collision — already loaded as
collision_img. More "impact/explosion" than "bouncing path." Skip unless you want collision-themed passives.
I'd go with 8-ball.
The hud effect on bow should happen whenever a new arrow is fired. Let's go with 8 ball, +1 ricochet per stack, applies to projectiles, currently bone and arrow. Bone never hits a wall so the ricochet doesn't count. Chain ~= ricochet. If arrow hits the floor it should also ricochet from there.
Let me look at where items get listed in the shop pool and how the shop's ITEMS index works:
Read (E:\a327ex\emoji-aimer\main.lua)
2815 seconds_per_stack = 5,
2816 desc_at = function(self, count)
2817 local s = count*self.seconds_per_stack
2818 return '+' .. s .. ' ' .. plural(s, 'SECOND') .. ' TO ROUND TIMER'
2819 end,
2820 },
2821 direct_hit = {
2822 id = 'direct_hit',
2823 name = 'DIRECT HIT',
2824 img = direct_hit_img,
2825 price = 5,
2826 -- Every 5th player hit this round awards a bonus = count*5 points.
2827 -- hits_this_round counter is reset each round.
2828 every_n_hits = 5,
2829 bonus_per_stack = 5,
2830 desc_at = function(self, count)
2831 local bonus = count*self.bonus_per_stack
2832 return 'EVERY 5TH HIT: +' .. bonus .. ' ' .. plural(bonus, 'POINT')
2833 end,
2834 },
2835 }
2836
2837 -- Shop catalog — the items the shop grid surfaces (in order). The grid
2838 -- iterates this list; cells past the end render as empty placeholders.
2839 -- Multiple references to the same item table render as separate tiles
2840 -- (independent sold state) but share identity for owned-slot lookup, so
2841 -- buying any Meat Bone tile stacks into the same inventory slot.
2842 SHOP_KIT_ITEMS = {
2843 ITEMS.meat_bone, ITEMS.bacon, ITEMS.hot_chili, ITEMS.bone,
2844 ITEMS.bow_and_arrow, ITEMS.swords, ITEMS.dagger, ITEMS.shield,
... [5 more lines]
Grep (item_count()
1020: local s = item_count('skull')
1094: s = s + item_count('meat_bone')*ITEMS.meat_bone.per_hit_bonus
1096: local bacon = item_count('bacon')
1105: return BASE_DAMAGE + item_count('swords')
1121: if item_count('bacon') > 0 then
[Showing results with pagination = limit: 5]
Grep (^function item_count)
2859:function item_count(id)
Read (E:\a327ex\emoji-aimer\main.lua)
2859 function item_count(id)
2860 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
2861 if s.item and s.item.id == id then return s.count end
2862 end
2863 return 0
2864 end
2865
2866 -- Build a tooltip-view of an item at the given stack count (0 if unowned).
2867 -- Exposes name/price/img unchanged and a plain `desc` string from the
2868 -- item's desc_at function. Unowned hovers preview the single-copy
2869 -- effect (count = 1).
2870 function item_tooltip_view(item, count)
Now I'll make all the changes. First, move the bow pulse to fire per 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)
Now load the 8-ball image. Drop in next to the others:
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 item definition. Slip it in after direct_hit and before the closing brace:
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 it to the shop catalog:
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 ricochet to arrow_strike. Add the counter on spawn, and rewrite the wall/floor handling in 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 (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 bone — add 8-ball stacks to the chain 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)
All done. Summary:
Bow pulse per arrow — moved pulse_hud_slot('bow_and_arrow') from once-at-cadence to once-per-spawn (initial + 120ms delayed both pulse).
8 Ball item — added asset load (pool_8_ball_img), ITEMS.pool_8_ball entry (+1 ricochet per stack, price 5), and a shop catalog slot at row 4. You'll need to drop the Twemoji asset at emoji-aimer/assets/pool_8_ball.png (Twemoji 1f3b1.png) or boot will fail at the image_load line.
Arrow ricochet — added self.ricochets_remaining = item_count('pool_8_ball') * ricochet_per_stack at spawn (snapshotted so live arrows don't change if you buy mid-flight). In update:
- Side walls: if charges remain, snap to wall edge + reflect
vx+ decrement; else stuck arrow + die (existing behavior). - Floor (
y > gh,vy > 0): if charges remain, snap togh+ reflectvy+ decrement. Thevy > 0guard stops re-bouncing on the post-bounce frame. Without charges, falls past and despawns at the existingy > gh + 30buffer. hit_setis intentionally NOT cleared on ricochet — each target still hits once per arrow lifetime. Otherwise a ricocheting arrow could re-clip the same target on the return path, which I think would be too strong; tell me if you'd rather it re-hit.
Bone chain += 8-ball stacks — bone's total chain count is now 1 + ITEMS.bone.chains_per_stack*bone_count + item_count('pool_8_ball')*ricochet_per_stack. Layered on top of bone's own stacking, so a bone + 8-ball combo scales additively.
Wall ricochet on arrows uses the same angle = atan(vy, vx) for the stuck-arrow rotation on the final (non-ricocheted) hit, so the stuck arrow still angles correctly into the wall.
ERROR: anchor/image.lua:21: Failed to load texture: assets/pool_8_ball.png stack traceback: [C]: in function 'texture_load' anchor/image.lua:21: in function 'image_load' main.lua:334: in main chunk
Download it yourself. Check previous logs for how to download it, maybe even add a skill to do it? We used emojipedia and twitter emoji set, ensuring all images are 512x512.
Bash (ls E:/a327ex/emoji-aimer/assets/ | head -20)
0.png
1.png
2.png
3.png
4.png
5.png
6.png
7.png
8.png
9.png
Awesome 9.ttf
FatPixelFont.ttf
LanaPixel.ttf
arrow.png
backhand_index_pointing_up.png
bacon.png
bomb.png
bone.png
bow_and_arrow.png
coffee.png
Bash (file E:/a327ex/emoji-aimer/assets/dagger.png E:/a327ex/emoji-aimer/assets/bone.p...)
E:/a327ex/emoji-aimer/assets/dagger.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
E:/a327ex/emoji-aimer/assets/bone.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Grep (emojipedia|twemoji|jdecked|emoji.download|emoji-aimer.asset|512x512)
Found 20 files limit: 20
anchor.blot.im\logs\emoji-aimer-1.md
anchor.blot.im\logs\codex-tests.md
anchor.blot.im\logs\ebb-ball-bounce-mechanics.md
anchor.blot.im\logs\anchor-app-design.md
anchor.blot.im\logs\orblike-snkrx-archeology.md
anchor.blot.im\logs\ebb-cd.md
anchor.blot.im\logs\orblike-core-gameplay.md
anchor.blot.im\logs\ebb-kitchen-knife-2.md
anchor.blot.im\logs\ebb-yuescript-to-lua.md
anchor.blot.im\logs\ebb-kitchen-knife.md
anchor.blot.im\logs\ebb-boomerang-2.md
anchor.blot.im\logs\ebb-boomerang.md
anchor.blot.im\logs\ebb-saw.md
anchor.blot.im\logs\ebb-lollipop.md
anchor.blot.im\logs\ebb-flute.md
anchor.blot.im\logs\ebb-headless-mode-2.md
anchor.blot.im\logs\ebb-headless-mode.md
anchor.blot.im\logs\ebb-bow-2.md
anchor.blot.im\logs\ebb-bow.md
anchor.blot.im\logs\ebb-sword.md
Grep (emojipedia|twemoji|jdecked|emoji.download|pool.8|8.*ball|emojicdn|cdn.jsdelivr)
20:- Downloaded 512x512 Twitter emoji PNGs from emojipedia (`em-content.zobj.net/source/twitter/450/<slug>_<codepoint>.png` pattern, requires referer header): direct-hit, collision, sparkles, backhand-index-pointing-up, hourglass-done, high-voltage, fire
73:- `fonts.big` — FatPixelFont @ 8 (chunky display, copied from emoji-ball-battles)
389:[Omitted long matching line]
509:18 3. ball-ball energy redistribution
845:<summary><code>WebFetch (https://emojipedia.org/twitter/bullseye)</code></summary>
852:<summary><code>WebFetch (https://emojipedia.org/twitter/2026-01-09-update/direct-hit)</code></summary>
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
1985:- Asset: `assets/backhand_index_pointing_up.png` (512×512, downloaded from emojipedia)
6676:- Downloaded 512×512 Twitter emoji PNGs from emojipedia (`em-content.zobj.net/source/twitter/450/<slug>_<codepoint>.png` pattern, requires referer header): direct-hit, collision, sparkles, backhand-index-pointing-up, hourglass-done, high-voltage, fire
6729:- `fonts.big` — FatPixelFont @ 8 (chunky display, copied from emoji-ball-battles)
Grep (em-content.zobj.net..png|emojipedia.org.twitter|zobj.*twitter|referer)
20:- Downloaded 512x512 Twitter emoji PNGs from emojipedia (`em-content.zobj.net/source/twitter/450/<slug>_<codepoint>.png` pattern, requires referer header): direct-hit, collision, sparkles, backhand-index-pointing-up, hourglass-done, high-voltage, fire
389:[Omitted long matching line]
802:<summary><code>Bash (curl -sSL -o /tmp/bullseye_test.png "https://em-content.zobj.net/source/twitter/...)</code></summary>
845:<summary><code>WebFetch (https://emojipedia.org/twitter/bullseye)</code></summary>
852:<summary><code>WebFetch (https://emojipedia.org/twitter/2026-01-09-update/direct-hit)</code></summary>
861:<pre><code>https://em-content.zobj.net/social/emoji/direct-hit.png\
862:https://em-content.zobj.net/social/emoji/direct-hit.png\
863:https://em-content.zobj.net/social/emoji/direct-hit.png
864:https://em-content.zobj.net/social/emoji/direct-hit.png</code></pre>
871:<pre><code>https://em-content.zobj.net/social/emoji_set/twitter/2026-01-09-update.png\
872:https://em-content.zobj.net/social/emoji_set/twitter/2026-01-09-update.png\
873:https://em-content.zobj.net/social/emoji_set/twitter/2026-01-09-update.png
874:https://em-content.zobj.net/social/emoji_set/twitter/2026-01-09-update.png</code></pre>
881:<pre><code>https://em-content.zobj.net/social/emoji/direct-hit.png
882:https://em-content.zobj.net/source/twitter/450/direct-hit_1f3af.png
883:https://em-content.zobj.net/social/emoji/direct-hit.png\
884:https://em-content.zobj.net/social/emoji/direct-hit.png\
885:https://em-content.zobj.net/social/emoji/direct-hit.png</code></pre>
6676:- Downloaded 512×512 Twitter emoji PNGs from emojipedia (`em-content.zobj.net/source/twitter/450/<slug>_<codepoint>.png` pattern, requires referer header): direct-hit, collision, sparkles, backhand-index-pointing-up, hourglass-done, high-voltage, fire
Read (E:\a327ex\anchor.blot.im\logs\emoji-aimer-1.md)
880
881 <pre><code>https://em-content.zobj.net/social/emoji/direct-hit.png
882 https://em-content.zobj.net/source/twitter/450/direct-hit_1f3af.png
883 https://em-content.zobj.net/social/emoji/direct-hit.png\
884 https://em-content.zobj.net/social/emoji/direct-hit.png\
885 https://em-content.zobj.net/social/emoji/direct-hit.png</code></pre>
886
887 </details>
888
889 <details>
890 <summary><code>Bash (curl -sSL -A "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTM...)</code></summary>
891
892 <pre><code>/tmp/direct-hit.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
893 -rw-r--r-- 1 adn 197121 41760 May 4 14:10 /tmp/direct-hit.png</code></pre>
894
895 </details>
896
897 Got the URL pattern. Now I'll set up the project structure and download all needed emojis in parallel.
898
899 <details>
900 <summary><code>TodoWrite </code></summary>
901
902 <pre><code>Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable</code></pre>
903
904 </details>
905
906 <details>
907 <summary><code>Bash (mkdir -p E:/a327ex/emoji-aimer/assets E:/a327ex/emoji-aimer/anchor && cp -r E:/a...)</code></summary>
908
909 <pre><code>anchor/
... [100 more lines]
I'll download the asset now using the same em-content.zobj.net pattern from the previous emoji-aimer session.
Bash (curl -sSL -A "Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTM...)
E:/a327ex/emoji-aimer/assets/pool_8_ball.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Got the asset — 512×512 RGBA on the first try. Now let me set up a skill so future emoji downloads have a documented path.
Bash (ls E:/a327ex/.claude/skills/ 2>&1 && ls E:/a327ex/.claude/skills/end-session/ 2>...)
add-ability/
end-session/
msg/
SKILL.md
Bash (ls E:/a327ex/.claude/skills/end-session/ E:/a327ex/.claude/skills/msg/ E:/a327ex...)
E:/a327ex/.claude/skills/add-ability/:
skill.md
E:/a327ex/.claude/skills/end-session/:
SKILL.md
E:/a327ex/.claude/skills/msg/:
SKILL.md
Read (E:\a327ex.claude\skills\msg\SKILL.md)
1 ---
2 name: msg
3 description: Add a short twitter-like message to the homepage feed of a327ex.com. Triggered when the user types `/msg <text>`. Writes an inline `<article>` block to `pages/home.md` and a mirror file in `messages/`, copies any referenced media into `media/messages/<slug>/`, then commits and pushes.
4 ---
5
6 # /msg — add a message to the a327ex.com feed
7
8 Each message lives in **two places** that must stay in sync:
9
10 | Location | Convention |
11 |---|---|
12 | `E:/a327ex/a327ex-site/pages/home.md` (inline `<article>` in `#messages-source`) | `::TYPE` directives, `/media/messages/<slug>/...` paths |
13 | `E:/a327ex/a327ex-site/messages/YYYY-MM-DD-HHMMSS.md` (mirror) | same directives + frontmatter |
14
15 If the user later asks to edit a message, update **both** places.
16
17 > Note: prior to cutover this skill also dual-wrote to `anchor.blot.im/`. The
18 > Blot site is now a JS-redirect to `a327ex.com`, so we only target one repo.
19
20 ## Inputs
21
22 The user types `/msg` followed by the message body in plain markdown:
23
24 ```
25 /msg I just realized the simplest version of this is also the best version.
26 ```
27
28 Multi-paragraph and lists are fine:
29
30 ```
... [30 more lines]
Now let me add the skill for downloading emoji assets so future sessions have the recipe documented.
Bash (mkdir -p E:/a327ex/.claude/skills/download-emoji)
(Bash completed with no output)
Write (E:\a327ex.claude\skills\download-emoji\SKILL.md)
File created successfully at: E:\a327ex\.claude\skills\download-emoji\SKILL.md (file state is current in your context — no need to Read it back)
Done. Two things:
Asset downloaded — pool_8_ball.png is in E:/a327ex/emoji-aimer/assets/, 512×512 RGBA PNG. The boot error should clear; everything else from the previous turn (item def, shop catalog slot, arrow ricochet, bone chain bonus) was already wired.
Skill added — [E:/a327ex/.claude/skills/download-emoji/SKILL.md](.claude/skills/download-emoji/SKILL.md). Encodes the recipe: the em-content.zobj.net/source/twitter/450/<slug>_<codepoint>.png URL pattern, the required User-Agent + Referer: https://emojipedia.org/ headers, dimension verification, where to slot the image_load line for game projects, fallback URLs for recent emojis under date-stamped paths, and common slug/codepoint guesses. Next time you ask for a new emoji item, the skill will trigger automatically.
If you want to verify it loads correctly, restart the game now — the 8-ball should show up in the shop (row 4, first slot) and be purchasable. Then a few kills with both bow and bone should let you confirm arrows are ricocheting off walls/floor and bones are getting extra chain hops.
Arrows in the original emoji ball battles had some logic to make them stick a bit outside their final position otherwise they would often be too inside the wall, try capturing that a little. Also, arrows should be stuck on the bottom/ground instead of passing through it when they die there.
Let me check how stuck_arrow currently positions itself and look at the EBB reference for the original logic.
Read (E:\a327ex\emoji-aimer\main.lua)
996 end
997
998 function arrow_strike:destroy() end
999
1000 -- =============================================================================
1001 -- stuck_arrow — visual-only arrow lodged in a wall after an arrow_strike
1002 -- impacts a side wall. Holds full visibility for ~0.9s, then flickers
1003 -- on/off briefly before self-destructing. Direct port of EBB's
1004 -- stuck_arrow behavior; uses the same rotation-offset convention.
1005 -- =============================================================================
1006 stuck_arrow = class()
1007
1008 function stuck_arrow:new(x, y, angle)
1009 self.x, self.y = x, y
1010 self.angle = angle
1011 self.image = arrow_img
1012 self.scale = ARROW_SCALE_BASE
1013 self.visible = true
1014 -- behind_walls = true tells the main draw loop to render this entity
1015 -- to game_layer BEFORE the side walls draw on top of it, so the
1016 -- embedded portion is hidden by the wall fill.
1017 self.behind_walls = true
1018 make_entity(self)
1019 self.timer = timer_new()
1020 -- After the hold, flicker every 0.1s for ~0.65s then kill.
1021 timer_after(self.timer, random_float(0.9, 1.0), function()
1022 timer_every(self.timer, 0.1, function() self.visible = not self.visible end, 6)
1023 timer_after(self.timer, 0.65, function() self:kill() end)
1024 end)
1025 end
... [5 more lines]
Grep (stuck_arrow|stuck.offset|push.into|embed.*wall|protrude)
4265: self.parent.arena.effects:add(stuck_arrow(self.x + offset*math.cos(angle), self.y + offset*math.sin(angle), {angle = angle}))
4794:-- Stuck arrow: visual-only arrow embedded in a wall
4795:stuck_arrow = object:extend()
4797:function stuck_arrow:new(x, y, args)
4811:function stuck_arrow:update()
Read (E:\a327ex\emoji-ball-battles\main.lua)
4250 end
4251
4252 if target_type == 'wall' then
4253 if self.projectile_type == 'bullet' then
4254 self.bounces = self.bounces - 1
4255 if self.bounces < 0 then
4256 self:kill()
4257 end
4258 elseif self.projectile_type == 'arrow' then
4259 local angle = self.collider:get_angle()
4260 -- Flip angle if arrow points outward from wall
4261 if math.cos(angle)*normal_x + math.sin(angle)*normal_y < 0 then
4262 angle = angle + math.pi
4263 end
4264 local offset = an.random:float(0, 10)
4265 self.parent.arena.effects:add(stuck_arrow(self.x + offset*math.cos(angle), self.y + offset*math.sin(angle), {angle = angle}))
4266 self:kill()
4267 elseif self.projectile_type == 'spiral' then
4268 self:kill()
4269 elseif self.projectile_type == 'boomerang' then
4270 self.boomerang_move_angle = math.reflect(self.boomerang_move_angle, normal_x, normal_y)
4271 elseif self.projectile_type == 'kitchen_knife' then
4272 an:sound_play('dagger_wall', 0.4, an.random:float(0.95, 1.05))
4273 local vx, vy = self.collider:get_velocity()
4274 local v = math.length(vx, vy)
4275 local reflected = math.reflect(self.kitchen_knife_move_angle, normal_x, normal_y)
4276 self.parent.parent.effects:add(dying_knife(self.x, self.y, {
4277 angle = self.kitchen_knife_move_angle,
4278 scale = self.kitchen_knife_scale,
4279 rotation_offset = self.kitchen_knife_rotation_offset,
... [10 more lines]
Read (E:\a327ex\emoji-aimer\main.lua)
1027 function stuck_arrow:update(dt)
1028 timer_update(self.timer, dt)
1029 end
1030
1031 function stuck_arrow:draw()
1032 if not self.visible then return end
1033 -- Drawn to game_layer (not effects_layer) so the wall rectangles
1034 -- (also on game_layer, queued AFTER this in the draw flow) cover the
1035 -- embedded portion. See the in-round draw block where behind_walls
1036 -- effects are rendered before the wall rects.
1037 layer_push(game_layer, self.x, self.y, self.angle + ARROW_ANGLE_OFFSET, self.scale, self.scale)
1038 layer_image(game_layer, self.image, 0, 0)
1039 layer_pop(game_layer)
1040 end
1041
1042 function stuck_arrow:destroy() end
1043
1044 -- Arm the Skull's instakill charges. Called from each spawn-event site
1045 -- (bone, arrow). Refresh semantics: sets charges to max(current, stack)
1046 -- so an in-flight skull never DECREASES when another spawn fires.
1047 function arm_skull_on_spawn()
1048 local s = item_count('skull')
1049 if s > 0 and s > skull_charges then skull_charges = s end
1050 end
1051
1052 -- Score-tier color ladder for damage_number rendering. tier_color_for(amount)
1053 -- maps an amount to its tier color via linear scan (tiers ordered ascending);
1054 -- amounts beyond the highest tier's hi clamp to that tier's color.
1055 SCORE_TIERS = {
1056 { lo = 1, hi = 10, color = gray },
Found the EBB pattern at line 4264: a random 0–10 offset pushed along the outward normal of the wall, so the arrow ends up partially in the play area (more visible shaft) and only the tip is embedded. I'll port that and add the same for floor sticks.
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 inside arrow_strike:update:
Random outward offset on stuck arrows (port of
emoji-ball-battles/main.lua:4264). Eachspawn_stuck_arrowcall now addsrandom_float(0, 10)along the surface's outward normal:- Left wall:
SIDE_WALL_W + offset - Right wall:
gw - SIDE_WALL_W - offset - Floor:
gh - offset
The sprite center moves into the play area, so more of the shaft is visible and only the tip stays embedded — matches the original EBB feel.
- Left wall:
Floor sticks instead of pass-through. When the arrow crosses
y > ghwith no ricochet charges left, it spawns a stuck arrow at(self.x, gh - random_float(0, 10))and kills itself. The angle is recomputed at impact (math.atan(self.vy, self.vx)) so if a wall ricochet earlier in the same frame already flippedvx, the floor stick reflects the actual landing heading. The oldy > gh + 30despawn branch is gone — every floor crossing now converts to either a bounce or a stick, so nothing slips through.
The top despawn (y < -60) stays as the safety net for arrows that ricochet upward out of the screen.
[Pasted image/png]
It's a bit too outside in some cases like here, usually on these vertical angles on the sidewalls, should take this into account somehow.
The fix: scale the offset by how perpendicular the impact is. At near-vertical angles into a side wall, |cos(angle)| is tiny, so the tip barely extends into the wall — a fixed 10px outward offset then puts the tip outside the wall entirely. Scaling the offset cap by |cos(angle)| for walls (and |sin(angle)| for floor) naturally tapers it to zero at grazing angles.
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. Both wall and floor stuck-arrow offsets are now angle-scaled:
- Side walls:
random_float(0, 10) * |cos(angle)|. At a perpendicular hit (cos ≈ ±1) the full 0–10 px range applies. At a steep vertical impact (the case in your screenshot)cos ≈ 0so the offset shrinks toward 0 — sprite center stays at the wall edge, tip stays plausibly embedded. - Floor: same idea with
|sin(floor_angle)|. Arrows raining straight down get the full offset; arrows clipping the floor at a shallow angle get a smaller offset.
The intuition behind the math: the arrow's tip depth into the surface is L × |cos| (walls) or L × |sin| (floor) where L is the half-length from center to tip. Tying the outward offset to the same factor keeps the tip-to-edge relationship visually consistent across all impact angles instead of pulling the whole sprite off the wall when the tip barely reaches it.
Let's focus on more projectile based emojis. Various builds we can have in a game like this that involve projectiles, use the SAP reference file if you must for proper mappings when applicable. Give me like 20 ideas, a good balance between "active" emojis like bow and bone, and "passive" ones like eight ball.
Bash (find E:/a327ex/emoji-aimer -iname "SAP" -o -iname "superauto" -o -iname "s...)
E:/a327ex/emoji-aimer/sap_reference.md
Bash (wc -l E:/a327ex/emoji-aimer/sap_reference.md)
759 E:/a327ex/emoji-aimer/sap_reference.md
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]
Read (E:\a327ex\emoji-aimer\sap_reference.md)
480 - **Chickpea** — Transform pet to same tier, give two others +1/+1
481 - **Donut** — Perk: prioritized for friendly random abilities
482 - **Fortune Cookie** — Perk: 50% chance attack double dmg
483 - **Oyster Mushroom** — Perk: set ATK/HP to ≥9 before attack (once)
484 - **Soup** — +1/+1, triples at 1 life remaining
485 - **Grapes** — Perk: +1 gold start of turn
486 - **Onion** — Perk: move to back before attack (once)
487 - **Cauliflower** — Perk: gain permanent +1/+1 on knockout (once)
488 - **Stronger Canned Ailment** — Choose T4-6 ailment to stock
489
490 ### Tier 5
491 - **Chili** — Perk: attack 2nd enemy for 5 dmg
492 - **Chocolate** — Give XP (always)
493 - **Sushi** — Three random pets +1/+1
494 - **Lasagna** — +2/+3
495 - **Lemon** — Perk: -7 dmg twice
496 - **Magic Beans** — Perk: gain Golden Egg next turn
497 - **Big Mana Potion** — +6 mana
498 - **Durian** — Perk: reduce healthiest enemy by 33% HP before attack (once)
499 - **Honeydew Melon** — Perk: block 10 dmg + attack +5 dmg once
500 - **Pepper** — Perk: HP cannot go below 1; removed after dmg
501 - **Strawberry Jam** — Strawberry perk
502 - **Oblonot** — +5 to lowest stat
503 - **Cocoa Bean** — Perk: transform to random enemy copy before attack (once)
504 - **Eggplant** — Perk: push opposite enemy forward before battle
505 - **Flodebolle** — Replace shop items with items one tier higher
506 - **Tofu** — Stock 2-gold copy of last food bought this turn
507 - **Carrot** — Perk: end turn → +1/+1
508 - **Cotton Candy** — +3/+2
509 - **Stew** — Three random pets +2 HP
... [250 more lines]
Let me check what the existing items already cover so I don't propose duplicates.
Grep (^\s+(magnet|snowflake|feather|magic_wand|sparkles|fire|collision|high_voltage|test_tube|coffee|four_leaf_clover|red_heart|eye|bomb|locked|meat_bone)\s=\s{)
2728: meat_bone = {
2843: snowflake = {
Read (E:\a327ex\emoji-aimer\main.lua)
2843 snowflake = {
2844 id = 'snowflake',
2845 name = 'SNOWFLAKE',
2846 img = snowflake_img,
2847 price = 5,
2848 -- Each stack adds 0.5 seconds to the combo decay window (base 1.5s).
2849 -- Applied wherever combo_timer is reset (via compute_combo_window).
2850 seconds_per_stack = 0.5,
2851 desc_at = function(self, count)
2852 local s = count*self.seconds_per_stack
2853 return '+' .. string.format('%.1f', s) .. ' SECONDS TO COMBO WINDOW'
2854 end,
2855 },
2856 skull = {
2857 id = 'skull',
2858 name = 'SKULL',
2859 img = skull_img,
2860 price = 5,
2861 -- When a bone or arrow spawns, the skull arms with `count` charges.
2862 -- Each subsequent player click consumes one charge for an instakill.
Here are 20 projectile-themed item ideas — 10 active (spawn/fire projectiles) + 10 passive (modify projectile behavior). I'm assuming the existing trio (bow_and_arrow, bone, pool_8_ball) sets the pattern and these layer alongside.
Active (cadence-fired projectiles)
Each fires on a kill/hit cadence like bow and bone do. The actives are designed with distinct movement patterns so they read different at a glance — straight throws, arcing throws, vertical drops, sine waves, homing, chain-lightning teleport, etc.
🪃 Boomerang — Every Nth kill, throws a boomerang from cursor that arcs out, returns, and pierces every target on both legs. Stack: longer arc / more passes. SAP analog: Macaron (trigger twice).
🔪 Kitchen Knife — Every Nth kill, hurls a knife in a straight line from cursor along the velocity-of-the-last-mouse-movement; pierces, sticks at end-of-flight or wall. Stack: more knives per cast (fan spread). SAP analog: Cashew Nut.
🪓 Battle Axe — Every Nth kill, lobs a heavy axe in a high arc onto the nearest target, big single-hit damage. Slow rotating, deliberate. Stack: more axes. SAP analog: Steak (big single hit).
🚀 Rocket — Every Nth kill, rocket launches from below center and homes loosely toward a random target with splash damage on impact. Stack: bigger splash radius / +1 rocket. SAP analog: Mosquito (start of battle, dmg to N enemies).
☄️ Comet — Every Nth kill, a vertical comet falls from the top in a random x column, damaging anything in its path. Stack: more comets per drop. SAP analog: Hedgehog (Faint → dmg all).
🎆 Fireworks — Every Nth kill, launches a firework that explodes mid-air spawning N small homing stars onto N nearest targets. Stack: more stars per burst. SAP analog: Rat (Faint → summon N).
⚡ Lightning — Every Nth kill, instant vertical bolt hits a random target then chains to N adjacent (chain ≈ ricochet). Stack: longer chain. SAP analog: Thunderbird-flavored.
🐍 Snake — Every Nth hit, a snake slithers across the screen in a sine wave from one side to the other, piercing every target in its path. Stack: more snakes per spawn / faster wave. SAP analog: Snake (T6 pet, hits random off-screen).
🐝 Bee Sting — Every Nth hit, spawns a slow-homing bee that stings nearest target for bonus damage; despawns on hit. Stack: more bees / faster. SAP analog: Honey (Faint → summon Bee).
🦂 Scorpion — Round-start: scorpion appears off-screen, lobs N stingers in parabolic arcs at random targets. Stack: more stingers. SAP analog: Mosquito (start-of-battle damage).
Passive (modify existing projectiles)
These don't fire anything themselves — they alter how arrow_strike / bone_strike (and any new actives) behave. The interesting design space here is stacking with the active items above — a Bow + Wings + Trident build plays totally different from Bow + Fire + Mirror.
🪀 Yo-yo — All projectiles return to the cursor after their flight (curving back), hitting targets on the return pass. Stack: faster return / more damage on return leg. SAP analog: Boomerang Toy.
🔱 Trident — When a projectile despawns (wall stick / target end-of-life), it splits into 3 smaller forks in a fan pattern. Stack: more forks. SAP analog: Grapes / Caramel (split / combine effect).
🍇 Grapes (cluster) — Each projectile splits into N mini-projectiles after its first target hit (continues flight as multiple). Stack: more mini-shots. SAP analog: Caramel.
🌟 Glow Star — Every projectile hit awards +N bonus points on top of the normal hit score. Stack: more bonus per hit. SAP analog: Croissant / Pineapple.
🔥 Fire — Projectile hits ignite targets — extra damage-over-time for T seconds. Stack: longer burn or +DoT. SAP analog: Chili.
🪶 Feather — Reduces gravity on all projectiles so they fly straighter and farther (arrows arc less, bones fall slower). Stack: lighter projectiles. Already loaded as
feather_img.🎈 Balloon — Projectiles get an initial anti-gravity lift for the first ~0.4s before normal gravity kicks in (good upward kick before arc). Stack: more lift / longer lift. Combos hard with Comet to cancel its fall, or Bow to clear top-row targets.
🪞 Mirror — When a projectile would stick to a wall, also spawn a reflected duplicate that continues into play. Stack: more duplicates per wall hit. Combos with 8-ball: ricochet → mirror duplicate → ricochet again.
🌪️ Tornado — Projectiles leave a damaging swirl trail behind them; targets passing through the trail take damage for T seconds. Stack: longer trail / more damage. SAP analog: Sea Urchin (faint → dmg AOE) but trailing.
🧲 Magnet — Projectiles weakly home toward nearest target (heading bias each frame). Stack: stronger homing. Already loaded as
magnet_img. Repurposes from resource-pull if that's its current job.
Builds these enable (just a few rough silhouettes to show variety):
- Volley: Bow + Trident + Mirror → arrows that fork on end-of-flight AND duplicate on walls. Single proc = up to 6+ projectiles in flight.
- Burn-tick: Bee Sting + Fire + Glow Star → slow bees that ignite + score-boost. Damage-over-time playstyle.
- Ricochet pinball: 8 Ball + Yo-yo + Tornado → high-bounce projectiles with damage trails returning to cursor. Single proc = a wall of damage in flight.
- Skybox: Comet + Lightning + Fireworks → no horizontal projectiles, everything is vertical strikes / area dumps. Doesn't combo with Mirror/8 Ball at all but cohesive on its own.
- Heavy hits: Battle Axe + Snake + Glow Star → fewer projectiles per proc but each is huge. Single-target burst.
- Boomerang loop: Boomerang + Mirror + Yo-yo → projectiles never despawn for ~2 seconds, looping across the screen multiple times.
If you want me to start implementing any of these — or want a different angle (e.g. "less individual ideas, more cohesive themed sets") — say which.
Let's try something more interesting actually. We'll have projectile-based things too, but we'll also do familiars/summons. Bow, gun, sword, boomerang for now will be our familiars. They will behave, visually and juice-wise, exactly like those objects behave in EBB. Bow has a juicy effect for firing arrows. Gun has a juicy effect for firing a projectile. Boomerang rotates nicely too. And the sword thrusts forward in a nice way. We want to copy those behaviors exactly from EBB, but changing them slightly for this game. Bow will hover around the arena and occasionally fire arrows towards a target. Multiple bow items means it fires multiple arrows at once with a small delay, like in EBB. Gun is similar to bow, except it fires at random directions instead of at targets, and the gun projectiles similarly ricochet multiple times like the ones in EBB. Boomerang hovers around the cursor in a circular-ish pattern, perhaps something more like a Lissajous kind of pattern, rotating around itself as the boomerang does in EBB. Sword is the one that moves less, it hovers around the arena but slowly, until eventually it locks into a target and thrusts towards it like in EBB. All these effects and visuals should be as similar as possible to EBB. For juice specifically, just copy it all exactly the same, bow spring pulls, how the images are drawn, etc, should be the exact same, we just need some more juice for the hovering and for how it rotates its target angle over time when not locked into a target. For gun, same thing, copy the juice for firing entirely the exact same, copy the projectile exactly the same too, and all particle effects and so on. Boomerang is the one with least effects, it just needs to have its spring pulls + internal rotation copied I think. And sword has lots of effects going on, copy those perfectly as well. DO NOT spawn a subagent to do this task, actually read the source code for EBB yourself and copy things from there directly when applicable, not summaries of it. Do those 4 emojis in one go, assume whatever necessary, we can fix any issues later.
Let me read the EBB code for each weapon to understand the exact behavior I need to port.
Grep (^bow\s|^bow =|bow:new|^bow:|class bow|bow\s=\sobject)
No matches found
Grep ('bow'|'sword'|'boomerang'|'gun'|object:extend)
76:an:image('sword', 'assets/sword.png')
77:an:image('gun', 'assets/gun.png')
81:an:image('bow', 'assets/bow.png')
83:an:image('boomerang', 'assets/boomerang.png')
362:arena = object:extend()
432: local headless_enemy_weapon = args.enemy_weapon or 'bow'
1064: if owner.weapon_type == 'bow' then
1100: if projectile_object.projectile_type == 'boomerang' then
1449: if attacker.weapon_type == 'boomerang' then goto continue_weapon_ball end
1469: elseif attacker.weapon_type == 'sword' and attacker.thrusting and not attacker.thrust_hit_this_thrust then
1766:ball = object:extend()
1785: if self.weapon_type == 'gun' then
1803: elseif self.weapon_type == 'sword' then
1826: elseif self.weapon_type == 'bow' then
1871: elseif self.weapon_type == 'boomerang' then
2024: if self.weapon_type == 'gun' then
2029: elseif self.weapon_type == 'sword' then
2034: elseif self.weapon_type == 'bow' then
2039: elseif self.weapon_type == 'boomerang' then
2091: if self.weapon_type == 'sword' then
2162: elseif self.weapon_type == 'bow' then
2297: if self.weapon_type == 'gun' then
2302: elseif self.weapon_type == 'sword' then
2317: elseif self.weapon_type == 'bow' then
2368: elseif self.weapon_type == 'boomerang' then
2471: if self.weapon_type == 'gun' then
2477: elseif self.weapon_type == 'bow' then
2743: projectile_type = 'boomerang',
2931:hp_bar = object:extend()
2969:cooldown_bar = object:extend()
... [12 more lines]
Let me read each weapon's behavior in EBB.
Read (E:\a327ex\emoji-ball-battles\main.lua)
1766 ball = object:extend()
1767
1768 function ball:new(x, y, team, weapon_type)
1769 self.x, self.y, self.team = x, y, team
1770 self.weapon_type = weapon_type or 'dagger'
1771 object.new(self)
1772 self:tag('ball')
1773 self.image = self.team == 'player' and an.images.no_mouth or an.images.no_mouth
1774 self.image_hit = self.team == 'player' and an.images.no_mouth_hit or an.images.no_mouth_hit
1775 self.radius = 10
1776 self.scale = 2*self.radius/self.image.width
1777 if self.image == an.images.cowboy then -- cowboy is visually larger
1778 self.scale = 1.125*self.scale
1779 end
1780
1781 -- Weapon-specific code uses explicit switches with repeated code per weapon rather than
1782 -- shared abstractions. For this codebase, locality matters more than code reuse — having
1783 -- all behavior for each weapon visible in one place is clearer than factoring out shared
1784 -- patterns across weapons.
1785 if self.weapon_type == 'gun' then
1786 self.weapon_class = 'ranged'
1787 self.weapon_image = an.images.gun
1788 self.weapon_visual_offset = 21
1789 self.weapon_perpendicular_offset = 2
1790 self.weapon_hitbox_offset = 21
1791 self.weapon_hitbox_length = 20
1792 self.weapon_hitbox_width = 12
1793 self.weapon_scale = 18/512 -- gun.png is 512x512
1794 self.weapon_scale_y = -18/512 -- y flipped
1795 self.weapon_rotation_offset = math.pi -- gun points left, rotate to point outward
... [130 more lines]
Read (E:\a327ex\emoji-ball-battles\main.lua)
2010 self.burstfire_delay_reduction_per_hit = (0.4 - 0.05)/50 -- reaches 0.05s in 50 hits
2011 self.base_angular_velocity_increase_per_hit = 0.2*math.pi -- dagger scaling
2012
2013 -- HP UI (heart + number display at top of screen)
2014 self:add(hp_ui(self.team, self.hp, self.max_hp))
2015
2016 -- Weapon UI (emoji, weapon icon, and stat board)
2017 self:add(weapon_ui(self.team, self.weapon_type, self.image, self.image_hit))
2018
2019 -- Ball starts with no gravity until game starts
2020 self:add(timer())
2021 self.collider:set_gravity_scale(0)
2022
2023 -- Weapon auto-attack setup (requires timer initialized above)
2024 if self.weapon_type == 'gun' then
2025 self.gun_ready = false
2026 self.timer:after(self.base_cooldown, 'gun_cooldown', function() self.gun_ready = true end)
2027 self.timer:when(function() return self.gun_ready and self:gun_is_aligned() end, 'gun_fire', function() self:gun_fire() end)
2028 self.cooldown_bar:activate(self.base_cooldown)
2029 elseif self.weapon_type == 'sword' then
2030 self.thrust_ready = false
2031 self.timer:after(self.thrust_cooldown, 'thrust_cooldown', function() self.thrust_ready = true end)
2032 self.timer:when(function() return self.thrust_ready and self:sword_is_aligned() end, 'sword_thrust', function() self:sword_thrust() end)
2033 self.cooldown_bar:activate(self.thrust_cooldown)
2034 elseif self.weapon_type == 'bow' then
2035 self.bow_ready = false
2036 self.timer:after(self.bow_cooldown, 'bow_cooldown', function() self.bow_ready = true end)
2037 self.timer:when(function() return self.bow_ready and self:bow_is_aligned() end, 'bow_fire', function() self:bow_fire() end)
2038 self.cooldown_bar:activate(self.bow_cooldown)
2039 elseif self.weapon_type == 'boomerang' then
... [190 more lines]
Let me find the firing functions for each weapon.
Grep (^function ball:(gun_fire|bow_fire|sword_thrust|boomerang_fire|gun_is_aligned|bow_is_aligned|sword_is_aligned|boomerang_can_fire))
2485:function ball:gun_is_aligned()
2530:function ball:gun_fire()
2551:function ball:sword_is_aligned()
2567:function ball:sword_thrust()
2616:function ball:bow_is_aligned()
2632:function ball:bow_fire()
2717:function ball:boomerang_can_fire()
2730:function ball:boomerang_fire()
Read (E:\a327ex\emoji-ball-battles\main.lua)
2485 function ball:gun_is_aligned()
2486 local gun_tip_offset = self.weapon_visual_offset + 12
2487 local perpendicular = self.angle - math.pi/2
2488 local gun_tip_x = self.x + gun_tip_offset*math.cos(self.angle) + 8*math.cos(perpendicular)
2489 local gun_tip_y = self.y + gun_tip_offset*math.sin(self.angle) + 8*math.sin(perpendicular)
2490
2491 local ray_length = 500
2492 local ray_end_x = gun_tip_x + ray_length*math.cos(self.angle)
2493 local ray_end_y = gun_tip_y + ray_length*math.sin(self.angle)
2494
2495 -- debug_draw:line(gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 2, red())
2496
2497 local hit = an:raycast(gun_tip_x, gun_tip_y, ray_end_x, ray_end_y, 'ball')
2498 return hit and hit.object.team ~= self.team
2499 end
2500
2501 -- Fire a single shot with all effects at current position
2502 function ball:fire_single_shot()
2503 local gun_tip_offset = self.weapon_visual_offset + 12
2504 local perpendicular = self.angle - math.pi/2
2505 local boom_offset = an.random:float(0.9, 1.1)*gun_tip_offset
2506 local boom_x = self.x + boom_offset*math.cos(self.angle) + 10*math.cos(perpendicular)
2507 local boom_y = self.y + boom_offset*math.sin(self.angle) + 10*math.sin(perpendicular)
2508
2509 -- Sound
2510 an:sound_play("gun_fire_" .. an.random:int(1, 3), 0.63, an.random:float(0.95, 1.05))
2511 -- Spawn boom particle
2512 self.parent.effects:add(boom_particle(boom_x, boom_y))
2513 -- Weapon feedback
2514 self.spring:pull('weapon', 0.6, 3, 0.7)
... [230 more lines]
Read (E:\a327ex\emoji-ball-battles\main.lua)
2730 function ball:boomerang_fire()
2731 local can_fire, side = self:boomerang_can_fire()
2732 if not can_fire then return end
2733 self.boomerang_ready = false
2734 self.boomerang_thrown = true
2735 self.spring:pull('weapon', 0.6, 3, 0.7)
2736 -- Destroy weapon shapes so ball is defenseless while boomerang is out
2737 self.collider:destroy_shape(self.weapon_shape)
2738 self.collider:destroy_shape(self.weapon_sensor)
2739 -- Spawn boomerang projectile from weapon tip
2740 local spawn_x = self.x + self.weapon_visual_offset*math.cos(self.angle)
2741 local spawn_y = self.y + self.weapon_visual_offset*math.sin(self.angle)
2742 self.parent.projectiles:add(projectile(spawn_x, spawn_y, {
2743 projectile_type = 'boomerang',
2744 direction = self.angle,
2745 team = self.team,
2746 flash_on_spawn = true,
2747 boomerang_scale = self.weapon_scale,
2748 boomerang_rotation_offset = self.weapon_rotation_offset,
2749 boomerang_start_angle = self.angle + self.weapon_rotation_offset,
2750 boomerang_angle_offset = side*math.pi/4,
2751 boomerang_turn_rate = -side*3.5,
2752 boomerang_damage = self.boomerang_damage,
2753 }))
2754 end
2755
2756 function ball:kitchen_knife_is_aligned()
2757 local tip_offset = self.weapon_visual_offset + self.weapon_hitbox_length/2
2758 local tip_x = self.x + tip_offset*math.cos(self.angle)
2759 local tip_y = self.y + tip_offset*math.sin(self.angle)
... [70 more lines]
Let me find the projectile (arrow + boomerang) code and the ball draw code.
Grep (^function ball:draw|^function ball:recoil_weapon|^projectile\s|projectile = object)
2469:function ball:recoil_weapon(duration)
3928:projectile = object:extend()
Grep (function ball:draw|self:draw)
No matches found
Grep (function ball:draw|^function ball:)
1768:function ball:new(x, y, team, weapon_type)
2055:function ball:update(dt)
2406:function ball:take_damage(amount, source)
2463:function ball:flash_weapon(duration)
2469:function ball:recoil_weapon(duration)
2485:function ball:gun_is_aligned()
2502:function ball:fire_single_shot()
2530:function ball:gun_fire()
2551:function ball:sword_is_aligned()
2567:function ball:sword_thrust()
2600:function ball:thrust_end()
2616:function ball:bow_is_aligned()
2632:function ball:bow_fire()
2677:function ball:fire_single_arrow(shot_id, release_duration, sy_duration, recoil_duration)
2700:function ball:bow_start_pull(duration)
2706:function ball:boomerang_check_side_safe(side)
2717:function ball:boomerang_can_fire()
2730:function ball:boomerang_fire()
2756:function ball:kitchen_knife_is_aligned()
2779:function ball:kitchen_knife_spin_attack()
2800:function ball:kitchen_knife_fire_one()
2845:function ball:kitchen_knife_spin_end()
2854:function ball:cd_is_aligned()
2878:function ball:cd_fire()
2903:function ball:flash_ball(duration)
2910:function ball:squash(normal_x, normal_y, amount)
2924:function ball:start_moving()
These are both the user's own projects in their workspace at E:/a327ex/ (clearly evidenced by CLAUDE.md, file structure, no third-party license headers). I'll continue porting their own code between projects. Let me read the remaining weapon visuals.
Read (E:\a327ex\emoji-ball-battles\main.lua)
2280 game:push(self.x + bsx, self.y + bsy, 0, squash_x, squash_y) -- world-aligned squash (no rotation)
2281 game:push(0, 0, self.angle, self.scale*hit_scale, self.scale*hit_scale) -- rotation + base scale
2282 game:image(self.image, 0, 0, nil, self.ball_flashing and white())
2283 game:pop()
2284 game:pop()
2285 end
2286
2287 -- Draw weapon at offset, rotated with ball (recoil_offset pulls gun toward ball)
2288 local actual_offset = self.weapon_visual_offset - self.weapon_recoil_offset
2289 if self.thrusting then
2290 actual_offset = actual_offset + self.radius*stretch_amount*squash_t*2
2291 end
2292 local perpendicular_angle = self.angle - math.pi/2
2293 local weapon_x = self.x + bsx + actual_offset*math.cos(self.angle) + self.weapon_perpendicular_offset*math.cos(perpendicular_angle)
2294 local weapon_y = self.y + bsy + actual_offset*math.sin(self.angle) + self.weapon_perpendicular_offset*math.sin(perpendicular_angle)
2295 local weapon_spring = self.spring.weapon.x
2296
2297 if self.weapon_type == 'gun' then
2298 weapons:push(weapon_x, weapon_y, self.angle + self.weapon_rotation_offset + self.weapon_recoil, self.weapon_scale*weapon_spring, self.weapon_scale_y*weapon_spring)
2299 weapons:image(self.weapon_image, 0, 0, nil, self.weapon_flashing and white())
2300 weapons:pop()
2301
2302 elseif self.weapon_type == 'sword' then
2303 if self.thrusting then
2304 local weapon_stretch = 1 + stretch_amount*squash_t*0.4
2305 local weapon_squeeze = 1 - squeeze_amount*squash_t*0.4
2306 weapons:push(weapon_x, weapon_y, self.thrust_angle, weapon_stretch, weapon_squeeze)
2307 weapons:push(0, 0, self.angle + self.weapon_rotation_offset + self.weapon_recoil - self.thrust_angle, self.weapon_scale*weapon_spring, self.weapon_scale_y*weapon_spring)
2308 weapons:image(self.weapon_image, 0, 0, nil, self.weapon_flashing and white())
2309 weapons:pop()
... [170 more lines]
Read (E:\a327ex\emoji-ball-battles\main.lua)
2469 function ball:recoil_weapon(duration)
2470 duration = duration or 0.2
2471 if self.weapon_type == 'gun' then
2472 -- Kick back: rotate and pull toward ball
2473 self.timer:tween(0.05, 'recoil_out', self, {weapon_recoil = -math.pi/4, weapon_recoil_offset = 4}, math.cubic_in_out, function()
2474 -- Return to rest
2475 self.timer:tween(duration, 'recoil_return', self, {weapon_recoil = 0, weapon_recoil_offset = 0}, math.linear)
2476 end)
2477 elseif self.weapon_type == 'bow' then
2478 -- Pull toward ball, no rotation
2479 self.weapon_recoil_offset = 10
2480 self.timer:tween(duration, 'recoil_return', self, {weapon_recoil_offset = 0}, math.cubic_out)
2481 end
2482 end
2483
2484 -- Gun alignment check: raycast to see if enemy is in line of sight
2485 function ball:gun_is_aligned()
2486 local gun_tip_offset = self.weapon_visual_offset + 12
2487 local perpendicular = self.angle - math.pi/2
2488 local gun_tip_x = self.x + gun_tip_offset*math.cos(self.angle) + 8*math.cos(perpendicular)
Read (E:\a327ex\emoji-ball-battles\main.lua)
3928 projectile = object:extend()
3929
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)
... [170 more lines]
This is going to be a large implementation. Let me start with the asset downloads and then implement everything in sequence. Both emoji-ball-battles and emoji-aimer are the user's own projects so I'm porting their code between their projects.
Bash (UA="Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Ge...)
E:/a327ex/emoji-aimer/assets/gun.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
E:/a327ex/emoji-aimer/assets/boomerang.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
Both downloaded successfully. Let me read the remaining projectile draw and collision code from the user's EBB project.
Read (E:\a327ex\emoji-ball-battles\main.lua)
4127 owner.collider:set_restitution(1, owner.weapon_shape)
4128 owner.collider:set_density(0, owner.weapon_shape)
4129 owner.weapon_sensor = owner.collider:add_box('weapon_hitbox', owner.weapon_hitbox_length, owner.weapon_hitbox_width, {offset_x = owner.weapon_hitbox_offset, offset_y = hitbox_oy, sensor = true})
4130 owner.collider:set_restitution(1, owner.weapon_sensor)
4131 owner.collider:set_density(0, owner.weapon_sensor)
4132 owner.boomerang_ready = false
4133 owner.timer:after(owner.boomerang_cooldown, 'boomerang_cooldown', function() owner.boomerang_ready = true end)
4134 owner.timer:when(function() return owner.boomerang_ready and owner:boomerang_can_fire() end, 'boomerang_fire', function() owner:boomerang_fire() end)
4135 owner.cooldown_bar:activate(owner.boomerang_cooldown)
4136 self:kill()
4137 end
4138 else
4139 -- Owner dead, just die
4140 self:kill()
4141 end
4142 end
4143 -- Kitchen knife: flies forward, bounces off walls, sticks after bounces
4144 if self.projectile_type == 'kitchen_knife' then
4145 if self.kitchen_knife_stuck then
4146 self.collider:set_velocity(0, 0)
4147 self.collider:set_gravity_scale(0)
4148 else
4149 local vx, vy = self.collider:get_velocity()
4150 self.kitchen_knife_move_angle = math.angle(vx, vy)
4151 if self.kitchen_knife_spinning then
4152 self.kitchen_knife_spin = self.kitchen_knife_spin + self.kitchen_knife_spin_speed*dt
4153 end
4154 end
4155 end
4156
... [200 more lines]
The IP reminder is about external copyrighted material — this is the user's own code being ported between their own two projects in their own workspace. I'll proceed.
Let me check existing helpers and a few last EBB pieces I need.
Grep (apply_arrow_hit|function target:apply)
947: t:apply_arrow_hit(self.score_per_hit)
1426:function target:apply_chili_hit(score_amount)
1443:function target:apply_bone_hit(score_amount)
1464:function target:apply_arrow_hit(score_amount)
Read (E:\a327ex\emoji-aimer\main.lua)
1464 function target:apply_arrow_hit(score_amount)
1465 self:_apply_damage(1, score_amount, self.x, self.y)
1466 spawn_damage_number(self.x, self.y - 18, '+' .. score_amount, { color = blue })
1467 for i = 1, random_int(2, 3) do
1468 spawn_emoji_particle(self.x, self.y, arrow_img, {
1469 velocity = random_float(80, 160),
1470 direction = random_angle(),
1471 duration = random_float(0.3, 0.6),
1472 scale = random_float(0.8, 1.2),
1473 gravity = 200,
1474 flash_on_spawn = 0.3,
1475 })
1476 end
1477 end
1478
1479 function target:die(mx, my)
1480 -- Normal death burst — yellow streaks + 2 star emojis. Dagger kills set
1481 -- self._dagger_kill in target:hit so they can substitute their own red
1482 -- burst (spawned by target:hit) without doubling up.
1483 if not self._dagger_kill then
Let me check existing entity tables and the effects-list pattern.
Grep (^(effects|targets|familiars)\s=\s{}|collection_update(|^targets\s=|^effects\s=)
403:targets = {}
404:effects = {}
4436: collection_update(targets, dt)
4437: collection_update(effects, dt)
This is the user's own code being ported between their own two projects in their workspace — proceeding with the implementation. Let me write the new code in chunks.
Step 1: Image loads
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)
Step 2: Familiars table
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 stuck_arrow:destroy)
1071:function stuck_arrow:destroy() end
Let me verify the layer API quickly.
Grep (function layer_(rounded_rectangle|image|push|pop|line))
124:function layer_line(lyr, x1, y1, x2, y2, width, color)
152:function layer_rounded_rectangle(lyr, x, y, w, h, radius, color)
156:function layer_rounded_rectangle_line(lyr, x, y, w, h, radius, color, line_width)
169:function layer_image(lyr, img, x, y, color, flash)
198:function layer_push(lyr, x, y, r, sx, sy)
202:function layer_pop(lyr)
I have everything I need. Let me now insert the new entity classes (bullet, boomerang_projectile, familiar) and integrate them. This is a large insertion.
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 I need to wire everything else: spawn helpers, refactor arrow_strike, items, shop catalog, update/draw integration. Let me check existing helpers first.
Grep (^function math.lerp_dt|^function random_table|^function random_int)
E:\a327ex\emoji-aimer\anchor\math.lua:79:function math.lerp_dt(p, t, dt, source, destination)
Grep (^function random_)
No matches found
Grep (random_table|random_choice|array.sample|random_pick)
E:\a327ex\emoji-aimer\main.lua:1652: side = random_table({ 1, -1 }),
Need to fix random_table which doesn't exist as a helper.
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 find the spawn helpers section and add the new ones.
Grep (^function spawn_arrow_strike)
2879:function spawn_arrow_strike(score_per_hit)
Read (E:\a327ex\emoji-aimer\main.lua)
903 ARROW_ANGLE_OFFSET = 3*math.pi/4 -- image-orientation offset (EBB)
904
905 arrow_strike = class()
906
907 function arrow_strike:new(score_per_hit)
908 self.x, self.y = gw/2, -30 -- top-center, above the screen
909
910 -- Pick a random alive target. If none exist, the arrow still spawns
911 -- but flies straight down (default direction) so it doesn't blink
912 -- out the same frame.
913 local alive = {}
914 for _, t in ipairs(targets) do
915 if not t._dead then alive[#alive + 1] = t end
916 end
917 local target_angle = math.pi/2 -- default = straight down
918 if #alive > 0 then
919 local pick = alive[random_int(1, #alive)]
920 target_angle = math.atan(pick.y - self.y, pick.x - self.x)
921 end
922
923 self.vx, self.vy = math.cos(target_angle)*ARROW_PROJECTILE_SPEED,
924 math.sin(target_angle)*ARROW_PROJECTILE_SPEED
925 self.image = arrow_img
926 self.scale = ARROW_SCALE_BASE
927 self.score_per_hit = score_per_hit
928 self.hit_set = {}
929 -- 8-ball ricochet charges. Each side-wall or floor hit consumes one
930 -- charge and reflects velocity instead of sticking / despawning.
931 -- Snapshotted at spawn so mid-flight purchases don't mutate live arrows.
932 self.ricochets_remaining = item_count('pool_8_ball')*ITEMS.pool_8_ball.ricochet_per_stack
Refactor arrow_strike:new to accept spawn position and angle directly.
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 finish wiring everything up. Update spawn_arrow_strike to match the new signature, add new spawn helpers, refactor target:die.
Read (E:\a327ex\emoji-aimer\main.lua)
2860 local b = bone_strike(x, y, total_hits, score_per_hit)
2861 effects[#effects + 1] = b
2862 return b
2863 end
2864
2865 function spawn_arrow_strike(score_per_hit)
2866 local a = arrow_strike(score_per_hit)
2867 effects[#effects + 1] = a
2868 return a
2869 end
2870
2871 function spawn_stuck_arrow(x, y, angle)
2872 local s = stuck_arrow(x, y, angle)
2873 effects[#effects + 1] = s
2874 return s
2875 end
2876
2877 function spawn_miss_x(x, y)
2878 local m = miss_x(x, y)
2879 effects[#effects + 1] = m
2880 return m
2881 end
2882
2883 -- slow_time(scale, restore_duration)
2884 -- Instant dip of the game's time_scale to `scale`, then cubic_out tween
2885 -- back to 1.0 over `restore_duration`. Duration is measured in scaled
2886 -- time, so low scales naturally stretch the real-time recovery a bit.
2887 -- Used by impact moments (dagger kill, etc.). Named 'slow_time' tween on
2888 -- score_chip_timer so back-to-back triggers replace the in-flight tween.
2889 function slow_time(scale, restore_duration)
... [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 I need to finish the wiring: update items, shop catalog, remove old bow drop, and wire up update/draw/reset for familiars.
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 wire in the remaining pieces — items, shop catalog, update/draw, reset. Items first:
Read (E:\a327ex\emoji-aimer\main.lua)
2735 and self.y + r >= my + HAND_HITBOX_Y1 and self.y - r <= my + HAND_HITBOX_Y2 then
2736 gold = gold + self.value
2737
2738 -- Coins also grant +5 score on pickup (combo-20 tier reward path).
2739 -- Other resource kinds (gem / crown) still grant gold only.
2740 -- award_score handles the score-chip + multiplier-chip animations
2741 -- so coin pickups feel like any other score event.
2742 if self.kind == 'coin' then
2743 award_score(5)
2744 end
2745
2746 -- "+value" popup above the hand in blue — positioned just above
2747 -- the fingertip so it reads as a gold gain on the cursor itself.
2748 spawn_damage_number(mx, my - 16, '+' .. self.value, { color = blue })
2749
2750 -- Cursor reaction — spring pulse + brief white flash.
2751 the_cursor:flash_gather()
2752
2753 -- Punchy contact ring on the resource's last position.
2754 spawn_hit_circle(self.x, self.y, {
2755 radius = 10, color = white, duration = 0.2, flash_on_spawn = true,
2756 })
2757
2758 -- Burst of full-size copies of the same resource emoji flying out
2759 -- with no gravity — they drift radially and fade in place rather
2760 -- than arcing down. Visually communicates "you got this kind".
2761 for i = 1, random_int(3, 5) do
2762 spawn_emoji_particle(self.x, self.y, self.image, {
2763 velocity = random_float(80, 180),
2764 direction = random_angle(),
... [20 more lines]
Grep (^ bow_and_arrow = {|^ swords = {)
3486: bow_and_arrow = {
3505: swords = {
Read (E:\a327ex\emoji-aimer\main.lua)
3486 bow_and_arrow = {
3487 id = 'bow_and_arrow',
3488 name = 'BOW',
3489 img = bow_and_arrow_img,
3490 price = 5,
3491 -- Every 4th kill, spawns ONE arrow from the top-center of the screen
3492 -- aimed at a random alive target at high velocity, piercing every
3493 -- target along its path. On hitting a side wall, leaves a stuck
3494 -- arrow that fades out. Damage = 1 per pierce; score per pierce =
3495 -- compute_hit_score. Counts as a "spawn" event for Skull's arm.
3496 -- Gated on kill count to prevent cascade (arrows can kill, killed
3497 -- targets call die which could re-trigger arrows). Stack count
3498 -- currently has no effect on the arrow itself — TODO if we want to
3499 -- add scaling (more arrows / faster / wider pierce / etc).
3500 drop_every_n_kills = 4,
3501 desc_at = function(self, count)
3502 return 'EVERY 4TH KILL: DROPS 1 ARROW THAT PIERCES TARGETS'
3503 end,
3504 },
3505 swords = {
3506 id = 'swords',
3507 name = 'SWORDS',
3508 img = crossed_swords_img,
3509 price = 5,
3510 -- Flat +N damage to every player hit (chili chain hits inherit it
3511 -- since they go through compute_hit_damage). Bone / arrow strikes
3512 -- keep their fixed 1 damage.
3513 desc_at = function(self, count)
3514 return 'ON HIT: +' .. count .. ' ' .. plural(count, 'DAMAGE')
3515 end,
... [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 update the shop catalog to include the new familiar items:
Read (E:\a327ex\emoji-aimer\main.lua)
3635 end,
3636 },
3637 }
3638
3639 -- Shop catalog — the items the shop grid surfaces (in order). The grid
3640 -- iterates this list; cells past the end render as empty placeholders.
3641 -- Multiple references to the same item table render as separate tiles
3642 -- (independent sold state) but share identity for owned-slot lookup, so
3643 -- buying any Meat Bone tile stacks into the same inventory slot.
3644 SHOP_KIT_ITEMS = {
3645 ITEMS.meat_bone, ITEMS.bacon, ITEMS.hot_chili, ITEMS.bone,
3646 ITEMS.bow_and_arrow, ITEMS.swords, ITEMS.dagger, ITEMS.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 wire up the remaining update/draw/reset integration.
Read (E:\a327ex\emoji-aimer\main.lua)
4423 inventory_grant(e.item, e.count)
4424 end
4425 end
4426
4427 -- Trigger the "buy failed" feedback on a tile: red frame flash, horizontal
4428 -- shake, and an X-mark cursor swap.
4429 local function shop_kit_error(tile)
4430 tile.error_flash = 0.3
4431 tile.error_shake_time = 0
4432 tile.error_shake_duration = 0.3
4433 the_cursor:flash_error()
4434 end
4435
4436 -- Spawn a burst of small blue particles emerging from the slot's level
4437 -- badge position. Fired on a duplicate-purchase (level-up). Uses the
4438 -- existing hit_particle class so the particles inherit the game's
4439 -- standard fade-out and physics.
4440 local function shop_kit_level_up_effect(slot)
4441 local bx, by = slot.x + 5, slot.y + 5
4442 for i = 1, 8 do
4443 spawn_hit_particle(bx, by, {
4444 color = blue,
4445 velocity = random_float(40, 100),
4446 duration = random_float(0.3, 0.5),
4447 })
4448 end
4449 end
4450
4451 -- Attempt to buy `tile`. Returns true on success, false on failure.
4452 -- Linear stacking: a new item lands at count = 1; duplicates increment
Let me find update() and draw() and wire in the familiars.
Read (E:\a327ex\emoji-aimer\main.lua)
4540 -- Tween gold chip's display value + cash-register y kick. Tags
4541 -- ('gold_tween' / 'gold_offset') let back-to-back buys replace the
4542 -- in-flight tween instead of stacking. Buys are disabled while the
4543 -- shop has no items, but the timer still ticks so any leftover tweens
4544 -- from a previous run resolve cleanly.
4545 timer_update(shop_kit_timer, dt)
4546
4547 local mx, my = mouse_position()
4548 local clicked = input_pressed('click')
4549 SHOP_KIT_HOVERED_TILE = nil
4550
4551 -- Grid tiles — hover_amount lerp + spring physics + hit-test + click.
4552 -- A click on a hovered tile attempts to buy it; failure cases (sold,
4553 -- inventory full, can't afford) are handled inside shop_kit_try_buy
4554 -- with red-flash feedback. SHOP_KIT_HOVERED_TILE is used by the
4555 -- tooltip draw site.
4556 for _, t in ipairs(SHOP_KIT_TILES) do
4557 if update_hover_element(t, mx, my, dt) then
4558 SHOP_KIT_HOVERED_TILE = t
4559 if clicked then shop_kit_try_buy(t) end
4560 end
4561 end
4562
4563 -- Owned slots — hover-only (no click). Filled slots show a tooltip
4564 -- describing the current item + its level. Empty slots are skipped
4565 -- (update_hover_element handles tile-specific fields nil-safely but
4566 -- empty slots have no item, so there's nothing to hover-react to).
4567 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
4568 if s.item and update_hover_element(s, mx, my, dt) then
4569 SHOP_KIT_HOVERED_TILE = s
... [20 more lines]
Let me find the update() entity-update section and the draw effects pass, then finalize the wiring.
Grep (collection_update(targets|collection_update(effects|^function run_reset)
4892:function run_reset()
5159: collection_update(targets, dt)
5160: collection_update(effects, dt)
Read (E:\a327ex\emoji-aimer\main.lua)
4885 function exit_shop()
4886 round_index = round_index + 1
4887 start_round(round_index)
4888 end
4889
4890 -- run_reset() — full restart from round 1. Called on R press in any state.
4891 -- Wipes gold + items so each run starts clean.
4892 function run_reset()
4893 game_state = 'playing'
4894 round_index = 1
4895 kills = 0
4896 kills_this_round = 0
4897 hits_this_round = 0
4898 score = 0
4899 score_display = 0
4900 score_chip_y_offset = 0
4901 mult_panel_y_offset = 0
4902 gold = 0
4903 gold_display = 0
4904 gold_chip_y_offset = 0
4905 items_owned = 0
4906 -- Item-driven state — fresh on a brand new run. start_round (called at
4907 -- the end of this function) will refill shield_charges from the new
4908 -- inventory's shield count, which is 0 right after the wipe below
4909 -- so this resets to 0 cleanly.
4910 dagger_armed = false
4911 dagger_kill_counter = 0
4912 skull_charges = 0
4913 shield_charges = 0
4914 shield_recharge_counter = 0
Let me wire familiars into update, draw, 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)
Grep (for _, fx in ipairs(effects))
4729: for _, fx in ipairs(effects) do
4795: for _, fx in ipairs(effects) do if not fx._dead then entity_kill(fx) end end
5194: for _, fx in ipairs(effects) do
5209: for _, fx in ipairs(effects) do
5392: for _, fx in ipairs(effects) do
5489: for _, fx in ipairs(effects) do
Let me finalize the remaining wiring — draw the familiars and reset them on run reset.
Read (E:\a327ex\emoji-aimer\main.lua)
5188 -- wall surface. Hidden during 'shop' — walls belong to round state.
5189 --
5190 -- Pre-walls pass: effects tagged behind_walls (currently just
5191 -- stuck_arrow lodged at wall hits) draw to game_layer FIRST so the
5192 -- wall rectangles below cover their embedded portion.
5193 if game_state ~= 'shop' then
5194 for _, fx in ipairs(effects) do
5195 if not fx._dead and fx.behind_walls then fx:draw() end
5196 end
5197 layer_rectangle(game_layer,
5198 -WALL_BLEED, -WALL_BLEED,
5199 SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
5200 layer_rectangle(game_layer,
5201 gw - SIDE_WALL_W, -WALL_BLEED,
5202 SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
5203 end
5204 for _, t in ipairs(targets) do if not t._dead then t:draw() end end
5205 -- Skip damage_numbers in this pass — they draw to digit_layer and get
5206 -- recolored + merged into effects_layer below so the recolor shader can
5207 -- tint them per-rarity. Also skip behind_walls effects — already drawn
5208 -- in the pre-walls pass above.
5209 for _, fx in ipairs(effects) do
5210 if not fx._dead and not fx.rarity_color and not fx.behind_walls then fx:draw() end
5211 end
5212 camera_detach(main_camera, effects_layer)
5213 camera_detach(main_camera, game_layer)
5214
5215 -- UI is camera-attached so the chips wobble with the side walls under
5216 -- the handcam. overlay_layer / cursor_layer / transition_layer stay in
5217 -- screen space so the dim, the cursor, and the wipe circle don't shake.
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 clear familiars on run_reset to complete the wiring.
Read (E:\a327ex\emoji-aimer\main.lua)
4915 -- Wipe the inventory (and rebuild the shop grid so any sold tiles
4916 -- reappear). Owned slots are reset back to empty; the catalog tiles
4917 -- get fresh hover/error state via build_kit_grid. STARTING_ITEMS are
4918 -- re-granted so R-restart matches a clean boot.
4919 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
4920 s.item = nil
4921 s.count = nil
4922 end
4923 build_kit_grid(SHOP_KIT_ACTIVE_TIER)
4924 grant_starting_items()
4925 cash_out_btn.hovered = false
4926 new_run_btn.hovered = false
4927 payout.elapsed = 0
4928 payout.total = 0
4929 death_reason = ''
4930 -- Wipe any in-flight round-end transition. Replacing the timer abandons
4931 -- the chained callbacks so they never fire on the new run.
4932 transition.phase = nil
4933 transition.radius = 0
4934 transition.timer = timer_new()
4935 start_round(1)
4936 end
4937
4938 -- -----------------------------------------------------------------------------
4939 -- init
Let me find where effects are cleared during run_reset (and any similar pattern).
Grep (^function clear_entities|entity_kill(.for.effects|effects = {}|effects\s=\s{\s*})
406:effects = {}
4793:function clear_entities()
4798: effects = {}
Read (E:\a327ex\emoji-aimer\main.lua)
4793 function clear_entities()
4794 for _, t in ipairs(targets) do if not t._dead then entity_kill(t) end end
4795 for _, fx in ipairs(effects) do if not fx._dead then entity_kill(fx) end end
4796 process_destroy_queue()
4797 targets = {}
4798 effects = {}
4799 end
4800
4801 -- start_round(idx) — clean slate for round idx. Used by run_reset() (round 1),
4802 -- exit_shop() (rounds 2..N), and the boot block.
4803 function start_round(idx)
4804 clear_entities()
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)
All four familiars are wired up. Here's what's in place:
New files / assets:
assets/gun.pngandassets/boomerang.pngdownloaded (512×512 Twemoji).
New classes (in main.lua after stuck_arrow):
bullet— gun's ricocheting projectile (yellow rounded-rect, dies on first target hit, bounces off arena boundary, picks up extra bounces from 8-Ball stacks).boomerang_projectile— thrown boomerang that curves out then homes back to its owner familiar. Hits each target along its path once.familiar— the hovering autonomous weapon. One per owned weapon-item type. Handles all four weapons in branches.
Hover behaviors (the new "for emoji-aimer" piece, not from EBB):
- Bow / Gun / Sword: drift around the arena with periodic random retargeting and lerped position. Bow tracks the nearest target; gun's angle drifts randomly; sword tracks nearest and locks on for the thrust.
- Boomerang: Lissajous orbit around the cursor (
32·sin(1.7t),24·sin(2.3t + 0.5)) with continuous self-rotation.
Per-weapon firing (adapted from EBB's flow):
- Bow: barrage of
item_count('bow_and_arrow')arrows with 0.08s spacing, pull/release tween on the bowstring, weapon recoil pulling inward, arrow alpha fades on/off between shots. Uses the existingarrow_strike(refactored to takex, y, angle, score). - Gun:
item_count('gun')bullets per shot with the same 0.08s spacing, EBB-style recoil (-π/4kickback + 4 px pull-in, then linear return), boom particle burst at the tip. - Sword: locks onto nearest target when aligned within
π/8, thrusts forward 80 px over0.5sviaquad_outtween. Each stack adds one extra hit per target during the thrust. - Boomerang: throws toward nearest target with random side bias, curves on
turn_rate ±3.5 rad/s, returns home, gets caught within 15 px past0.5smin time. Familiar sprite is hidden while the projectile is out.
Item / shop changes:
bow_and_arrowandswordsrewritten as familiar items (descriptions updated). Old "every 4th kill, drop arrow from top" cadence intarget:dieis gone.- Added
gunandboomerangitems. - Shop catalog updated to surface all four.
Integration:
update()callsensure_familiars()during'playing'(spawns missing familiars for owned weapons) andcollection_update(familiars, dt).draw()draws familiars toeffects_layerin the camera-attached pass (so they shake, zoom, and slow-mo with everything else).clear_entities()wipes thefamiliarstable on round transitions andrun_reset.
Things that are likely off and need tuning when you run it:
- The bow's auto-pull timing is approximated. EBB drives it from
cooldown_bar.progress >= 0.75; I don't have a cooldown bar here, so I start pulling as soon asbow_readybecomes false. Will probably look like the string is always partially pulled — the visual works but the timing isn't EBB-exact. - Sword thrust hitbox is a single point at
weapon_visual_offset + 16along the thrust angle withradius + 10overlap. Pierces through the line but might miss targets the visual sword brushes past. - Boomerang catch radius is a flat 15 px; with the cursor moving and the familiar lerping along the Lissajous, the catch window may feel off.
- No sounds wired (no audio API in emoji-aimer that I saw).
- Gun fires every cooldown regardless of alignment (no raycast like EBB) since targets are easier to hit and the familiar's "fire at random direction" was your spec.
Test and tell me which one needs tuning first. Many of the magic numbers (cooldowns, scales, offsets) are copies of EBB values and may need adjustment because emoji-aimer is on a 480×270 canvas vs EBB's arena, so what reads as "subtle" there might read as "huge" here.
The bow visually is not copying what happens in EBB. The visual for the bow has an effect for drawing the string and firing the projectile, you're not doing any of that.
You're right — the bow's string-pull and release isn't happening because I used a one-shot tween instead of EBB's per-frame lerp_dt pattern driven by cooldown progress. With my version, the string-pull tween fires once when cooldown starts and finishes 0.6s later, then sits at full pull for the remaining 1.6s. EBB pulls only over the last 25% of the cooldown using continuous lerp, and the elseif branch handles the release when cooldown resets after fire — those release tweens were also conflicting with my parallel tween names.
Let me rewrite the bow tick to mirror EBB's flow exactly.
Read (E:\a327ex\emoji-aimer\main.lua)
1395 if self._gun_angle_timer <= 0 then
1396 self.target_angle = random_angle()
1397 self._gun_angle_timer = random_float(0.6, 1.4)
1398 end
1399 self.angle = _lerp_angle_dt(self.angle, self.target_angle, 1.2, dt)
1400 elseif self.weapon_type == 'sword' then
1401 if not self.thrusting then
1402 local t = _familiar_nearest_target(self)
1403 if t then self.target_angle = math.atan(t.y - self.y, t.x - self.x) end
1404 self.angle = _lerp_angle_dt(self.angle, self.target_angle, 1.4, dt)
1405 end
1406 elseif self.weapon_type == 'boomerang' then
1407 -- Boomerang's angle reflects its self-spin so the sprite rotates around itself
1408 self.angle = self.self_spin
1409 end
1410
1411 -- Weapon-specific behavior (per-frame state)
1412 if self.weapon_type == 'bow' then self:_bow_tick(dt)
1413 elseif self.weapon_type == 'gun' then self:_gun_tick(dt)
1414 elseif self.weapon_type == 'sword' then self:_sword_tick(dt)
1415 elseif self.weapon_type == 'boomerang' then self:_boomerang_tick(dt)
1416 end
1417 end
1418
1419 -- math.lerp_angle_dt isn't available; use a manual shortest-path angle lerp.
1420 function _lerp_angle_dt(current, target, lerp_t, dt)
1421 local d = (target - current + math.pi) % (2*math.pi) - math.pi
1422 local k = 1 - math.exp(-dt/math.max(0.0001, lerp_t))
1423 return current + d*k
1424 end
... [5 more lines]
Fixing the bow tick — drive pull from cooldown progress + per-frame lerp_dt, and remove the conflicting parallel tweens.
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 bow_fire to reset cooldown_elapsed at the end of the barrage and manage the barraging flag properly.
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)
Bow tick rewritten. The key fix:
Before: I used a one-shot tween that fired once when cooldown started and finished 0.6s later, leaving bow_pull_amount = 8 for the remaining 1.6s of cooldown. The release tween had a different name from the pull tween, so they ran in parallel and conflicted.
Now: tracking cooldown via self.cooldown_elapsed (incremented each frame). Progress = elapsed / 2.2. Pull only begins at progress >= 0.75, using per-frame math.lerp_dt(0.9, 0.5, dt, current, 8) so the string visibly tenses up as the next shot approaches. The elseif self.bow_pulling branch catches the transition the moment bow_fire resets cooldown_elapsed = 0 (after the barrage) — it tweens bow_pull_amount → 0 over 0.2s with elastic_out and bow_sy → 1 over 0.08s with cubic_in_out. Single tween names, no parallel writes.
The barrage flow inside bow_fire is unchanged: per-arrow _fire_single_arrow calls do their own short release+pull cycles via bow_release and bow_sy_release names; bow_barraging = true suppresses _bow_tick so the two flows don't fight. When the barrage ends, cooldown_elapsed resets to 0 and the regular pull cycle resumes.
Visual sequence per shot now:
- 0 → 1.65s: bow idle, string straight, no arrow visible.
- 1.65 → 2.20s: string pulls back continuously, vertical scale squeezes from 1 → ~0.9, arrow appears on string.
- 2.20s: fire — arrow spawns, string releases elastic, sy snaps back, weapon spring pop, recoil offset pulls bow inward then returns.
- Loop.
For multi-stack barrages, you'll see a rapid sequence of pull → release → pull → release at 80 ms intervals (the _bow_start_pull(0.7 × 80 ms) between each shot) before the cooldown resumes.
Test and let me know what still reads off. Likely candidates that may still need tuning: the lerp_dt(0.9, 0.5, dt, ...) rate produces a fairly slow pull at first; if you want it to "snap" to full earlier, drop the second arg (e.g. 0.25).
I see one issue, you're using the wrong emoji. EBB has the correct emoji for bow without arrow, and then the arrow by itself. You're using the default emoji which is both bow and arrow and does it looks incorrect. Use the right bow emoji from EBB.
Let me check EBB's bow asset and copy it over.
Bash (ls -la E:/a327ex/emoji-ball-battles/assets/bow* E:/a327ex/emoji-ball-battles/ass...)
-rw-r--r-- 1 adn 197121 13690 Feb 7 22:59 E:/a327ex/emoji-ball-battles/assets/arrow.png
-rw-r--r-- 1 adn 197121 30292 Feb 10 23:55 E:/a327ex/emoji-ball-battles/assets/arrow_hit_wall_1.ogg
-rw-r--r-- 1 adn 197121 28177 Feb 10 23:55 E:/a327ex/emoji-ball-battles/assets/arrow_hit_wall_2.ogg
-rw-r--r-- 1 adn 197121 11318 Feb 7 22:49 E:/a327ex/emoji-ball-battles/assets/bow.png
-rw-r--r-- 1 adn 197121 46332 Feb 10 23:13 E:/a327ex/emoji-ball-battles/assets/bow_string_drawing_fast_2.ogg
Bash (cp E:/a327ex/emoji-ball-battles/assets/bow.png E:/a327ex/emoji-aimer/assets/bow....)
E:/a327ex/emoji-aimer/assets/bow.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
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. The bow familiar now draws with the bow-only sprite (bow_img, copied from emoji-ball-battles/assets/bow.png). The arrow sprite (arrow_img) is the separate piece already drawn on top of the bowstring when bow_arrow_alpha > 0, so the visual now matches EBB: a clean bow body with the string spanning it, and a single arrow appearing on the string only during the pull → release window.
The bow_and_arrow shop item still uses bow_and_arrow_img for the shop tile icon — that's the combined emoji, which is more recognizable in the catalog. If you'd rather the shop tile also use the bow-only sprite, swap img = bow_and_arrow_img to img = bow_img in the bow_and_arrow item entry.
Great, visually it looks correct. Now for movement. The bow should never stop moving, currently it's picking a certain position, moving there. Instead of should do this but without ever truly stopping. This can be achieved by using steering behaviors with a very high arrive radius and wander. The bow should also physically collide with targets. When it does, it lightly spring pulls, as well as the targets. Check to see if the color you're using for the bowstring is the same as in EBB, I remember it being brown, but you're drawing it grey, although I could be misremembering. For good hover behavior using steering behaviors, super emoji invaders' enemies I think are a good model, although not perfect, of how you should do it.
Let me check the bowstring color in EBB and find super-emoji-invaders for the steering pattern.
Grep (bowstring)
22:bowstring = color(217, 158, 130)
2321: -- Draw bowstring (behind bow)
2330: if self.weapon_flashing then string_color = white else string_color = bowstring end
3193: -- Draw bowstring (behind bow)
3202: if weapon_flashing then string_color = white else string_color = bowstring end
Bash (find E:/a327ex -type d -name "super-emoji-invaders" 2>/dev/null)
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders
E:/a327ex/emoji-ball-bounce/reference/super-emoji-invaders
Bash (ls E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/ 2>&1 | head -20)
LICENSE
bin/
builds/
media/
src/
steam/
Read (E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\LICENSE)
1 MIT License
2
3 Copyright (c) 2022 adn
4
5 Permission is hereby granted, free of charge, to any person obtaining a copy
6 of this software and associated documentation files (the "Software"), to deal
7 in the Software without restriction, including without limitation the rights
8 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 copies of the Software, and to permit persons to whom the Software is
10 furnished to do so, subject to the following conditions:
11
12 The above copyright notice and this permission notice shall be included in all
13 copies or substantial portions of the Software.
14
15 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
Bash (find E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/ -type f -n...)
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/assets/maps/1.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/action_input.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/animation.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/area_collider.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/camera2d.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/canvas.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/class.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/color.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/core.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/external/hump_camera.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/external/manual_gc.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/external/measure.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/external/mlib.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/external/sort.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/external/utf8.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/flash.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/font.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/gfx.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/gradient.lua
E:/a327ex/emoji-ball-battles/reference/super-emoji-invaders/src/engine/grid.lua
Grep (wander|arrive|steering|seek)
Found 2 files
emoji-ball-battles\reference\super-emoji-invaders\src\main.lua
emoji-ball-battles\reference\super-emoji-invaders\src\engine\mixins\collider.lua
Let me peek at the wander/arrive implementation briefly, then apply the changes.
Grep (function.*(wander|arrive|seek|steering))
349:-- This means its movement will be controlled by steering functions such as seek, arrive, wander, etc.
359:function collider:seek(x, y)
368:function collider:arrive(x, y, r)
383:function collider:wander(d, rs, rr)
Let me find the palette section and add the bowstring color.
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 bow's draw to use the new color.
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 steering state to the bow init and rewrite its motion 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)
Now replace the bow's lerp-based position update with steering, and add target collision.
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 _steer_update and _collide_with_targets methods to the familiar class.
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. Four changes for the bow's motion + feel:
Bowstring color — added
bowstring = color(217, 158, 130)to the palette and swapped the bow draw to use it instead offg_dark(). The string now reads as the tan/sandy rope tint matching EBB instead of gray.Continuous motion via steering — replaced the bow's lerp-to-target hover with Reynolds-style steering (wander + arrive). Per-frame velocity update; the bow always has nonzero velocity because:
- Arrive: desired speed scales linearly with distance to the target inside
arrive_radius = 220. With an arena that's ~270 wide, the bow is almost always inside the slow-down zone — that gives the relaxed drift the user described instead of "speed-up, slow-down, stop" cycles. - Wander: a continuous wander-angle drift at ±4 rad/s adds a
max_speed * 0.7magnitude force in a randomized heading. This term doesn't decay near the target, so it keeps the bow moving even when arrive has dropped to ~0. - Blend: 0.6 arrive + 0.4 wander, then steering force
(desired - current) * 3.5dtaccelerates current velocity toward the blend. - Bounds: soft bounce off arena edges so the bow stays in the play area without freezing in a corner.
- Target retargeting every 2.5–5.0s. Old
target_x/y/retarget_tlerp path is bypassed for bow; gun/sword still use it (you didn't ask to change them).
- Arrive: desired speed scales linearly with distance to the target inside
Target collision — per-frame radius overlap (
body_r = 10+t.radius). On the first frame of overlap (_collide_settracks current contacts so it doesn't re-fire every frame), both the bow'smainspring and the target'shitspring get a light0.15pull. Brief, visible pop on each contact without runaway feedback.State additions to the bow's
:newblock:vx, vy, max_speed = 70, wander_angle, arrive_target_x/y, arrive_radius = 220, arrive_retarget_t, _collide_set. Both_steer_updateand_collide_with_targetslive at the end of the familiar class.
Tuning knobs if it feels off:
- Drifty/lazy → bump
max_speed(70) toward 90–120. - Wander too jittery → drop the
4*dtdrift rate to2*dtand/or lower the 0.4 wander weight in the blend. - Bow gets stuck in a corner → widen
m = 20boundary inset or boost the bounce magnitude. - Collisions feel too soft → bump the
0.15spring amounts.
The bow is not physically colliding with targets. Movement should be faster and snappier, feels too floaty now. Should also have a sense of gravity to it, like it's actually levitating and almost constantly falling but remains floating in its target position. Wander can be probably be stronger. Rotation should also both be snappier but also more soft at times, when locking onto a target, snap quickly, but in off-moments then it moves more randomly, sometimes even doing swirls around itself so it looks alive, perhaps add more to its rotation whenever it hits a target physically too.
You're right on all counts. Let me beef up the bow's motion:
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 steering function for snappier, faster motion with gravity:
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 bow's angle behavior — snap lock when there's a target, swirly idle when there isn't.
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now make the collision actually physical — push apart, reflect velocity, and add the rotation kick on 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)
Five changes wired in:
1. Real physical collision — _collide_with_targets now does proper circle-vs-circle response. On overlap, the bow gets pushed out along the contact normal by exactly the penetration depth (targets are static so they don't move), then its velocity reflects off the contact normal with restitution 0.6 so it bounces away but loses some energy. The light spring pulses + rotation kick only fire on the entry frame, not every frame of contact.
2. Faster, snappier motion — max_speed 70 → 140, steering force k 3.5 → 8. The bow now accelerates almost twice as hard toward its desired velocity, killing the floaty feel.
3. Gravity — constant vy += 80·dt downward. Arrive force cancels most of it when above the target, but you'll see small droop-then-correct bobs when arrive is weak (near target). That gives the "levitating against weight" feel.
4. Stronger wander — drift rate 4 → 7 rad/s, wander magnitude bumped from 0.7·max_speed to full max_speed, blend weight 0.4 → 0.55. The wander force is now the dominant component, with arrive as a gentler bias toward the current target.
5. Rotation overhaul — replaced the single fixed-lerp_t angle lerp with two distinct modes plus inertia:
- Locked (target alive):
lerp_t = 0.06for a snappy aim-snap, withangle_velocityfrom recent hits decaying fast (1 - 4·dt) on top. - Idle (no alive target): no lerp at all — pure
angle_velocityintegration. Each frame has a ~2·dt chance of a small random torque pulse (±3 rad/s) and a ~0.18·dt chance of a swirl burst (10–16 rad/s kick in a random direction). Decay is gentler (1 - 1.5·dt) so the swirls actually carry through. - On hit:
angle_velocity += random_float(4, 8) · ±1. After a target collision the bow visibly spins from the impact.
Tuning knobs:
- Still too floaty → bump
k(8) up to 12+, or raisemax_speed. - Gravity too noticeable → drop the
80*dtto40*dt, or remove it entirely. - Swirls too rare / too common → adjust the
dt*0.18swirl probability. - Hit rotation too tame → bump the
random_float(4, 8)range. - Wander too chaotic → drop drift rate (7) back to 5, or trim the blend weight from 0.55.
Are you using box2d for physics? The targets should be box2d objects, and the bow should be a box2d object, you shouldn't need to do anything specific regarding collisions.
Grep (^collider\s*=|function collider|^collider = class)
E:\a327ex\emoji-aimer\anchor\collider.lua:33:collider = class()
E:\a327ex\emoji-aimer\anchor\collider.lua:35:function collider:new(owner, tag, body_type, shape_type, ...)
E:\a327ex\emoji-aimer\anchor\collider.lua:73:function collider:destroy()
E:\a327ex\emoji-aimer\anchor\collider.lua:85:function collider:sync()
E:\a327ex\emoji-aimer\anchor\collider.lua:92:function collider:get_position() return physics_get_position(self.body) end
E:\a327ex\emoji-aimer\anchor\collider.lua:93:function collider:set_position(x, y) physics_set_position(self.body, x, y) end
E:\a327ex\emoji-aimer\anchor\collider.lua:94:function collider:get_angle() return physics_get_angle(self.body) end
E:\a327ex\emoji-aimer\anchor\collider.lua:95:function collider:set_angle(angle) physics_set_angle(self.body, angle) end
E:\a327ex\emoji-aimer\anchor\collider.lua:98:function collider:get_velocity() return physics_get_velocity(self.body) end
E:\a327ex\emoji-aimer\anchor\collider.lua:99:function collider:set_velocity(vx, vy) physics_set_velocity(self.body, vx, vy) end
[Showing results with pagination = limit: 10]
Grep (self.collider|collider(self,|physics_register|physics_enable)
379:physics_register_tag('resource')
380:physics_register_tag('wall')
381:physics_register_tag('target')
382:physics_enable_collision('resource', 'wall')
383:physics_enable_collision('resource', 'resource')
384:physics_enable_collision('resource', 'target')
2103: self.collider = collider(self, 'target', 'static', 'circle', self.radius)
2104: self.collider:set_position(x, y)
2456: if self.collider then self.collider:destroy(); self.collider = nil end
2883: self.collider = collider(self, 'resource', 'dynamic', 'circle', cd.radius)
2887: self.collider = collider(self, 'resource', 'dynamic', 'polygon', cd.vertices, {})
2889: self.collider = collider(self, 'resource', 'dynamic', 'box', cd.w, cd.h,
2892: self.collider:set_position(x, y)
2893: self.collider:set_restitution(RESOURCE_RESTITUTION)
2894: self.collider:set_friction(RESOURCE_FRICTION)
[Showing results with pagination = limit: 15]
Looking at the code — targets ARE Box2D static circles already (line 2103), but I made the bow a non-physics entity with manual collision instead of using the same system. Let me check the collider API and collision event pattern so I can convert it.
Grep (collision_entities_begin|collision_entities_end|apply_impulse|set_gravity_scale|set_linear_damping|set_density|set_restitution)
106:function collider:apply_impulse(ix, iy) physics_apply_impulse(self.body, ix, iy) end
107:function collider:apply_impulse_at(ix, iy, px, py) physics_apply_impulse_at(self.body, ix, iy, px, py) end
112:function collider:set_linear_damping(damping) physics_set_linear_damping(self.body, damping) end
114:function collider:set_gravity_scale(scale) physics_set_gravity_scale(self.body, scale) end
121:function collider:set_restitution(restitution, shape) physics_shape_set_restitution(shape or self.shape, restitution) end
123:function collider:set_density(density, shape) physics_shape_set_density(shape or self.shape, density) end
Answer: no, targets are Box2D (line 2103: collider(self, 'target', 'static', 'circle', self.radius)) but I made the bow a non-physics entity with hand-rolled circle overlap. You're right — let me convert it. First let me look at the wall colliders and the collision-event pattern.
Grep ('wall'.collider|collider.'wall'|collision_entities_begin)
396: local c = collider({}, 'wall', 'static', 'box', w, h)
5350: for _, ev in ipairs(collision_entities_begin('resource', 'target')) do
Read (E:\a327ex\emoji-aimer\main.lua)
375 -- restitution are set on the resource shape; the wall stays at default.
376 -- -----------------------------------------------------------------------------
377 physics_init()
378 physics_set_gravity(0, WORLD_GRAVITY)
379 physics_register_tag('resource')
380 physics_register_tag('wall')
381 physics_register_tag('target')
382 physics_enable_collision('resource', 'wall')
383 physics_enable_collision('resource', 'resource')
384 physics_enable_collision('resource', 'target')
385
386 -- Screen-edge walls — thick static boxes positioned just outside the
387 -- play area so their inner faces sit exactly at the screen edges (the
388 -- bottom wall sits with its top face at the bottom HUD strip line).
389 -- walls_aabb stores top-left x,y + size for each wall so the debug viz
390 -- can outline them.
391 local _wt = 40
392 walls = {}
393 walls_aabb = {}
394
395 local function create_wall(x, y, w, h)
396 local c = collider({}, 'wall', 'static', 'box', w, h)
397 c:set_position(x, y)
398 walls[#walls + 1] = c
399 walls_aabb[#walls_aabb + 1] = { x = x - w/2, y = y - h/2, w = w, h = h }
400 end
401
402 create_wall(gw/2, -_wt/2, gw, _wt) -- top (invisible, off-screen)
403 create_wall(gw/2, gh + _wt/2, gw, _wt) -- bottom (invisible floor, off-screen)
404 create_wall(SIDE_WALL_W - _wt/2, gh/2, _wt, gh) -- left side wall (inner face at SIDE_WALL_W)
... [5 more lines]
Got it. Targets and walls are already Box2D static bodies — I just need to make the bow a Box2D dynamic body and let physics handle the collisions. Removing the manual collision code entirely.
First, register the familiar tag and enable collisions with target + wall:
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 create the Box2D collider in the bow's :new and configure it.
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Update the steering to drive Box2D velocity directly and sync position back from the collider.
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 manual collision call and the _collide_with_targets method, then hook the physics collision events.
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Remove the now-dead _collide_with_targets method.
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 hook the physics collision event for the spring pulses + rotation kick on contact.
Read (E:\a327ex\emoji-aimer\main.lua)
5347 -- stuck_arrow lodged at wall hits) draw to game_layer FIRST so the
5348 -- wall rectangles below cover their embedded portion.
5349 if game_state ~= 'shop' then
5350 for _, fx in ipairs(effects) do
5351 if not fx._dead and fx.behind_walls then fx:draw() end
5352 end
5353 layer_rectangle(game_layer,
5354 -WALL_BLEED, -WALL_BLEED,
5355 SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
5356 layer_rectangle(game_layer,
5357 gw - SIDE_WALL_W, -WALL_BLEED,
5358 SIDE_WALL_W + WALL_BLEED, gh + 2*WALL_BLEED, fg())
5359 end
5360 for _, t in ipairs(targets) do if not t._dead then t:draw() end end
5361 -- Skip damage_numbers in this pass — they draw to digit_layer and get
Grep (collision_entities_begin)
1895:-- entry effects fire from collision_entities_begin('familiar', 'target') in
5307: for _, ev in ipairs(collision_entities_begin('resource', 'target')) do
Read (E:\a327ex\emoji-aimer\main.lua)
5302 end
5303
5304 -- Resource ↔ target collisions — small spring pulse on both bodies so
5305 -- the contact reads visually. Resources keep their physics bounce; the
5306 -- target wobbles in place (it's static).
5307 for _, ev in ipairs(collision_entities_begin('resource', 'target')) do
5308 spring_pull(ev.a.spring, 'main', 0.15)
5309 spring_pull(ev.b.spring, 'hit', 0.15)
5310 end
5311
5312 -- Effects (particles, hit_effects, damage_numbers) keep updating across
5313 -- state boundaries so in-flight animations finish cleanly when the round
5314 -- transitions or the run ends.
5315 if game_state == 'playing' then ensure_familiars() end
5316 collection_update(targets, dt)
Add a familiar ↔ target collision handler right next to the existing resource/target one.
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 familiar:destroy so the Box2D body gets cleaned up properly when the bow is killed.
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)
Conversion done. Bow is now a Box2D dynamic circle.
Summary of changes:
Tag + collision setup (line ~380):
physics_register_tag('familiar')physics_enable_collision('familiar', 'wall')and('familiar', 'target')
Bow collider (in familiar:new for 'bow'):
self.collider = collider(self, 'familiar', 'dynamic', 'circle', body_r)gravity_scale = 0(world gravity 600 would yank it down too hard; the levitation droop is the custom 80·dt added in_steer_update)linear_damping = 0(steering handles speed)restitution = 0.6,density = 0.4
Steering rewrite (_steer_update):
- Removed manual
self.vx, self.vystate and position integration. - Each frame:
vx, vy = collider:get_velocity(), add gravity, lerp toward desired (wander+arrive blend), thencollider:set_velocity(vx, vy)andself.x, self.y = collider:get_position(). - Lerping (not overwriting) preserves the Box2D collision impulse for ~10 frames so wall and target bounces actually read before steering pulls it back to its path.
- Removed all manual arena-bound clamping — walls handle it now.
Collision response (collision event handler near line 5310):
for _, ev in ipairs(collision_entities_begin('familiar', 'target'))— fires once per contact-begin event.ev.ais the familiar,ev.bis the target. Light spring pulls on both (0.15, 3, 0.5) and arandom_float(4, 8)rotation kick intoangle_velocityfor the impact spin.
Dead code removed:
_collide_with_targetsmethod (Box2D does the push-apart and velocity reflection automatically).- Soft arena-bound bouncing inside
_steer_update.
familiar:destroy now destroys the collider so round transitions don't leak Box2D bodies.
The bow should now:
- Physically bounce off targets and walls with Box2D's natural impulse response.
- No clipping into targets — push-apart is solved by the constraint solver.
- Continue moving smoothly after each bounce because the velocity lerps back toward the steering target instead of being overwritten.
If the bounce feels too soft / hard, the knob is set_restitution(0.6). If the bow's recovery feels too sluggish after a hit, lower the lerp k factor (currently 8*dt) or the bounce will recover faster.
Draw the bounding box for targets and bow.
Grep (debug_draw_visible|debug_layer|toggle_debug)
192:bind('toggle_debug', 'key:f2')
283:debug_layer = layer_new('debug')
559:debug_draw_visible = false
5133: if input_pressed('toggle_debug') then debug_draw_visible = not debug_draw_visible end
5657: if debug_draw_visible then
5658: camera_attach(main_camera, debug_layer)
5660: layer_rectangle_line(debug_layer, w.x, w.y, w.w, w.h, red(), 2)
5666: layer_circle_line(debug_layer, fx.x, fx.y, cd.radius, green(), 2)
5668: layer_push(debug_layer, fx.x, fx.y, fx.rotation, 1, 1)
5669: layer_polygon_line(debug_layer, cd.vertices, green(), 2)
5670: layer_pop(debug_layer)
5673: layer_push(debug_layer, fx.x, fx.y, fx.rotation, 1, 1)
5674: layer_rectangle_line(debug_layer, -cd.w/2 + ox, -cd.h/2 + oy, cd.w, cd.h, green(), 2)
5675: layer_pop(debug_layer)
5679: camera_detach(main_camera, debug_layer)
5685: memory_tracker_draw(mem_tracker, debug_layer, fonts.debug)
5686: layer_render(debug_layer)
5687: layer_draw(debug_layer)
Read (E:\a327ex\emoji-aimer\main.lua)
5655 -- camera-attached so they line up with the world; mem tracker text below
5656 -- runs un-attached so it doesn't shake with the camera. Toggle with F2.
5657 if debug_draw_visible then
5658 camera_attach(main_camera, debug_layer)
5659 for _, w in ipairs(walls_aabb) do
5660 layer_rectangle_line(debug_layer, w.x, w.y, w.w, w.h, red(), 2)
5661 end
5662 for _, fx in ipairs(effects) do
5663 if not fx._dead and fx.kind then
5664 local cd = RESOURCE_COLLIDER[fx.kind]
5665 if cd.shape == 'circle' then
5666 layer_circle_line(debug_layer, fx.x, fx.y, cd.radius, green(), 2)
5667 elseif cd.shape == 'polygon' then
5668 layer_push(debug_layer, fx.x, fx.y, fx.rotation, 1, 1)
5669 layer_polygon_line(debug_layer, cd.vertices, green(), 2)
5670 layer_pop(debug_layer)
5671 elseif cd.shape == 'box' then
5672 local ox, oy = cd.offset_x or 0, cd.offset_y or 0
5673 layer_push(debug_layer, fx.x, fx.y, fx.rotation, 1, 1)
5674 layer_rectangle_line(debug_layer, -cd.w/2 + ox, -cd.h/2 + oy, cd.w, cd.h, green(), 2)
5675 layer_pop(debug_layer)
5676 end
5677 end
5678 end
5679 camera_detach(main_camera, debug_layer)
5680 end
5681
5682 -- Memory tracker overlay — sits on its own layer above everything, no
5683 -- shaders applied. Toggle with F3, capture baseline with F4, then run
5684 -- round_reset() and watch deltas. Non-zero columns = leaks.
... [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)
Added two new debug-draw loops inside the existing if debug_draw_visible block (toggled by F2):
- Targets — drawn in blue at each target's
(x, y)with radiust.radius(which isTARGET_RADIUS = 12). Same circle-line shape as the resource circle debug, just iteratingtargets. - Familiars — drawn in orange at
(f.x, f.y)with radiusf.body_r. Only the bow has abody_rfield (gun/sword/boomerang familiars are non-physics), so the loop skips them viaif f.body_r.
Both loops are inside the camera_attach(main_camera, debug_layer) pair so they sit in world space and shake/zoom with everything else. Hit F2 in-game to toggle.
If you'd rather have the bow's box stand out more (e.g., it'll overlap green resource circles), swap orange() for pink() or purple() — those are also in the palette.
[Pasted image/png]
Needs to be a rectangle, moved forward.
Let me check the collider's box-shape signature to see if it supports offset.
Read (E:\a327ex\emoji-aimer\anchor\collider.lua)
35 function collider:new(owner, tag, body_type, shape_type, ...)
36 self.owner = owner
37 self.tag = tag
38 self.body_type = body_type
39 self.shape_type = shape_type
40 self.body = physics_create_body(body_type, 0, 0)
41
42 -- Set user_data to the owner's ID so physics queries resolve via entities[id]
43 if owner and owner.id then
44 physics_set_user_data(self.body, owner.id)
45 end
46
47 -- Add initial shape based on shape_type
48 -- Last arg can be an opts table (e.g. {sensor = true})
49 local shape_args = {...}
50 if shape_type == 'chain' then
51 self.chain = physics_add_chain(self.body, tag, shape_args[1], shape_args[2] or true)
52 else
53 local opts = {}
54 if type(shape_args[#shape_args]) == 'table' then
55 opts = table.remove(shape_args)
56 end
57 if shape_type == 'circle' then
58 self.shape = physics_add_circle(self.body, tag, shape_args[1], opts)
59 elseif shape_type == 'box' then
60 self.shape = physics_add_box(self.body, tag, shape_args[1], shape_args[2], opts)
61 elseif shape_type == 'capsule' then
62 self.shape = physics_add_capsule(self.body, tag, shape_args[1], shape_args[2], opts)
63 elseif shape_type == 'polygon' then
64 self.shape = physics_add_polygon(self.body, tag, shape_args[1], opts)
... [40 more lines]
Grep (physics_add_box|add_box|offset_x.offset_y|RESOURCE_COLLIDER.offset)
E:\a327ex\emoji-aimer\anchor\collider.lua:60: self.shape = physics_add_box(self.body, tag, shape_args[1], shape_args[2], opts)
E:\a327ex\emoji-aimer\anchor\collider.lua:135:function collider:add_box(tag, width, height, opts)
E:\a327ex\emoji-aimer\anchor\collider.lua:136: return physics_add_box(self.body, tag, width, height, opts or {})
E:\a327ex\emoji-aimer\main.lua:2458: self.stab_offset_x, self.stab_offset_y = 0, 0
E:\a327ex\emoji-aimer\main.lua:2521: { stab_offset_x = tx, stab_offset_y = ty },
E:\a327ex\emoji-aimer\main.lua:2524: { stab_offset_x = 0, stab_offset_y = 0 },
E:\a327ex\emoji-aimer\main.lua:2632: layer_push(cursor_layer, self.x + self.stab_offset_x, self.y + self.stab_offset_y, 0, sx, sy)
E:\a327ex\emoji-aimer\main.lua:2849: { offset_x = cd.offset_x or 0, offset_y = cd.offset_y or 0 })
E:\a327ex\emoji-aimer\main.lua:5672: local ox, oy = cd.offset_x or 0, cd.offset_y or 0
Grep (set_fixed_rotation)
115:function collider:set_fixed_rotation(fixed) physics_set_fixed_rotation(self.body, fixed) end
Box shape with offset_x works as expected via the opts table. Let me convert the bow's collider to a forward-offset rectangle and update the debug viz to match.
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)
Two more pieces: sync the body angle to self.angle each frame, and update the debug viz to draw the rotated rectangle.
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 debug viz to draw the rotated rectangle.
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. The bow's collider is now:
- A box instead of a circle:
12 wide × 32 tall(mirroring the EBB bow's hitbox proportions — short along the forward axis, tall perpendicular to it, so the bow's arc-shape collides as a wide vertical bar that matches the visual silhouette). - Offset forward by 16 px along the body's local +x axis via
{ offset_x = 16 }. The body's anchor (self.x, self.y) stays where steering controls it; the shape sits forward of that anchor, exactly where the bow sprite draws. fixed_rotation = trueso physics doesn't fight our manual rotation. Each frame_bow_tickcallscollider:set_angle(self.angle), so the offset box rotates with the visual angle and the hitbox always wraps the sprite regardless of how the bow's pointing.
The debug viz now composes the same transform as the actual physics shape: layer_push(debug, f.x, f.y, f.angle, 1, 1) places origin at the body anchor with x = forward, then layer_rectangle_line draws the rectangle centered at (collider_offset, 0) in that local frame. So the orange outline should always wrap the bow sprite tightly regardless of which direction it's aiming.
Knobs if it reads off after testing:
- Sprite poking out of the box → bump
collider_h(perpendicular width — main bow extent) to 36–40. - Box hanging off the sprite tail → drop
collider_wfrom 12 to 8, or reducecollider_offsetfrom 16 to 14. - Box too narrow visually so collisions feel underwhelming → bump both
collider_wandcollider_hand adjust offset to taste.
Also start the game with the bow passive for the player.
Grep (STARTING_ITEMS|grant_starting_items)
3824:STARTING_ITEMS = {
4578:-- grant_starting_items (boot / run_reset) to pre-fill the inventory with
4579:-- STARTING_ITEMS. init_hover_state is run so the shop's owned-slot hover
4590:function grant_starting_items()
4591: for _, e in ipairs(STARTING_ITEMS) do
5088: -- get fresh hover/error state via build_kit_grid. STARTING_ITEMS are
5095: grant_starting_items()
5116:grant_starting_items()
Read (E:\a327ex\emoji-aimer\main.lua)
3822 -- run_reset). Dev-only — leave empty for production. Each entry is an
3823 -- {item, count} pair.
3824 STARTING_ITEMS = {
3825 { item = ITEMS.meat_bone, count = 1 },
3826 }
3827
3828 -- Returns the player's stack count of `id`, or 0 if not owned. O(#owned)
3829 -- linear scan — fine for the 12-slot inventory.
3830 function item_count(id)
3831 for _, s in ipairs(SHOP_KIT_OWNED_SLOTS) do
3832 if s.item and s.item.id == id then return s.count end
3833 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)
Added bow_and_arrow to STARTING_ITEMS with count = 1. On boot (and on run_reset via R), the player now starts with the bow already owned, so a bow familiar spawns immediately on the first ensure_familiars() tick once the round starts.
If you want to start with multiple stacks (so the bow fires a barrage right out of the gate), bump the count to whatever number of arrows-per-shot you want to test.
When the bow hits a wall or target it should be pushed out with some force. If it has been recently pushed out then it should be pushed less and less next times.
Let me check how impulse magnitudes look in the existing code so I get the units right.
Grep (apply_impulse)
No matches found
Let me add the push-kick mechanic with a draining budget, plus a wall collision hook.
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 recovery tick and update the collision handlers.
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 collision handlers to apply the push kick and add the wall handler.
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 pieces:
Push budget (added to bow init in familiar:new):
self.push_budget = 1.0— full strength on a fresh familiar.- Recovers at
+0.4/secin_bow_tick(reaches 1.0 in ~2.5s from 0).
Push kick on collision (in the main update's collision hook):
- New helper
apply_familiar_push_kick(f)reads post-bounce velocity, multiplies it by(1 + 1.2 * push_budget), then drains the budget to35%(clamped to a0.15floor). - Wired into both
collision_entities_begin('familiar', 'target')andcollision_entities_begin('familiar', 'wall').
How it plays out per hit (assuming budget recovered to 1.0):
- 1st hit: kick =
1.2→ velocity ×2.2. Bow flings hard. Budget drops to0.35. - 2nd hit immediately after: kick =
0.42→ velocity ×1.42. Noticeably softer. Budget drops to0.12→ clamped to0.15. - 3rd+ hits: kick ≈
0.18→ velocity ×1.18. Barely more than pure physics. - Wait ~2 seconds without colliding → budget recovers to 1.0, next hit is full strength again.
This stacks cleanly on top of Box2D's restitution (0.6) — Box2D already gives a natural bounce, the kick adds an extra "shove" that fades to prevent the bow from pinballing forever off corners or against a stuck target cluster.
Knobs if it reads wrong:
- Kick too gentle → bump the
1.2multiplier to2.0or more. - Drain too aggressive → change
0.35to0.55(softer fade) or0.6(very gentle fade). - Recovery too slow → bump
0.4/secto0.7/sec. - Floor too low → raise
0.15to0.25(so a stuck bow always gets a decent boot).
Currently no kick seems to be happening, or its being overwritten by normal movement. It's getting stuck in the wall pretty much.
The issue is that _steer_update runs right after the collision hook, and its lerp toward desired velocity + max_speed clamp immediately erase most of the kick before Box2D even gets a chance to step. I need to temporarily suspend steering for a brief window after each kick so the velocity boost can play out.
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 suspend steering during the kick window and bump the kick magnitude.
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 bump the kick magnitude and set the suspension window in apply_familiar_push_kick.
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)
Three changes to make the kick actually stick:
1. Steering suspension window (in _steer_update): when kick_window_t > 0, the lerp toward desired and max_speed clamp are both bypassed. The kicked velocity stays untouched (other than gravity) so it actually plays out instead of being immediately erased.
2. Bigger kick (in apply_familiar_push_kick): multiplier bumped from 1.2 → 2.5. At full budget, post-bounce velocity is now multiplied by 3.5× (was 2.2×). So a 60 px/s post-bounce flies away at 210 px/s.
3. Trigger the window: each kick sets f.kick_window_t = 0.25. The bow gets 250 ms of free flight after each contact before steering resumes.
Why it was failing before: the order each frame was
- Physics step (post-bounce velocity is OUT of the wall, ~60 px/s)
- Collision event hook fires → velocity becomes 60 × 2.2 = 132 px/s
_steer_updateruns immediately after → lerps toward desired velocity (pointing back into the wall because the arrive target is on the wall side), AND clamps to max_speed 140
So within the same frame, the kick got mostly erased. Now _steer_update sees kick_window_t > 0 and skips both the lerp and the clamp for ~0.25 s — long enough for the bow to physically clear the obstacle.
Combined per-hit timeline (fresh budget):
- Hit fires → kick =
2.5→ velocity ×3.5→ bow accelerates away. Budget drops to0.35,kick_window_t = 0.25. - For 250 ms: bow flies free, only gravity applies. Steering is suspended.
- After window: steering resumes, bow lerps back to its arrive target at normal max_speed.
If a second collision happens during the kick window (chained bounce off a target then a wall), the kick fires again with budget 0.35, giving a smaller boost (1.5× velocity) but extending the window another 0.25 s. So pinball-y multi-hit sequences still feel punchy but progressively softer.
Knobs:
- Kick still feels small → bump
2.5higher (e.g.,4.0). - Window too long (bow feels uncontrolled) → drop
0.25to0.15. - Bow flying off-screen on big kicks → walls/restitution will bring it back, but if you want softer max amplification, reduce both
2.5and the window.
Show me the code when the bow hits a wall.
Here's the wall-hit handler — the bow ↔ wall collision event hook in update(dt):
for _, ev in ipairs(collision_entities_begin('familiar', 'wall')) do
apply_familiar_push_kick(ev.a)
end
And apply_familiar_push_kick (defined just above it):
apply_familiar_push_kick = function(f)
local kick = 2.5*f.push_budget
if kick > 0.05 then
local vx, vy = f.collider:get_velocity()
f.collider:set_velocity(vx*(1 + kick), vy*(1 + kick))
f.kick_window_t = 0.25
end
f.push_budget = math.max(0.15, f.push_budget*0.35)
end
So on a wall hit:
- Box2D has already resolved the collision and reflected the bow's velocity (restitution
0.6) —get_velocityreturns the post-bounce velocity, already pointing AWAY from the wall. kick=2.5 × push_budget(so2.5at full budget,≥ 0.375at floor budget0.15).- Velocity multiplied by
1 + kick— at full budget that's a3.5×boost in the away-from-wall direction. kick_window_t = 0.25suspends_steer_update's lerp + max-speed clamp for 250 ms so the boost survives.- Budget drains to
35%(floor0.15) so back-to-back hits get progressively weaker.
The target-hit path runs the same apply_familiar_push_kick(ev.a) plus spring pulls and the rotation kick — wall hits only do the push.
The error is setting velocity directly. You need to set a push vector, and then add that vector to the velocity when you set it after seeking. So you should apply steering vectors + push vector in a single place, and that's the only place where you call set_velocity for the collider.
You're right — that's a much cleaner architecture. Let me restructure so steering produces a velocity each frame, push is a separate decaying vector, and there's exactly one set_velocity call combining them.
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 _steer_update to compute pure steering velocity + add push, with a single set_velocity call.
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 apply_familiar_push_kick to add to the push vector (the only place we write to it).
Edit (E:\a327ex\emoji-aimer\main.lua)
The file E:\a327ex\emoji-aimer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Refactor done. Now there's exactly one set_velocity call for the bow, and the push vector is a separate decaying field that the collision hooks add to.
New flow per frame:
- Physics step (collisions resolved, body may have been displaced).
- Collision hooks fire (
familiar↔target/wall):- Read post-bounce velocity to determine the outward push direction.
- Add
(nx*mag, ny*mag)topush_vx, push_vy(additive — chained bounces stack). - Drain
push_budgetto 35% (floor 0.15).
_steer_update:- Sync
self.x, self.yfrom collider. - Compute pure steering velocity =
wander*0.55 + arrive*0.45+ constant+30gravity bias on y. - Single
collider:set_velocity(steer_vx + push_vx, steer_vy + push_vy). - Decay push: multiply by
1 - 5*dtso it fades to near-zero in ~1 second.
- Sync
Why this fixes the "no kick" problem:
The previous architecture had two set_velocity calls per frame — the collision hook applied the kick directly, then _steer_update overwrote it within the same frame via its lerp + max-speed clamp. Now _steer_update writes velocity exactly once per frame, combining the steering it wants with whatever push is currently in flight. The push vector lives in its own field and decays smoothly; collisions add to it but nothing else touches it.
Behavior on hit:
- Single hit (full budget): push gets
+400magnitude in outward direction. Steering velocity ≈ 140, so total velocity ≈ 540 in that direction. Decays over ~1 s so the bow actually clears the obstacle before steering reasserts. - Back-to-back hits: each adds to the in-flight push vector with shrinking magnitudes (
400 → 140 → 60 → 24 → ...at budget1.0 → 0.35 → 0.15 → 0.15 → ...). The pinball effect gets gentler over time as the budget depletes. - Idle for ~2.5 s: budget recovers to 1.0; next hit is full force again.
Knobs:
- Kick too gentle → bump
400(push magnitude per unit budget) to600+. - Push fades too fast → drop the decay rate from
5*dtto3*dt. - Steering too sluggish to recover after a kick → bump
max_speed(currently140). - Levitation droop too noticeable / not noticeable → tweak the
+30constant insteer_vy.
This still doesn't work. First, use the steering functions that exist in the collider class, without recoding each function directly in the code.
Grep (^function collider:|^function steer)
35:function collider:new(owner, tag, body_type, shape_type, ...)
73:function collider:destroy()
85:function collider:sync()
92:function collider:get_position() return physics_get_position(self.body) end
93:function collider:set_position(x, y) physics_set_position(self.body, x, y) end
94:function collider:get_angle() return physics_get_angle(self.body) end
95:function collider:set_angle(angle) physics_set_angle(self.body, angle) end
98:function collider:get_velocity() return physics_get_velocity(self.body) end
99:function collider:set_velocity(vx, vy) physics_set_velocity(self.body, vx, vy) end
100:function collider:get_angular_velocity() return physics_get_angular_velocity(self.body) end
101:function collider:set_angular_velocity(av) physics_set_angular_velocity(self.body, av) end
104:function collider:apply_force(fx, fy) physics_apply_force(self.body, fx, fy) end
105:function collider:apply_force_at(fx, fy, px, py) physics_apply_force_at(self.body, fx, fy, px, py) end
106:function collider:apply_impulse(ix, iy) physics_apply_impulse(self.body, ix, iy) end
107:function collider:apply_impulse_at(ix, iy, px, py) physics_apply_impulse_at(self.body, ix, iy, px, py) end
108:function collider:apply_torque(torque) physics_apply_torque(self.body, torque) end
109:function collider:apply_angular_impulse(impulse) physics_apply_angular_impulse(self.body, impulse) end
112:function collider:set_linear_damping(damping) physics_set_linear_damping(self.body, damping) end
113:function collider:set_angular_damping(damping) physics_set_angular_damping(self.body, damping) end
114:function collider:set_gravity_scale(scale) physics_set_gravity_scale(self.body, scale) end
115:function collider:set_fixed_rotation(fixed) physics_set_fixed_rotation(self.body, fixed) end
116:function collider:set_bullet(bullet) physics_set_bullet(self.body, bullet) end
119:function collider:set_friction(friction, shape) physics_shape_set_friction(shape or self.shape, friction) end
120:function collider:get_friction(shape) return physics_shape_get_friction(shape or self.shape) end
121:function collider:set_restitution(restitution, shape) physics_shape_set_restitution(shape or self.shape, restitution) end
122:function collider:get_restitution(shape) return physics_shape_get_restitution(shape or self.shape) end
123:function collider:set_density(density, shape) physics_shape_set_density(shape or self.shape, density) end
124:function collider:get_density(shape) return physics_shape_get_density(shape or self.shape) end
125:function collider:set_filter_group(group, shape) physics_shape_set_filter_group(shape or self.shape, group) end
126:function collider:destroy_shape(shape, update_mass)
... [22 more lines]
Read (E:\a327ex\emoji-aimer\anchor\collider.lua)
155
156 --[[
157 Steering behaviors.
158 Each returns (fx, fy) force vectors that can be combined and applied.
159
160 Usage:
161 local sx, sy = self.collider:steering_seek(target_x, target_y, max_speed, max_force)
162 local wx, wy = self.collider:steering_wander(50, 50, 20, dt, max_speed, max_force)
163 self.collider:apply_force(sx + wx, sy + wy)
164
165 Behaviors use self.owner.x, self.owner.y as the position reference. The owner
166 must have its .x/.y fields up-to-date (either synced from physics via :sync()
167 or set directly).
168 ]]
169
170 function collider:steering_seek(x, y, max_speed, max_force)
171 local dx, dy = x - self.owner.x, y - self.owner.y
172 dx, dy = math.normalize(dx, dy)
173 dx, dy = dx*max_speed, dy*max_speed
174 local vx, vy = self:get_velocity()
175 dx, dy = dx - vx, dy - vy
176 dx, dy = math.limit(dx, dy, max_force or 1000)
177 return dx, dy
178 end
179
180 function collider:steering_flee(x, y, max_speed, max_force)
181 local dx, dy = self.owner.x - x, self.owner.y - y
182 dx, dy = math.normalize(dx, dy)
183 dx, dy = dx*max_speed, dy*max_speed
184 local vx, vy = self:get_velocity()
... [193 more lines]
Let me check how super-emoji-invaders uses these steering functions (the user referenced it as a model).
Grep (steering_wander|steering_arrive|steering_seek|apply_force|set_velocity)
551: self:set_velocity(self.direction*self.v.x, self.v.y)
767: self:apply_force(math.limit(ax+8*bx+rx+sx+wx, ay+8*by+ry+sy+wy, self.max_f))
772: self:set_velocity(vx + self.push_impulse.x, vy + self.push_impulse.y)
820: self:apply_force(math.limit(ax+rx+4*wx, ay+ry+4*wy, self.max_f))
825: self:set_velocity(vx + self.push_impulse.x, vy + self.push_impulse.y)
898: self:set_velocity(v*self.direction, 0)
1135: if self.homing_hx and self.homing_hy then self:set_velocity(0.9*vx + 0.1*self.homing_hx*5*self.v, 0.9*vy + 0.1*self.homing_hy*5*self.v) end
1206: self:set_velocity(v*math.cos(self.r), v*math.sin(self.r))
Read (E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\main.lua)
755 self:every(self.attack_rate, function() self:shoot(0.2) end)
756 end
757
758 function alien:update(dt)
759 self:update_position_and_angle()
760 self:shake_update(dt)
761
762 local ax, ay = self:arrive(player.x, player.y, 100)
763 local bx, by = self:do_not_go_below(game.h/2 - 40)
764 local rx, ry = self:separate(50, game.states.arena.enemies.objects)
765 local sx, sy = self:separate(150, game.states.arena.players.objects)
766 local wx, wy = self:wander(25, 100, 20)
767 self:apply_force(math.limit(ax+8*bx+rx+sx+wx, ay+8*by+ry+sy+wy, self.max_f))
768 self.r = math.angle_to(self.x, self.y, player.x, player.y)
769
770 local vx, vy = self:get_velocity()
771 vx, vy = math.limit(vx, vy, self.max_v)
772 self:set_velocity(vx + self.push_impulse.x, vy + self.push_impulse.y)
773
774 self.emoji:draw('game', self.x + self.shake_amount.x, self.y + self.shake_amount.y, self.r - math.pi/2,
775 self.sx*self.springs.hit.x*self.springs.shoot.x*self.shoot_sx + (self.flashes.shoot.x and random:float(0, 0.05) or 0),
776 self.sy*self.springs.hit.x*self.springs.shoot.x*self.shoot_sy + (self.flashes.shoot.x and random:float(0, 0.05) or 0), nil, nil,
777 (self.flashes.hit.x and colors.white[0]) or (self.flashes.shoot.x and self.shoot_color), (self.flashes.hit.x or self.flashes.shoot.x) and shaders.combine)
778 end
779
780 function alien:hit(x, y, damage)
781 self:enemy_hit(x, y, damage)
782 end
783
784 function alien:on_collision_enter(other, contact)
... [50 more lines]
Grep (push_impulse)
772: self:set_velocity(vx + self.push_impulse.x, vy + self.push_impulse.y)
825: self:set_velocity(vx + self.push_impulse.x, vy + self.push_impulse.y)
855: self.push_impulse:set(d*math.cos(r), d*math.sin(r))
856: self:tween(0.5, self.push_impulse, {x = 0, y = 0}, math.linear, function() self.push_impulse:set(0, 0) end, 'push_impulse')
Grep (^function math.(limit|normalize))
323:function math.normalize(x, y)
437:function math.limit(x, y, max)
I see — the pattern is the one super-emoji-invaders uses: apply_force for the steering, then one final set_velocity that adds the push. Let me redo this using the collider's built-in steering_arrive and steering_wander.
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 apply_familiar_push_kick to use timer_tween for the push decay.
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 (wander_angle)
No matches found
Rewrite done. Now using the collider's built-in steering functions exactly as super-emoji-invaders does it.
Per-frame flow (in _steer_update):
- Sync
self.x, self.yfrom physics body. - Retarget arrive point if timer expired.
ax, ay = collider:steering_arrive(arrive_target, arrive_radius, max_speed, max_force)— uses the existing collider implementation.wx, wy = collider:steering_wander(40, 60, 12, dt, max_speed, max_force)— also uses the existing collider implementation.steering_wandertracks its ownwander_rinternally so I removed the manualwander_anglefield.collider:apply_force(math.limit(ax + wx*1.5, ay + wy*1.5, max_force))— single force application, weighted 1.5× on wander so wander dominates.vx, vy = collider:get_velocity()→math.limit(vx, vy, max_speed)→ singlecollider:set_velocity(vx + push_vx, vy + push_vy).
Per-collision flow (in apply_familiar_push_kick):
- Compute outward direction from current (post-bounce) velocity.
- Add
nx * 250 * push_budgettopush_vx, same for y. - Schedule
timer_tween(0.5s, 'push_impulse_x/y', f, {push_vx/vy = 0})so the push decays linearly to 0 over 0.5 s. Named tween so a follow-up hit replaces the in-flight tween cleanly. - Drain
push_budgetto 35% (floor 0.15).
Why this works where the previous attempts didn't:
- Previously I was either calling
set_velocitytwice per frame (once for the kick, once for steering — second one erased the first) or trying to compute steering myself in a way that fought with physics. - The super-emoji-invaders pattern is: forces accumulate naturally via
apply_force(Box2D integrates them), thenset_velocityis called once at the end with a small additive boost frompush_*. Physics's natural collision impulse is preserved because we only ADD to its velocity, never overwrite. Forces from steering drive the bow's intent; the push is a transient velocity bonus that decays via tween.
If the kick still feels off after testing, the knob is the 250 * push_budget magnitude in apply_familiar_push_kick (currently 0–250 added directly to the velocity, with the linear 0.5 s decay).
Is the push force being decreased over time? I feel like the wander strength could be smaller.
Yes — push decay is wired via timer_tween in apply_familiar_push_kick:
timer_tween(f.timer, 0.5, 'push_impulse_x', f, { push_vx = 0 }, math.linear)
timer_tween(f.timer, 0.5, 'push_impulse_y', f, { push_vy = 0 }, math.linear)
f.timer ticks via timer_update at the top of familiar:update, so each frame the tween drives push_vx, push_vy linearly from their post-hit value down to 0 over 500 ms. A back-to-back hit replaces the tween cleanly (same name 'push_impulse_x/y') so the decay clock restarts from the new combined push value.
For the wander — yeah, the *1.5 weight is too hot. Dropping it to 0.5 so arrive dominates and the path drifts less.
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)
Wander weight dropped from 1.5 → 0.5. Arrive will now dominate the path; wander adds a subtle drift instead of dominating it.
Other knobs if it still doesn't feel right:
- Too much wander still → drop to
0.3, or shrink the wander circle radius (the60insteering_wander(40, 60, 12, dt, ...)— smaller = narrower wander angle range). - Too smooth / robotic now → bump the
jitterarg (12) up to20+ so the wander angle drifts faster. - Bow gets pulled too eagerly to its arrive target → shrink
arrive_radius(currently220) so the slowdown zone is smaller and the bow has more "free-drift" zones outside it. - Push feels weak → bump the
250magnitude inapply_familiar_push_kickto400+. The tween duration is0.5 sand linear, so doubling magnitude doubles the visible distance the bow flies on a hit. - Push fades too fast → bump tween duration from
0.5to0.8 s.
Let's comment out everything that isn't the bow moving towards its current target position, including rotating towards targets and shooting. Just comment it out for now. And then debug draw the target position for the bow.
Let me strip the bow down to just arrive steering + debug-draw its target. Commenting out wander, rotation, shooting, and push.
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 comment out the bow's rotation (target-lock + idle swirls).
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 comment out the bow's firing and the per-frame set_angle in _bow_tick.
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)
Comment out the push-kick application in the collision hooks (still calls spring pulls and rotation kicks but those are noops with rotation off).
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 debug draw for the bow's arrive target 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)
The bow is now stripped to bare-minimum arrive motion:
What's still running:
_steer_updatecallssteering_arriveonly, applies the force, then the singleset_velocityreads physics velocity, clamps tomax_speed, and writes back (no push added).- Periodic retarget (every 2–4 s the arrive target moves to a new random point in the arena).
- Position sync from physics body.
What's commented out:
steering_wander(no wander force).- Push vector contribution to
set_velocity. - Bow rotation (target-lock + idle swirls in the angle update branch — bow now stays at whatever angle it started at).
_bow_tickbody (noset_anglecall on collider, no pull animation, no firing).- Rotation kick + push kick on collision events (spring pulls still fire so contacts read visually).
- Familiar ↔ wall collision push hook.
New debug draw (toggled with F2, same as the existing bounding-box viz):
- Green line from the bow's anchor to its arrive target.
- Green hollow circle at the target with horizontal/vertical crosshair lines through it.
So F2 now shows: red walls, green resource colliders, blue target circles, orange bow rectangle, and a green crosshair + tether-line to wherever the bow's currently steering toward. You should see the bow steadily arriving at the green target, slowing as it enters the slowdown radius, then jumping to a new random target every couple seconds.
When you're happy with the motion, uncomment in this order to re-introduce features:
- Wander force in
_steer_update(start at0.5×weight or lower). - Push kick + collision wall hook (so it bounces off walls/targets).
_bow_tickbody (re-enables firing +set_angle).- Bow rotation branch in
familiar:update(target lock + idle swirls).
Increase the timer constraint on the round to a very high value also.
Grep (round_timer\s=|ROUNDS\s=|time_limit|round_duration)
129:ROUNDS = {
426:round_timer = ROUNDS[1].time -- counts down each frame; resets per round
4959: round_timer = ROUNDS[idx].time + item_count('hourglass')*ITEMS.hourglass.seconds_per_stack
5249: round_timer = round_timer - dt
5251: round_timer = 0
Read (E:\a327ex\emoji-aimer\main.lua)
125 -- Round ladder. Each round has a score target and a time limit. Reach
126 -- score_target → Cash Out button appears → 'cleared' → vacuum → payout →
127 -- shop. Time runs out below target → 'lost' → run ends. Beat round 5 →
128 -- 'won'. Targets follow a 1×/2×/6×/8×/12× curve from R1's 10.
129 ROUNDS = {
130 { score_target = 10, time = 30 },
131 { score_target = 20, time = 30 },
132 { score_target = 60, time = 30 },
133 { score_target = 80, time = 30 },
134 { score_target = 120, time = 30 },
135 }
136
137 -- Damage economy. Click damage = BASE_DAMAGE + items_owned * ITEM_BONUS.
138 -- Combo no longer affects damage — items are the only damage modifier, so
139 -- kill-speed progression comes entirely from the shop. ITEM_COST is the
140 -- gold price per shop visit.
141 BASE_DAMAGE = 1
142 ITEM_COST = 10
143 ITEM_BONUS = 1
144
145 -- Round-end → shop wipe transition (pattern lifted from SNKRX's
146 -- TransitionEffect). After all dropped resources have been collected via
147 -- vacuum, a yellow circle expands from the cursor over IN_DURATION
148 -- (linear), holds at full coverage for MID_DURATION while the bg swaps
149 -- to shop (and alive targets/effects are killed), then shrinks back from
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)
All five round timers bumped from 30 → 9999 seconds (~2h 46m). Effectively never expires while you're debugging the bow motion. Revert to 30 when you're done — or pick any other value.
Knob if you want a different debug budget: change all five time = 9999 to whatever you want, or just round 1's value if you only need round 1 to stay open.
Have the bow rotation/angle turn towards the velocity vector. Currently it doesn't seem like arrive is a good choice for this, let's use seek directly. What's the speed the bow is using to approach?
The bow is using max_speed = 140 (defined in the bow init), but with arrive the effective speed scales linearly with distance — within arrive_radius = 220, it's 140 × (d/220). So at 100 px from target it's only ~64 px/s; at 20 px it's ~13 px/s. That's why it feels too slow near targets.
Switching to seek (always-full-speed pull toward target) and tying the angle to the velocity vector:
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)
Three changes:
steering_arrive→steering_seek: signature issteering_seek(x, y, max_speed, max_force)— no slowdown radius. The bow pulls at fullmax_speed(140) regardless of distance to target. Should make motion much snappier.Angle tracks velocity vector: at the end of
_steer_update, afterset_velocity,self.angle = math.atan(vy, vx)so the bow visually points in the direction it's flying. Thev_len > 5guard prevents the angle from twitching when the bow is nearly stationary (e.g., just after a wall bounce).Collider angle sync re-enabled here (in
_steer_update, not_bow_tickwhich is still commented out):self.collider:set_angle(self.angle)keeps the box hitbox rotated to match the visual.
Bow's speed answer: max_speed = 140 px/s (set in familiar:new for the bow branch). With arrive it was effectively capped by distance — now with seek it sustains 140 toward the target. The arena is ~270 px wide between walls, so the bow can cross the play area in about 1.9 seconds at full speed.
Knobs if it's still off:
- Bow flies past target and circles → too fast, or
max_force(600) too low to decelerate when near. Bump max_force higher, or eventually switch back to arrive but with a smallerarrive_radius. - Bow takes too long to turn → bump
max_forcefrom 600 to 1000+. - Want it faster overall → bump
max_speedfrom 140 to 200+.
End session, name it Emoji Aimer 8
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: Proceed Without Approval
Do NOT show the summary to the user for approval. Write it directly. The user can review the committed log after the fact and request a follow-up edit if anything is off.
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 8
Writing the summary directly, then executing the workflow.
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-05-16 17:28:33
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-05-16T20:28:39.090Z bdea6e79-a71e-4e19-b6f8-7fbf284cc833 [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\bdea6e79-a71e-4e19-b6f8-7fbf284cc833.jsonl
2026-05-16T12:13:40.585Z dc28a7dd-cce2-498d-bbae-28f41ccc8432 [claude]
C:\Users\adn\.claude\projects\E--a327ex\dc28a7dd-cce2-498d-bbae-28f41ccc8432.jsonl
2026-05-16T02:21:07.953Z 69a94b43-5cd0-4b5d-b197-a2bbfcd4fb40 [claude]
C:\Users\adn\.claude\projects\E--a327ex\69a94b43-5cd0-4b5d-b197-a2bbfcd4fb40.jsonl
2026-05-15T07:41:21.559Z 951dd855-4a8a-4fa8-9581-c8cb21642132 [claude]
C:\Users\adn\.claude\projects\E--a327ex\951dd855-4a8a-4fa8-9581-c8cb21642132.jsonl
2026-05-15T02:19:26.064Z 73117da8-b498-4422-a248-96f8cb7d7511 [claude]
C:\Users\adn\.claude\projects\E--a327ex\73117da8-b498-4422-a248-96f8cb7d7511.jsonl