Horse Game 10
Summary
Built the entire KEYWORD GLOSSARY / CARD UI layer for KNIGHT VS. PAWNS ahead of implementing any of the 69 new items, so every card added from here is legible by construction. Started as "pick 10 easy items", pivoted immediately when the owner chose to do the keyword UI first. Ended with a recursive hover-card system, archetype tags, and a four-language stress test (en/pt/ja/ru) that found three real bugs.
Session opening — the 10-item shortlist (proposed, then deferred):
- Graded the 69-item catalog by how much new machinery each item needs, not card length: ~22 Tier 1 (a stat fold or one hook at an existing site), ~35 Tier 2 (needs a small primitive first — Still-tracking, Flee, Overkill, painted squares), ~12 Tier 3 (new entity/movement rules — Cyclone's wrap touches aim + route + threat-ladder at once).
- Proposed batch: ⚔️ Sword, 🔨 Hammer, 🦷 Tooth, 😤 Steam, 🧊 Ice Cube, 🥋 Gi (the damage family) + 🪖 Helmet, 🧹 Broom, 🕸️ Web, 🐢 Turtle (one-hook items).
- Key finding: six of them are blocked by the same thing —
stats.damageis read RAW at 20 sites in main.lua, so a conditional-damage item has nowhere to live. Adamage_vs(pawn, ctx)funnel unlocks ~25 catalog items, not just those six. - Two more shared primitives identified: a chip-or-kill helper (
if pawn_hp(p) > stats.damage then chip else remove + resolve_hitis copy-pasted 7 times, and is exactly where the Claim Rule gets violated by hand) and target scanners (nolowest_pawn()exists; every item re-scanspawnsinline, and the catalog says "the lowest pawn" 9 times). - Owner redirected: "Let's do UI keywords first, actually." Items deferred to next session.
The keyword glossary — glossary.lua (new file):
- 26 keyword entries (later 28) mirrored from
items_catalog.md§Keywords, which stays canonical — edits flow catalog → code, never the reverse. - Detection is EXPLICIT SURFACE FORMS, never stemming: each entry lists the words that trigger it, so card strings stay byte-identical to the catalog (no
{markup}to maintain in two places) and a false positive is impossible by construction. - ⭐ The case convention does real work: catalog rule 10 ("mechanics Capitalized, nouns lowercase") became the matcher — mechanics match case-SENSITIVELY, nouns don't. That's what stops the adverb in "It can still be captured" from triggering the Still keyword while "While Still" hits.
- Aliases are forms, not entries: "Summon" → ally, "exchange" → Strike.
- Verified offline against all 30 live items before any UI existed.
The KVP4 text pass (live 30 adopt the catalog's canonical strings):
- Fixed two cards that had been LYING since ship: Comet said "every 4 beats" against
COMET_BEATS = 8; Cloud said 6 againstCLOUD_BEATS = 5. The code was right both times. - Also: strike→hit, "Become"→"Transform into", "friendly pawn"→"ally pawn", the keyword collapses (Link's full Chain definition → "+1 Chain."), and the stale Seedling comment (said 3x, pays 5x).
- Zero gameplay change, no grng touched, no fixture regen needed.
First UI attempt — Slay the Spire stacked boxes (built, then replaced):
- Owner initially chose: show ALL keywords including basic ones (pawn/capture/beat/damage/march/escape), see it in practice, trim later.
- Measured the consequence rather than predicting it: a keyword box is
28 + 12*linespx on a 480×270 screen, andpawnappears in 18 of 30 cards,capturein 15,beatin 11. Pony's stack = ~476px = 1.8 screens. Built column-flow packing to make it visible. - Owner then redirected to 062026's ability-card shape (hover a word → its card), which dissolved the geometry problem entirely — only one definition on screen at a time. Column flow deleted.
The card chain — 062026's shape, ported (draw_item_tooltip):
- Hover an item → its card; hover a colored word in it → that word's card; RECURSIVELY, cascading as deep as the screen fits.
- ⚠ Definition cards are STICKY, not hover-lifetime: the instant the cursor leaves a word heading for its card, the word stops being hovered, so a hover-lifetime card dies before you arrive.
- ⭐ THE SAFE TRIANGLE (
gloss_in_bridge) is what makes the chain usable at all — the wedge from the anchor word out to its card's silhouette (computed from the two widest-angle corners, so it works whichever side the card landed on) counts as HOLDING that card. A grace timer alone was the first attempt and only converted "unreachable" into "a race you lose by reading slowly." GLOSS_GRACE(0.2s) is the second, smaller guard: growing instant, shrinking/closing wait it out, covering the 3px icon→card and 4px card→card gaps.
⭐ The rightmost-column bug — a Z-ORDER bug, not a timing one:
- Owner report: "hovering over to the card on an item that is not on the leftmost column doesn't work, it just goes to the next item."
- Root cause found by computing the actual geometry: the item card is drawn immediately left of its icon, on the top layer tier, and is WIDER than the strip — so it is drawn over the other icons (col 3's card spans 318–449, covering icons at 386/408/430), and those icons still answered the cursor from underneath an opaque panel.
- Fix:
gloss_icon_blocked— an icon under any open card ignores the cursor, plus a TRAVEL CORRIDOR (the owner icon's row band spanning across to the card) that catches short cards, which cover fewer icons than tall ones and were the source of the inconsistency. Icons in other rows stay live so vertical browsing still switches instantly. - ⛔
ITEM_CARD_DWELL(a 0.13s dwell timer, the previous fix) was DELETED — it papered over the cause and a slow sweep always beat it.
⭐ Free placement (gloss_place) — a search, not a formula:
- Candidates: beside the parent at 3 vertical alignments, above/below at 3 horizontal alignments, the 4 diagonal corners, then a coarse 12px screen sweep as fallback. Keep only those FULLY on screen and clashing with nothing placed; take the survivor nearest the anchor word.
gloss_snapslides each placed card as close to its anchor as it fits — without it, a card won from the sweep sits at an arbitrary grid offset (the "spacing between cards that shouldn't happen").- Depth became bounded by free space, not a constant —
GLOSS_MAX_CARDSdeleted. Verified 5 cards deep from Cloud with zero overlaps. - ⛔ Cards may NEVER overlap: paint.lua derives outlines per layer silhouette, so two white panels on one tier merge into a single blob with the header bands floating inside it.
Out-of-room handling — eviction built, then REJECTED by the owner:
- First approach: evict the oldest definition to make room. Owner: "Removing old definitions doesn't work, the chain needs to be visible."
- Replaced with two mechanisms: (1) narrower-on-retry —
GLOSS_WRAPS = {144, 124, 108, 96, 84}, widest that fits, since narrower means taller and height is usually the axis with room left; (2) THE HONESTY PASS — every keyword in the deepest card is probed against the finished layout, and if even ONE has no home, NONE of that card's words are highlighted. All-or-nothing per the owner: "If a single definition in a new card can't fit anywhere, then the whole card shouldn't be highlighted, signalling the end of the loop." - ⛔ Never render a keyword as a link that does nothing when pointed at.
⭐ The width bug (owner: "Calculation on lower width cards seems to be incorrect"):
- Root cause: the card was MEASURED TWICE with different assumptions. Placement used
min_w = wrap; the draw call never passedmin_w, soui_tooltipfell through to its own 130px floor. Measured the divergence: at wrap 108, placed 116 / drawn 130 (+14px overflow); at wrap 96, 108 vs 130 (+22); at wrap 84, 96 vs 130 (+36). - Invisible until a card actually shrank — which is why it appeared only after width-shrinking landed.
- Fix: every glossary card is sized once through
gloss_card_size, and that width is handed BACK toui_tooltipas an explicitw. Also decoupled the panel floor (GLOSS_MIN_W = 96) from the wrap, which had been padding full-width cards out to 144 whether their text needed it or not. - ⚠ My test harness used a fixed-width font where
content + padexceeded 144 for every card, so both code paths agreed by accident and the checks passed clean. Re-ran the invariants at 3/4/5 px-per-char after fixing.
Text rendering — the word walk, then double spacing, then colors:
- Owner: "we need to do double spacing with this font, spaces are almost invisible."
UI_TEXT_SPACE_MULT(2 → 1.5 after owner feedback), rounded to a whole pixel inui_space_wbecause a fractional gap walks positions off the pixel grid AND fractional values are a standing hazard (Lua 5.4's%dthrows on them, fatal from draw()). - The word-by-word body draw is what makes per-word color possible at all — a single
ui_content_textcall per line cannot color part of its string. - Colors: nouns light gray (
fg_dark, after mid-gray 128 went muddy against white-on-white-with-halo body text), mechanics yellow, tags blue. Underline built (dashed at rest, solid on hover) then REMOVED at owner's request — the color is the whole affordance. - ⭐ POSITION DECIDES MEANING (
gloss_scan_tokens): themarkstable was keyed by SPELLING, one slot per word — but Ranged Capture's own text reads "After a capture, … once per point of Ranged Capture", where the standalonecaptureis the noun and theCapturetwo words later is half the phrase. The table had to get one of them wrong. Rewrote to resolve per POSITION over the rendered token stream. Same pass now handles longest-match (phrases beat their parts), once-per-card (owner: repeats draw as plain prose), and self-inertness (the capture card's own "capture" must not reopen itself).
Archetype tags on item cards (25 tags):
[Bracketed]row under the header, each a hoverable link into the same chain. Item cards only.- ⚠ Tags live under
tag_-prefixed ids with NOforms, because seven archetype names COLLIDE with keyword names and are not the same concept — the Strike ARCHETYPE is the bounce-verb build, the Strike KEYWORD is the mechanic. Same for Damage/Tank/Combo/Beat/Transformation. - ⭐ Owner on wording: "Payoffs is too directional and not neutral enough… in the future they might be negative, neutral or just different effects regarding those ideas." Rewrote every definition to "Items built around X" — a tag names a DOMAIN, never a direction.
- Registry changes: Trigger-craft → Trigger (the old meta "Trigger" entry retired as a category name), new Item archetype for drop-focused items (applied to Dynamite and Hourglass).
⭐⭐ Four languages (en/pt/ja/ru) on the L key — built as a stress test:
- Verified LanaPixel coverage first by parsing the TTF cmap: 22,456 codepoints, full Latin accents / Cyrillic / hiragana / katakana / kanji / Greek.
- Russian chosen as the third script (LTR so no bidi work; Hebrew/Arabic ruled out on that basis, not proficiency). Owner told pt is verifiable by him, ru is a rendering fixture only.
- ⚠⚠ JAPANESE HAS NO SPACES and every text path was word-based — a Japanese sentence split on
%S+is ONE token: no wrap, no links, a line off the card. Rewrote the text layer to walk SEGMENTS: a word in Latin/Cyrillic, one character in CJK, each carrying the gap before it so a run rejoins into its exact source string. - Keyword matching became longest-RUN-first, one algorithm for both scripts: it makes "ranged capture" beat its
captureAND 遠隔捕獲 beat its 捕獲, 一番下のポーン beat its ポーン. - Minimal kinsoku (no line begins with 。、」)ー); verified 0 violations across the 30 Japanese cards.
- ⚠ The case convention does NOT survive translation (Japanese has no case), so translated forms match case-insensitively and each language's mechanic terms were chosen as words that can't appear as ordinary prose (ja 凍結/静止/逃走, ru Заминка/Покой, pt Congelado/Atordoamento).
- Each overlay fixes a CONTROLLED VOCABULARY table first, documented at the top of the file, and translates every string through it. Chess vocabulary used where it exists: pt casa/cavalo, ru взятие/конь.
Three bugs the translation test found:
- DOUBLE-APPLIED WORD GAPS — converting the body draw to segments, the loop tail still ran
wx = wx + ww + gap, counting every gap twice. Was corrupting ENGLISH layout too; earlier harnesses only checked card-vs-card overlap, not text-vs-panel. - KEYWORD RUNS SWALLOWING CJK PUNCTUATION —
gloss_cleanstrips punctuation off a joined run (right for Latin, where the comma rides on the word; wrong for CJK, where it's its own segment), so 「。凍結」 cleaned to 「凍結」, matched, and lit the full stop. Fixed by flagging punctuation at segmentation time and refusing runs that begin or end on one. - LINE PITCH TUNED TO LATIN — owner asked "Is the vertical spacing here normal for Japanese text or is it too tight?" Measured the font: Latin glyphs carry 5–7px of ink in an 11px em box (H 7.0, x 5.0) but kanji/kana carry 9–10px and fill the box with no variation. The 12px pitch leaving Latin 5–7px of air leaves kanji 3px and katakana 2px — ~1.09 em, against a Japanese convention of 1.5–1.75 em and the font's own hhea metrics asking 1.27. Added
UI_TOOLTIP_LINE_H_CJK = 15(1.36 em), chosen per CARD not per line.
Emoji names vs item names (owner question):
- Owner asked whether emoji have language-specific names that should be used. Answer: yes, Unicode CLDR ships per-locale annotations (the
:joy:shortcode style is GitHub/Slack-only and English-only) — but KVP item names are NOT emoji names, and the English catalog already proves it: ⚡ high voltage is "Lightning", 🚧 construction is "Barricade", 🧨 firecracker is "Dynamite", 💥 collision is "Boom". - Fetched the real CLDR source to check rather than recall: pt-BR for 💥 really is "colisão". Adopting CLDR names would have pulled every localization AWAY from the design.
- Where an item IS just its object, the short local word is used, not CLDR's descriptive form: Trevo (not "trevo de quatro folhas"), クローバー (not 四つ葉のクローバー), Клевер.
- ⭐ Owner: "something like Boom makes sense in Portuguese, so it doesn't need to be translated." Applied: pt Explosão → Boom, ru Взрыв → Бум, and the Japanese equivalent (katakana loan vs native word) → ja 子馬 → ポニー. Later pt Elo → Link ("we say link for website links").
Files: glossary.lua, lang_pt.lua, lang_ja.lua, lang_ru.lua (new); emoji/ui/primitives.lua (segmentation, tag rows, per-card line pitch, body word walk); items.lua (canonical texts + 30 items tagged); main.lua (z-order-aware icon hover, close grace, L binding); items_catalog.md + endgame_design.md (the rules, the ⛔ don't-retry list, the registry changes).
Next session: the first 10 items, starting with the damage_vs(pawn, ctx) funnel. Deferred here on context.
Let's continue on Horse Game. Last session we defined 70+ items to be implemented, this session we'll start on them. We'll go one by one, starting with the easiest ones. Just pick 10 so we know what we'll work on roughly for a while.
Opus 5 xhigh
[Think]
I'm orienting myself on the project — "Horse Game" refers to Knight vs Pawns, a chess variant I worked on with a 1-week trial starting July 26, 2026. I need to review the memory files and check what was shipped, particularly the items plan and banner.
Read ([memory: sealed target])
[sealed content withheld: memory]
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_single_game_focus.md)
[Think]
I'm going to check the item catalog and review the endgame_design.md task list.
Bash (ls -la /e/a327ex/ABAgames/knightvspawns/ && wc -l /e/a327ex/ABAgames/knightvspaw...)
total 119349
drwxr-xr-x 1 adn 197121 0 Jul 29 01:00 ./
drwxr-xr-x 1 adn 197121 0 Jul 27 20:51 ../
drwxr-xr-x 1 adn 197121 0 Jul 29 01:05 .git/
-rw-r--r-- 1 adn 197121 55 Jul 24 00:17 .gitignore
drwxr-xr-x 1 adn 197121 0 Jul 18 23:20 anchor/
-rwxr-xr-x 1 adn 197121 5031936 Jul 24 00:11 anchor.exe*
-rw-r--r-- 1 adn 197121 6886 Jul 22 23:09 annotate.lua
drwxr-xr-x 1 adn 197121 0 Jul 24 23:40 assets/
drwxr-xr-x 1 adn 197121 0 Jul 23 11:35 audit/
-rwxr-xr-x 1 adn 197121 65762816 Jul 18 11:25 avcodec-61.dll*
-rwxr-xr-x 1 adn 197121 24924160 Jul 18 11:25 avfilter-10.dll*
-rwxr-xr-x 1 adn 197121 21524480 Jul 18 11:25 avformat-61.dll*
-rwxr-xr-x 1 adn 197121 2836992 Jul 18 11:25 avutil-59.dll*
-rw-r--r-- 1 adn 197121 93 Jul 22 13:17 cuts.txt
-rw-r--r-- 1 adn 197121 1733 Jul 22 13:59 cuts_auto.txt
-rw-r--r-- 1 adn 197121 63 Jul 22 23:18 cuts_intro.txt
-rw-r--r-- 1 adn 197121 359 Jul 22 22:47 cuts_new.txt
drwxr-xr-x 1 adn 197121 0 Jul 24 00:20 dist/
-rw-r--r-- 1 adn 197121 20237 Jul 23 08:56 edit.lua
drwxr-xr-x 1 adn 197121 0 Jul 23 08:40 emoji/
-rw-r--r-- 1 adn 197121 34774 Jul 29 01:00 endgame_design.md
-rw-r--r-- 1 adn 197121 12723 Jul 24 21:56 infrastructure.md
-rw-r--r-- 1 adn 197121 26842 Jul 27 22:41 items.lua
-rw-r--r-- 1 adn 197121 25166 Jul 29 00:53 items_catalog.md
-rw-r--r-- 1 adn 197121 41430 Jul 24 00:54 items_plan.md
-rw-r--r-- 1 adn 197121 338590 Jul 28 20:57 main.lua
-rw-r--r-- 1 adn 197121 967 Jul 23 09:46 project.edl
-rw-r--r-- 1 adn 197121 6101 Jul 22 13:51 render.lua
-rwxr-xr-x 1 adn 197121 1459 Jul 22 13:59 render_cuts.sh*
... [15 more lines]
Read (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
1 # Items Catalog — worded, keyworded, tagged
2
3 The canonical record of the 100+ item catalog: every generated item's final card
4 text (Artifact register), the keyword system, and the wording rules that govern
5 both. Written 2026-07-29 against `SNKRX-update/reference/artifact_wording_style.md`
6 (the thorough wording profile — read it before writing ANY new card text) and the
7 `[GLOS]` conventions in `artifact/reference/artifact-rules.md`. The archetype
8 registry lives in `endgame_design.md` §Archetypes; this file is the item layer
9 on top of it.
10
11 **Scope:** ALL 104 items worded here — the 30 live, batch 1's five, and the 69
12 generated 2026-07-28/29. For the live 30 these are the NEW canonical texts;
13 the code (`items.lua`) keeps its shipped strings until the KVP4 text pass,
14 which copies this file's versions in (numbers below match the CODE, not the
15 old card text — Comet 8, Cloud 5).
16
17 ---
18
19 ## How a KVP card is worded (the local application of the Artifact profile)
20
21 1. **Verb-first imperative for effects.** "Summon a dog below the board." Never
22 "This item summons…".
23 2. **Triggered effects: trigger first.** `When [condition], [effect].` /
24 `Every Nth capture, [effect].` / `Every N beats, [effect].`
25 3. **Static effects: flat declaratives.** "Frozen pawns take double damage."
26 4. **Stat grants:** `+N [stat].` ("+1 damage." "+1 Chain.")
27 5. **Scope always named.** Where: "the 8 surrounding squares", "a knight's move
28 away", "in rows 4 to 6", "an edge column". When: "on the next beat", "for 2
29 beats", "this beat".
30 6. **Exact numbers, self-referential values.** "your damage", "the stored
... [324 more lines]
[Think]
I need to examine the items.lua file to get a clearer picture of how items work in this system, which will help me determine what changes would actually be simplest to implement.
Read (E:\a327ex\ABAgames\knightvspawns\items.lua)
1 --[[
2 items.lua — the passive-item system for KNIGHT VS. PAWNS.
3
4 require('items') from main.lua AFTER require('emoji'). This file owns the
5 item catalog, the folded stat block, the owned-item list, and the event
6 dispatcher; the resolution sites (commit_move / march_pawns / spawn_pawn_at)
7 in main.lua call into it. Item-owned entities (cloud, summons, board
8 statuses) will live here too as batches land.
9
10 ── Determinism contract ────────────────────────────────────────────────────
11 Every gameplay roll uses `grng` (the seeded run RNG created in reset()), and
12 every roll happens INSIDE a recorded-event handler — commit_move,
13 march_pawns, or spawn_pawn_at — never on a free-running timer. Playback pumps
14 those exact functions in log order, so the grng call SEQUENCE is reproduced
15 by construction and every proc/drop/target re-derives from seed + log. VFX
16 keeps using the global RNG (nil rng arg) so particle spray can never desync
17 the sim.
18
19 ── No duplicates ───────────────────────────────────────────────────────────
20 A run holds at most one of each item; the drop roll picks from the weighted
21 pool minus owned ids (owned_set). All 31 owned → drops stop.
22
23 Catalog fills in per batch; this is the scaffold + shared helpers.
24 ]]
25
26 -- id -> def. A def is { id, emoji, name, desc, weight, unique?, stats?, on? }
27 -- stats : folded into `stats` on pickup (chain / auto_capture / luck / ...)
28 -- on : { event = function(instance, ...) } handlers for items_emit
29 ITEM_DEFS = {}
30 ITEM_ORDER = {} -- stable catalog order (registration order) for the drop pool
... [460 more lines]
[Think]
I'm diving into the item system architecture now—checking the endgame design document for task ordering and implementation notes, then searching main.lua for all the item emission events to understand what's available. I also need to account for the emoji asset pipeline since each item requires downloading a PNG file, which means looking at how the emoji loading works and the download-emoji skill.
Grep (items_emit()
ABAgames\knightvspawns\items.lua:89: items_emit('any_pickup')
ABAgames\knightvspawns\items.lua:151:function items_emit(event, ...)
ABAgames\knightvspawns\main.lua:2503: if items_enabled then items_emit('pawn_spawned', p) end -- on-spawn item rolls (Seedling golden; later Snail/Mushroom)
ABAgames\knightvspawns\main.lua:3210: items_emit('capture', p) -- Meat (heal every 25), Shield (recharge) — fires on any capture path
ABAgames\knightvspawns\main.lua:3695: if items_enabled then items_emit('march_beat') end
ABAgames\knightvspawns\main.lua:3938: if items_enabled then items_emit('march_beat') end -- Egg + future every-Nth-beat procs
ABAgames\knightvspawns\main.lua:4041: items_emit('item_pickup', p.gx, p.gy) -- Dynamite (direct pickup only; no cascade)
ABAgames\knightvspawns\main.lua:4090: items_emit('direct_capture', direct_pawn)
ABAgames\knightvspawns\main.lua:4096: if items_enabled and not no_ignite then items_emit('move_commit', from_gx, from_gy) end
ABAgames\knightvspawns\items_plan.md:39: `items_emit(event, ...)`. `commit_move` fires `direct_capture` (Boom/Magnet…)
Bash (ls /e/a327ex/ABAgames/knightvspawns/assets/ | head -80; echo "---"; ls /e/a327ex...)
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
a.png
alien.png
angel.png
b.png
backhand_index_pointing_up.png
ball_wall.ogg
blossom.png
boom.png
c.png
castle.png
chains.png
chess_pawn.png
chick.png
cloud.png
cloud_with_lightning.png
clown.png
coffee.png
... [52 more lines]
[Think]
Let me check the endgame_design.md file to review the archetype registry and implementation notes, then identify the 10 easiest items from the 69 to prioritize for this session.
I need to scan through main.lua to see what engine hooks already exist—things like stats.damage, pawn_chip, hits, stagger, frozen, flee, combo, overkill—so I can accurately gauge which items require minimal new machinery versus which ones need substantial new systems. Then I'll rank the 10 easiest by what's already available and flag what assets or UI components each one needs.
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -n "^function |^local function " ma...)
291
712:function coin_at(gx, gy)
732:function skull_at(gx, gy)
754:function ally_occupied(gx, gy)
850:function chunk_skulls(d)
2332:function hud_icon_button(id, bx, by, hit, isz, img, action, tip)
2432:function spawn_pawn()
2478:function spawn_skull_at(gx)
2492:function spawn_pawn_at(gx, hp)
2511:function hatch_ally()
2533:function ally_clash(p)
2545:function ally_escape(p)
2664:function spawn_cloud()
2701:function cloud_strike()
2797:function free_coin_cell()
2814:function spawn_coin(fx, fy)
2833:function collect_coin(c)
2845:function coin_blink_visible(c)
2852:function draw_coins()
2865:function draw_coin_shadows()
2875:function draw_skulls()
2879:function draw_skull_shadows()
2935:function spawn_wall()
3016:function spawn_pony()
3127:function spawn_item_at(gx, def)
3139:function try_drop_item()
3234:function resolve_hit(piece, delay)
3462:function freeze_drift(smin, smax)
3474:function spawn_ice_shatter(p)
3496:function freeze_pawns(beats, flavor)
... [38 more lines]
[Think]
I'm examining the core game mechanics—specifically how pawns are damaged, frozen, and staggered—and tracing through the pawn table structure and related functions like `pawn_chip`, `resolve_hit`, and `hazard_damage` to understand the state management.
Read (E:\a327ex\ABAgames\knightvspawns\main.lua)
3490 -- recorded handlers, no roll -> replay-safe.
3491 -- The two flavors also differ in TIMING, deliberately:
3492 -- 'time' lands INSTANTLY — the grey + markers hit the moment you collect the item.
3493 -- 'ice' takes a beat to set — the snowfall telegraphs it first, and the pawns only
3494 -- frost over when march_pawns actually holds them. Don't collapse that
3495 -- lead-in by stamping p.frozen here for ice.
3496 function freeze_pawns(beats, flavor)
3497 flavor = flavor or 'ice'
3498 march_freeze = math.max(march_freeze, beats)
3499 freeze_flavor = flavor
3500 if flavor == 'time' then
3501 for _, p in ipairs(pawns) do p.frozen = flavor end -- no delay: stops on pickup
3502 sfx(sounds.time_slow, volumes.time_slow)
3503 else
3504 sfx(sounds.freeze, volumes.freeze)
3505 freeze_drift(0.65, 1.0) -- bigger flakes as it forms, than the ones held during it
3506 end
3507 shake_trauma(main_camera.shake, 0.3, 0.15)
3508 end
3509
3510 -- ── mutual destruction — STANDARD PRACTICE for two units annihilating ────────
3511 -- Two units walking into each other on a beat and destroying each other is a
3512 -- RECURRING interaction (enemy+ally trade, enemy+coin, ally+skull, and
3513 -- whatever comes next). It has exactly one correct presentation, and getting
3514 -- it right by hand every time is how the ally+skull case shipped wrong — so
3515 -- every case routes through here instead:
3516 --
3517 -- CONVERGING — the other unit stepped into the contested cell THIS beat, so
3518 -- it is still mid-hop and is NOT drawn where its grid cell says it is.
3519 -- Both units hop onto that cell and clash in the middle, bursting just shy
... [90 more lines]
Read (E:\a327ex\ABAgames\knightvspawns\main.lua)
4600 function angel_burst(p)
4601 spawn_hit_effect(p.x, p.y, { s = 1.0 })
4602 for k = 1, 5 do
4603 spawn_emoji_particle(p.x, p.y, star_img, {
4604 velocity = random_float(60, 150), direction = random_angle(),
4605 duration = random_float(0.35, 0.6), scale = random_float(0.6, 1.0),
4606 flash_on_spawn = 0.4, angle_mode = 0,
4607 })
4608 end
4609 spawn_dying_piece(p.x, p.y, pawn_img, PAWN_PX, piece_tint(p))
4610 end
4611
4612 -- KVP4: the horse landed on a skull. Same life-loss economy as a leak (Shield
4613 -- eats it, Angel can still revive, death zooms here) but sited at the LANDING
4614 -- square, because that's where the player's mistake was.
4615 -- Shared: the horse hurt HIMSELF on a hazard he landed on (the skull). Same
4616 -- life economy as a leak — Shield eats it, the Angel can still revive, death
4617 -- zooms here — but sited at the landing square, because that's where the
4618 -- player's mistake was.
4619 function hazard_damage(hx, hy, img)
4620 if items_enabled and shield_absorb() then
4621 emoji_puff(hx, hy, img, 10, 120, 260, 0.25, 0.45) -- star-less: a hazard is never a reward
4622 return
4623 end
4624 local sx, sy = hx, hy
4625 hp = hp - 1
4626 spawn_emoji_text(sx, sy - 10, '1', { color = red })
4627 for k = 1, 12 do
4628 spawn_hit_particle(sx, sy, {
4629 velocity = random_float(120, 260), direction = random_angle(),
... [60 more lines]
[Think]
I need to check what primitives already exist for stagger, damage application, boom_splash, and strike mechanics, plus whether there's a flee system for enemies or if that's something I'd need to build from scratch. Let me search the codebase for these functions.
Bash (grep -n "stagger" main.lua | head -40 && echo "=== boom_splash ===" && grep -n "...)
2455: -- and the introductions are staggered — edges at D4, tanks and skulls at D6.
3304: -- applies NOW (sim); the show rides the same staggered zap rhythm, and
3316: -- staggered: each zap lands one AUTO_CAP_STEP after the last (and the first
3561:-- No stagger and no knight juice; the horse wasn't involved.
3578:-- stagger — fire is area denial, not a lockdown tool; the strike is the only
3768: -- staggered tank and an ordinary pawn read identically when the horse is
3770: if p.stagger and p.stagger > 0 then
3771: p.stagger = p.stagger - 1
4219: and p.gx == gx and p.gy + 1 == gy and not (p.stagger and p.stagger > 0) then
4299:-- tank buys you position as well as damage. Each hit refreshes the stagger.
4321: p.stagger = 1 -- skips its next beat (the bar is always drawn now)
=== boom_splash ===
3355:function boom_splash(gx, gy, icon)
3356- for dx = -1, 1 do
3357- for dy = -1, 1 do
3358- local nx, ny = gx + dx, gy + dy
3359- if in_bounds(nx, ny) then
3360- local pc = pawn_at(nx, ny)
3361- if pc and not pc.friendly then -- pawn OR item — the blast takes both (allies survive)
3362- if pawn_hp(pc) > stats.damage then
3363- pc.hp = pawn_hp(pc) - stats.damage -- the blast CHIPS a tank it can't kill
3364- pawn_chip(pc) -- immediate: the explosion is immediate
3365- else
3366- for j = #pawns, 1, -1 do if pawns[j] == pc then table.remove(pawns, j); break end end
3367- pc.cap_flavor = 'boom' -- capture bursts as explosion (pawns; ignored for items)
3368- resolve_hit(pc) -- capture pawn / pick up item (KNIGHT_HOP_DUR delay)
3369- end
3370- end
3371- end
3372- end
... [23 more lines]
[Think]
I'm noticing a pattern in boom_splash where pawns get damaged or destroyed, but there's no unified helper function for it. I should refactor this into a shared `hit_pawn(p, dmg, flavor)` function since implementing 70 items will need consistent pawn damage handling. Let me check the endgame_design.md file to see what's already planned and what order things should be implemented in.
Bash (grep -n "^#|^##|^###" endgame_design.md)
1:# KVP4 — working doc (implement-as-we-go)
9:## Task list (rough — work top to bottom, one at a time)
66:## Archetypes — the draft's color wheel (owner-settled 2026-07-28)
155:## Skulls (built 2026-07-24)
181:## Chunk director (built 2026-07-27) — the SNKRX 1-1-2 method, budget-based
239:## THE CLAIM RULE — standard practice for every current and future item
268:## The bounce study (2026-07-27) — what the launch replays said
349:## NEXT SESSION starts here
415:### Replay format note (for the KVP4 wire bump)
427:## Rejected on feel — do not re-propose
451:## The problem, reframed after the rejection
468:## Settled systems
470:### 1. Pawn HP, damage, the block
492:### 2. The bounce — the no-square state (the skill mechanic)
517:### 3. Pawn types
526:### 4. Procs deal damage (settled)
535:### 5. Water Gun (settled redesign)
540:### 6. The King — the run can be won
550:### 7. Items — 30 new, 60 total
556:### 8. Retune principles
564:### 9. Ship discipline (the KVP4 bump)
Read (E:\a327ex\ABAgames\knightvspawns\endgame_design.md)
1 # KVP4 — working doc (implement-as-we-go)
2
3 **Method (owner, 2026-07-24, supersedes the design-everything-then-decide
4 plan):** no big-bang. We implement ONE thing at a time, the owner plays it,
5 keep/kill/adjust, then move to the next. This file holds the rough task list
6 and the settled design of what's in. Anything rejected gets recorded below so
7 it is never re-proposed.
8
9 ## Task list (rough — work top to bottom, one at a time)
10
11 0. ~~**Skulls — the anti-mash hazard.**~~ ✅ BUILT (see §Skulls). Terrain that
12 marches down, harmless at the bottom, costs a life if you LAND on it. Fire
13 clears them (and burns the horse); an ally clashing with one trades itself.
14 F4 density panel + K to spawn. **Open: density tuning** — `SKULL_SHARE`
15 base 15% ramping to 45% by score 800 is a guess; find where verification
16 starts to bite in real play, and whether −1 HP is the right price.
17 1. ~~**Pawn HP + the block + the bounce**~~ ✅ BUILT 2026-07-27 (strike loop,
18 no-square lure, ping-pong, stagger, beat meter, grace windows both ways —
19 0.1s early / 0.2s late, flat). Still in feel-testing; T/Y spawn the test
20 pair, N stops the flood.
21 2. ~~Damage stat + HP pips~~ ✅ absorbed into task 1 (always-visible pips,
22 2px-division bar; stats.damage in fresh_stats; F4 DMG+ cycler). Damage
23 NUMBERS dropped for now: the digit glyphs are Twemoji KEYCAPS and the
24 recolor pipeline renders them as solid squares — needs different glyph art
25 if ever revisited.
26 3. Colored pawn types (HP / speed / behavior) + composition ramp.
27 4. ~~Procs deal damage~~ ✅ DONE 2026-07-27. Two rules by mechanical
28 necessity:
29 - **Relocating/consuming hunters are KILL-ONLY** (they must land on or
30 swallow their pick, and a survivor can't share the square): Chain and
... [40 more lines]
Read (E:\a327ex\ABAgames\knightvspawns\endgame_design.md)
239 ## THE CLAIM RULE — standard practice for every current and future item
240
241 No unit that is already fated to die (or already claimed by an effect) may be
242 targeted again — not by the horse, not by another item. Audited across the
243 full catalog 2026-07-27; three clauses keep it true as items get added:
244
245 1. **Kills resolve at DECISION time; only the show waits.** Every kill removes
246 the pawn from `pawns` immediately and defers nothing but VFX
247 (`resolve_hit`/`resolve_capture` with a delay; the corpse stays visible via
248 `captured_pending`). Dagger throws, Cloud bolts, Comet falls, Magnet pulls,
249 Chain hops, Lightning zaps — all already do this. Because every targeter
250 scans `pawns`, a doomed unit is INVISIBLE to effects by construction — no
251 claim flags, no bookkeeping. ⛔ When adding an item, NEVER schedule a kill
252 to happen later (an `on_land` that calls resolve on arrival): decide now,
253 show later, or two effects will spend themselves on the same pawn.
254 2. **Corpses block the HORSE (`doomed_at`).** Clause 1 makes doomed squares
255 read as EMPTY to the sim while a body still visibly stands there — so the
256 player could spend a move jumping onto a corpse. `doomed_at(gx, gy)`
257 (backed by `captured_pending`) excludes those squares from aim: knight
258 form can't land there (nope-bump), ray forms stop before them like any
259 body. Effects never need this check.
260 3. **Non-kill delayed effects CLAIM at decision time; future-decided effects
261 PREDICT.** Water Gun's lock applies at commit (the droplet is VFX), and its
262 targeting skips already-locked pawns (re-soaking wastes the proc). Cloud
263 charges for beats before firing, so it can't claim-by-removal — instead
264 `pawn_survives(p, charge_left)` refuses any mark that will have left the
265 board before the bolt drops. New items with flights or charge-ups follow
266 one of these two shapes: apply the state now, or predict at pick time.
267
268 ## The bounce study (2026-07-27) — what the launch replays said
... [10 more lines]
[Think]
I'm categorizing the 74 unimplemented items by how difficult they'd be to add given the existing systems—the stats fold already handles damage, chain, auto_capture, and luck, so new stats are straightforward to implement. I'm also reviewing the available events like pawn_spawned, capture, and move_commit, plus helper functions like chance_1_in and boom_splash to understand what machinery I can leverage.
The easiest tier consists of items that are just stat grants or one-line hooks into existing systems—Sword is the simplest case, just adding +1 damage as a stat, while Tooth requires making damage computation conditional on current health rather than a fixed value.
The real unlock is refactoring damage from a bare stat into a context-aware function that takes the target and situation into account—that single change would let me implement Hammer (damage vs tanks), Gi (double vs staggered), Glove (damage on strikes), and Drum (double on-beat) all cheaply by plugging into the same funnel.
The rest of tier 0 is mostly stat additions: Web adds a stagger bonus, Stopwatch makes the combo window configurable, and Abacus requires pulling item thresholds out of hardcoded comparisons scattered across handlers and centralizing them through a helper function—a medium-sized refactor but necessary to make capture counts flexible.
Ice Cube follows the same damage-funneling pattern as before, Helmet slots into the existing shield absorption system with a hazard hook, and Urn combines a beat counter with the shield pattern to block one escape death every 24 beats. New Moon's description got cut off, but these are all relatively straightforward implementations. Bowling Ball, Watermelon, and Axe need Overkill tracking (damage past the kill threshold), which ties into the damage funnel and capture system — medium complexity. Bow is a straightforward Dagger clone but targeting the highest pawn instead of lowest, so that's quick to implement. Boomerang requires a new projectile path that travels across the row, hits multiple targets, and returns — medium effort. Dog summons below the board and triggers a Flee action on the lowest pawn every 8 beats.
Flee is a new mechanic family (shared with Ghost, Jack-o'-Lantern, and Loudspeaker) where pieces move up instead of down — medium difficulty since ally pawns already march upward. Cat and Eagle are summon-type pieces, also medium. Broom destroys skulls in the 8 surrounding squares when your knight lands, which reuses the existing skull destruction logic in a loop around the landing tile — very straightforward. Basket catches drops that escape the board and grants their items, needing a hook into the escape sequence — fairly easy. Turtle slows drop movement to every other beat instead of every beat.
Unicorn extends Transform duration by 5 moves, which is just a stat adjustment — trivial. Horn and Slot Machine need the proc funnel refactor for trigger-craft. Cyclone wraps moves and touches the aim and reachable cells systems, so it's medium-high complexity due to interactions with routing and threat detection.
Tractor creates a trail with per-square state and expiry — medium difficulty, but fires already use this pattern with `fires[cell_key]` tracking beat expiry, so I can reuse that template directly.
The real insight here is that the optimal order isn't just "easiest items first" but "cheapest shared infrastructure first, then items that depend on it." Two key plumbing pieces unlock roughly 20 items each: the damage funnel (which handles Sword, Hammer, Gi, Glove, Tooth, Steam, Ice Cube) and whatever else clusters around shared mechanics.
Before I propose a batch, I need to verify a few things — how `stats.damage` gets read throughout main.lua, whether Still-tracking already exists, and whether drops are stored in `pawns`. Let me search the codebase.
Bash (grep -n "stats.damage" main.lua | head -40; echo "=== count ==="; grep -c "stat...)
1022: if p and pawn_hp(p) > (stats.damage or 1) then return false end
2592: if p and pawn_hp(p) > stats.damage then -- a tank shrugs the rock: chipped, not taken
2593: p.hp = pawn_hp(p) - stats.damage
2704: if pawn_hp(p) > stats.damage then
2707: p.hp = pawn_hp(p) - stats.damage
3265: if pc and not pc.friendly and pawn_hp(pc) <= stats.damage
3302: if pawn_hp(best) > stats.damage then
3306: best.hp = pawn_hp(best) - stats.damage
3330: if not p.friendly and pawn_hp(p) <= stats.damage
3362: if pawn_hp(pc) > stats.damage then
3363: pc.hp = pawn_hp(pc) - stats.damage -- the blast CHIPS a tank it can't kill
3859: if pawn_hp(p) > stats.damage then
3860: p.hp = pawn_hp(p) - stats.damage
3965: if blocker and pawn_hp(blocker) > stats.damage then
4274: if victim and pawn_hp(victim) > stats.damage then
4275: victim.hp = pawn_hp(victim) - stats.damage -- it holds: chip it and rebound
5100: if pawn_hp(best) > stats.damage then
5104: best.hp = pawn_hp(best) - stats.damage
6368: action = function() stats.damage = (stats.damage >= 4) and 1 or stats.damage + 1 end })
6373: ui_text({ x = x0, y = y0 + 60, text = ('dmg %.0f spawns %s'):format(stats.damage, spawns_on and 'on' or 'off'),
=== count ===
20
=== drops/items on board ===
707: if p.gx == gx and p.gy == gy and not p.friendly and not p.item then return p end
2571: if not p.friendly and not p.item then targets[#targets + 1] = p end
2686: if not p.friendly and not p.item and pawn_survives(p, charge_left)
2914: if p.gx == gx and not p.friendly and not p.item then
2959: if p.gx == wall.gx and p.gy == BOARD_SIZE - 1 and not p.friendly and not p.item then
3139:function try_drop_item()
3144: for _, p in ipairs(pawns) do if p.item then on_board[p.item.id] = true end end
... [13 more lines]
[Think]
So drops are items in the pawns list that have an item property, and there are about 20 damage stat sites to consider — the funnel refactor is necessary but limited in scope. Now I'm checking whether there's any tracking for committed actions since the last beat, and looking into combo constants with some quick searches.
Bash (grep -n "COMBO_WINDOW|combo_count|combo_timer" main.lua | head -20; echo "=== ...)
588:-- combo_count/combo_timer are DISPLAY ONLY and never feed back into the sim.
592:combo_count = 0
593:combo_timer = 0
2365: combo_count, combo_timer, combo_shake_t = 0, 0, 0
3200: combo_count = combo_count + 1
3202: combo_count = 1 -- streak starts here; the NEXT one doubles
3205: combo_timer = COFFEE_WINDOW -- display only
6109:-- lapses. While it's up, your next capture pays double. Purely a readout — combo_count
6110:-- and combo_timer never feed the sim (the doubling itself is decided from ms stamps).
6118: combo_shake_amp = math.min(0.6 + combo_count*0.3, 3.5)
6119: combo_shake_dur = math.min(0.07 + combo_count*0.02, 0.28)
6126: if combo_timer > 0 then
6127: combo_timer = combo_timer - sdt
6128: if combo_timer <= 0 then combo_timer, combo_count = 0, 0 end
6133: if combo_count <= 0 or game_state ~= 'playing' then return end
6134: local text = ('%.0f'):format(combo_count)
6151: local fill = bw*math.clamp(combo_timer/COFFEE_WINDOW, 0, 1)
=== FORM_MOVES ===
233:FORM_MOVES = 10 -- a transform lasts this many committed moves, then reverts to knight
4098: -- a transform lasts FORM_MOVES committed moves. A move that TRIGGERED a transform
=== still ===
[Think]
Combo is display-only and never feeds into the simulation—the doubling logic gets determined from millisecond timestamps. The tricky part is that if Combo were treated as a sim concept like Note, Dash, Tornado, or Stopwatch, the combo state would need to be simulation-legal, but right now the doubling decision happens inside resolve_capture based on timestamps from recorded events, which keeps it deterministic as long as those timestamps come from run_time.
The real question is whether run_time gets recorded during replays when events are pumped back through with their original timestamps—probably fine, so I won't dig deeper. There's no Still tracking yet, so the Guard family will need a new small primitive.
I have what I need. Let me pick ten items and frame this right: "easiest" means cheapest to build and safest, with no new subsystems or replay-format risk. I should also flag that two tiny plumbing refactors could turn about twenty items into one-liners, worth folding into the first batch. My coherent opening batch centers on the damage family, which all funnel through a damage_vs function—Sword is pure stat and works today, while Tooth, Steam, Hammer, Ice Cube, and Gi all need the funnel to handle dynamic or target-based damage modifiers.
Beyond that, I have plenty of one-hook candidates that don't need new state: Helmet reuses the shield_absorb and chance patterns, Broom hooks into landing to destroy adjacent skulls, Web adds a stagger line to strike_impact, Unicorn reads a stat for form moves, Bow clones the dagger throw with a max-count badge, Turtle reuses the slimy branch for every-other-beat marches, Urn combines shield and beat_max patterns for charged blocks, and New Moon uses parity plus the tray credit site. That's more than enough to choose from, so I'll recommend the six-item damage batch plus four of these one-liners to round out the first ten. The tradeoff is real though — doing all damage items means testing seven numeric passives that feel similar, which weakens the feel-testing phase. The owner asked for easiest first, so narrow-easy makes sense, but I should surface that concern about playtesting homogeneous mechanics at once.
A middle path could work: the damage funnel plus four damage items (Sword, Hammer, Tooth, Ice Cube) mixed with six visibly distinct items (Broom, Helmet, Web, Bow, Turtle, Urn) gives variety while staying all-easy. But there's a practical blocker — each item needs an emoji PNG asset and drop-pool weights assigned. Plus there's a decision about the keyword system: do we ship new items with the new keyworded texts that require the glossary UI, or stick with self-contained legacy-style text? That's worth asking the owner about.
Adding these items also invalidates existing replay fixtures since the drop pool changes — that's a known discipline issue, but we'd regenerate all fixtures at the end of the batch rather than per item. And with 40 items in the owned-pool, the drop variety shifts balance significantly; adding 10 items dilutes the existing 30, which is a balance consideration worth flagging.
Now I'm checking whether the emoji assets I need for these picks already exist in the system.
Bash (ls assets/*.png | sed 's#assets/##;s#.png##' | tr '\n' ' ')
0 1 2 3 4 5 6 7 8 9 a alien angel b backhand_index_pointing_up blossom boom c castle chains chess_pawn chick cloud cloud_with_lightning clown coffee coin comet construction counterclockwise_arrows_button crown d dagger dash dizzy droplet e egg f fire firecracker four_leaf_clover g growing_heart gun h heart high_voltage hit1 hole horse horse_face hot_pepper hotdog hourglass i j k l link m magnet meat melon minus mushroom muted_speaker n no_mouth no_mouth_hit o p pause_button plus q r red_heart s seedling sheaf shield skull slight_smile snail snowflake speaker_high_volume star t tulip u v w x x_mark y z
[Think]
I'm checking which emoji assets already exist—melon and mushroom are already there, though I'm not sure if mushroom is being used elsewhere. For the new items, I'll need to download emoji files since there's no sword, hammer, or similar assets available. I'm about to outline my approach for the user: explain how I determined what counts as "easy," present the options without pushing a particular choice, and batch related questions together before writing any code.
I should also verify the damage funnel refactor more carefully—I'm seeing the pattern repeated across roughly 20 sites where damage is applied directly to pawn HP, and there's a duplicated "chip or kill" block appearing around 7 times that could be consolidated into a shared function. This is a key plumbing win worth flagging. I'm counting how many of the 74 items in the catalog would benefit from this refactor to make the case concrete.
One more thing to check—I want to confirm whether Bow is truly a Dagger clone by looking at how the target selector works, so I can be accurate when I write this up.
Bash (grep -n "function dagger_throw" -A 25 main.lua | head -35; echo "=== lowest-pawn...)
5090:function dagger_throw(on_arrive)
5091- local best
5092- for _, p in ipairs(pawns) do
5093- if not p.friendly and (not best or p.gy > best.gy or (p.gy == best.gy and p.gx < best.gx)) then best = p end
5094- end
5095- if not best then return false end
5096- -- flight geometry sealed at commit so cap_t matches the blade's arrival
5097- local lx, ly = cell_center(knight.gx, knight.gy) -- launch = the committed landing cell
5098- local tx, ty = cell_center(best.gx, best.gy)
5099- local dur = math.clamp(math.distance(lx, ly, tx, ty)/DAGGER_SPEED, DAGGER_DUR_MIN, DAGGER_DUR_MAX)
5100- if pawn_hp(best) > stats.damage then
5101- -- a STRIKER: the blade chips a tank it can't kill. Damage NOW (sim); the
5102- -- chip show plays when the blade arrives, guarded — something else may
5103- -- have finished the tank while the blade was in the air.
5104- best.hp = pawn_hp(best) - stats.damage
5105- local tank = best
5106- timer_after(game_timer, KNIGHT_HOP_DUR + dur, function()
5107- if pawn_alive(tank) then pawn_chip(tank) end
5108- item_pulse_id('dagger')
5109- end)
5110- else
5111- for j = #pawns, 1, -1 do if pawns[j] == best then table.remove(pawns, j); break end end
5112- best.cap_flavor = 'dagger' -- capture_vfx: the dagger strike sound + a metallic burst
5113- best.pulse_id = 'dagger' -- pop the Dagger HUD icon when it lands
5114- resolve_hit(best, KNIGHT_HOP_DUR + dur) -- score/tray now; the burst waits for the blade
5115- end
=== lowest-pawn helper ===
[Think]
The `dagger_throw` function bakes in the lowest-pawn scan, projectile flight, and chip/kill duplication all inline, and the bow uses the same structure with just a different comparator and sprite/sound. If I extract this into a generalized `throw_projectile` function that takes the image, target function, and other parameters, I can get the bow working almost for free, and later weapons like boomerang, fishing pole, and cactus needles would be partially covered too. The problem is there's no `lowest_pawn` helper — it's rescanned inline everywhere it's needed.
Read the catalog, items.lua, and the hook sites in main.lua. Here's what I found and what I'd pick.
How I graded "easy"
Not by card length — by how much new machinery the item needs. Three tiers show up:
- Tier 1 — the item is a stat fold or a single hook at a site that already exists (
hazard_damage,strike_impact, the march loop). Hours, not sessions. - Tier 2 — needs a small new primitive first (Still-tracking, Flee, painted squares, Overkill), then the item is trivial. The primitive is the work; 4-5 items ride each one.
- Tier 3 — new entity or new movement rules (Cyclone's wrap touches aim + route + threat-ladder; Tractor, Tornado, Cactus).
The 69 are not evenly spread — roughly 22 are Tier 1, ~35 Tier 2, ~12 Tier 3.
The 10 I'd pick
Group A — the damage family (6). All of these are "+damage under condition X", and all of them are blocked by the same thing: stats.damage is read raw at 20 sites in main.lua, so a conditional damage item has nowhere to live. One small refactor — a damage_vs(pawn, ctx) funnel — turns all six into two-line defs.
- ⚔️ Sword — "+1 damage." Works today, zero plumbing.
stats = { damage = 1 }. - 🔨 Hammer — "+1 damage against tanks." (funnel, target-aware)
- 🦷 Tooth — "+1 damage while at 1 life."
- 😤 Steam — "+1 damage per missing life."
- 🧊 Ice Cube — "Frozen pawns take double damage."
- 🥋 Gi — "double damage vs Staggered pawns."
Group B — one-hook items, no new state (4).
- 🪖 Helmet — "Landing on a skull has a 1 in 2 chance to be Blocked." One branch in
hazard_damage, cloning theshield_absorbshape. - 🧹 Broom — "Landing destroys adjacent skulls."
skull_destroy()already exists and already handles the timing; this is a 3×3 loop at the landing hook. - 🕸️ Web — "Struck pawns are Staggered 1 more beat."
strike_impactsetsp.stagger = 1; make that1 + stats.stagger. - 🐢 Turtle — "Drops march every other beat." Drops are
pawnsentries withp.item; Snail'sslimybranch in the march loop is the exact mechanism, already written.
Near-misses I'd queue next: 🦄 Unicorn (FORM_MOVES → stat), 🏹 Bow (Dagger with a different comparator), ⚱️ Urn (beat-charged Block), 🌚 New Moon (square parity into the tray credit).
Three shared primitives I'd build alongside them
These are the reason this batch is cheap, and they pay out across the remaining 60:
damage_vs(p, ctx)— one funnel for the 20 raw reads. Unlocks ~25 catalog items (the whole Damage/Strike/Shatter/Overkill spine), not just these six.- A "chip or kill" helper. The block
if pawn_hp(p) > stats.damage then chip else remove + resolve_hitis copy-pasted 7 times (boom, dagger, cloud, comet, magnet, strike, hazard). Every new striker adds an eighth. It's also exactly where the Claim Rule can get violated by hand. - Target scanners. There's no
lowest_pawn()— every item re-scanspawnsinline with its own comparator. The catalog says "the lowest pawn" 9 times and "the highest pawn" twice.
Deferred but worth naming now: the proc-threshold funnel. Every count_max item hardcodes its number twice (in def.count_max and again as >= 4 inside its handler). 🧮 Abacus, 🕰️ Old Clock, 🎰 Slot Machine and 📯 Horn all require reading that threshold through a function. Cheap, but it touches every existing item, so it's better as its own pass than smuggled into this one.
Four things to flag before we start
- Keyword UI doesn't exist yet. These texts lean on the glossary ("tank", "Block", "Staggered", "drop"). Hammer reading "+1 damage against tanks" with no hover is undefined to a player. Not a blocker for building, but the batch isn't shippable until the tooltip pattern lands.
- Emoji assets. None of the ten have sprites in
assets/; each needs a Twemoji pull. Cheap, but it's ten downloads. - Fixture regen. Adding to the drop pool shifts the
grngstream — every verify fixture desyncs. Regen once at the end of the batch, not per item. - The honest risk with this batch: six of the ten are conditional damage numbers. They're the easiest to build and the hardest to feel. You may play the batch and be unable to tell Tooth from Steam from Gi in a live run. Group B was picked partly to counterweight that — Broom, Helmet and Web do visible things.
Where I'd like your call
Batch shape:
- (a) As listed — 6 damage + 4 visible. Cheapest total, some samey passives.
- (b) Swap two damage items out for 🏹 Bow + ⚱️ Urn, so the batch has more distinct silhouettes at a small extra cost. (my recommendation if you want to actually feel each one)
- (c) All-Tier-1 breadth — one item from each family so we learn what the expensive families cost early. Slowest, but no surprises later.
Delivery grain: one item at a time with a play-test between each, or the primitives + all ten in one go and you play the batch? Ten one-at-a-time cycles is a lot of round-trips for items this small; I'd lean toward primitives-first, then ten in a batch — but that cuts against the keep/kill-per-thing method that's been working.
And if none of those three shapes is what you want, say what you'd rather see.
Let's do UI keywords first, actually. You know how Slay the Spire does it, right? All keywords that exist when you hover over an item also show up as additional UI boxes describing the keyword, we should do it like that. You should also make sure to update the text on the existing 30 items, since the pass last session changed a bunch of them.
[Think]
The owner wants the keyword glossary UI built first in a StS-style with hover tooltips and additional descriptive boxes for each keyword, plus I need to update the 30 live items' descriptions to match the catalog's canonical texts. Before diving into code, I should write a design brief following the CLAUDE.md guidelines, so I'm starting by examining how the existing tooltip and hover system works in main.lua.
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -n "tooltip|tip\b|hover|.desc" m...)
621:aim_route = nil -- the multi-hop path a click on the hovered enemy would start
1100:-- aim at the reachable cell NEAREST the cursor (you hover the cell you want). Pass
1337:-- Same fingertip offset + base tilt as cursor:draw(), none of the juice.
1806: tip = { title = 'Get update news',
2021:-- hover comes from mouse_position (draw-safe), clicks from sb_dead_update
2089: local hover = mx >= rr.x and mx < rr.x + rr.w and my >= rr.y and my < rr.y + rr.h
2091: if mine or hover then
2105: tip = { title = 'Watch', desc = "Watch this run's replay." } })
2143: tip = { title = 'Save',
2154:-- emoji template button look (rounded fill, hover→white, centered label) and
2155:-- ui_tooltip for hover help. Each draw registers { id, rect } into ui_buttons
2165:-- font · radius · tip{ title, desc, header_color } (hover tooltip) ·
2168:-- Returns whether the cursor is hovering it (draw-safe: mouse_position()).
2179: local hovered = mx >= r.x and mx < r.x + r.w and my >= r.y and my < r.y + r.h
2181: or (hovered and white)
2200: if hovered and opts.tip then
2201: local tx, ty = ui_tooltip_position(r, opts.tip)
2202: ui_tooltip({ x = tx, y = ty, title = opts.tip.title, desc = opts.tip.desc,
2203: header_color = opts.tip.header_color })
2205: return hovered
2331:-- outline, no tile), clickable via ui_buttons, hover-scales + hover-tooltip.
2332:function hud_icon_button(id, bx, by, hit, isz, img, action, tip)
2341: if hov and tip then
2343: local tx, ty = ui_tooltip_position(el, tip)
2344: ui_tooltip({ x = tx, y = ty, title = tip.title, desc = tip.desc })
2864:-- hover, so the coin reads as an object floating over the square rather than a decal.
5741: for _, c in ipairs(coins) do -- coins hover in place; z drives the lift AND the shadow
6004: -- filled circle exactly under the hovering coin, where its shadow falls, and shows
6028:-- The path a click on the hovered enemy will walk: a dwindling trail of dots
6269:-- a tooltip with its name + effect. Drawn on the outlined ui_layer.
... [11 more lines]
[Think]
I'm looking at the tooltip functions and the draw_owned_items implementation to understand how they work together.
Bash (grep -n "function ui_tooltip|function ui_tooltip_position" main.lua)
(Bash completed with no output)
Bash (grep -rn "ui_tooltip_position\s=|ui_tooltip\s=|function ui_tooltip" main.lua...)
(Bash completed with no output)
Bash (grep -rn "ui_tooltip" --include=*.lua . | grep -v "main.lua" | head; echo "=== l...)
./emoji/ui/gallery.lua:185: local tx, ty = ui_tooltip_position(hovered_rect, topts)
./emoji/ui/gallery.lua:187: ui_tooltip(topts)
./emoji/ui/paint.lua:22: ui_tier('top') / ui_tier('base') switches the target; ui_tooltip brackets
./emoji/ui/primitives.lua:8: ui_item_icon · ui_tooltip.
./emoji/ui/primitives.lua:131:-- Position with ui_tooltip_position (below) rather than hand-clamping.
./emoji/ui/primitives.lua:141:function ui_tooltip_size(opts)
./emoji/ui/primitives.lua:157:function ui_tooltip(opts)
./emoji/ui/primitives.lua:161: local w, h, lines = ui_tooltip_size(opts)
./emoji/ui/primitives.lua:201:function ui_tooltip_position(el, opts)
./emoji/ui/primitives.lua:202: local tip_w, tip_h = ui_tooltip_size(opts)
=== ls anchor ===
animation.lua
array.lua
camera.lua
camera3.lua
class.lua
collider.lua
collider3.lua
color.lua
font.lua
helpers.lua
image.lua
init.lua
input.lua
joint.lua
layer.lua
layer3.lua
math.lua
math3.lua
memory.lua
... [7 more lines]
Read (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
115 cur, cur_w = word, word_w
116 else
117 cur = cur .. ' ' .. word
118 cur_w = cur_w + space_w + word_w
119 end
120 end
121 if cur then lines[#lines + 1] = cur end
122 return lines
123 end
124
125 -- ── tooltip — Aimer's shop tooltip, generalized ───────────────────────────
126 -- WHITE rounded panel (radius 6) + a COLORED HEADER BAND (rounded top,
127 -- squared bottom via the notch trick) carrying the title left and an
128 -- optional [icon value] chip right. Body = word-wrapped white lines
129 -- (line_h 12, wrap width 130, min content width 130). Drawn on the TOP
130 -- tier so its outline never merges with the chrome it floats over.
131 -- Position with ui_tooltip_position (below) rather than hand-clamping.
132 -- opts: x, y · title · desc (string, wrapped) | lines (pre-split array) ·
133 -- header_color (token, default yellow) · value (string, optional) ·
134 -- value_icon (image, optional, 9px) · w (force width) · spec?
135 UI_TOOLTIP_PAD = 6
136 UI_TOOLTIP_LINE_H = 12
137 UI_TOOLTIP_HEAD_H = 16
138 UI_TOOLTIP_MIN_W = 130
139 UI_TOOLTIP_WRAP_W = 130
140
141 function ui_tooltip_size(opts)
142 local pad = UI_TOOLTIP_PAD
143 local lines = opts.lines or (opts.desc and ui_wrap_text(opts.desc, UI_TOOLTIP_WRAP_W)) or {}
144 local w = opts.w
... [68 more lines]
[Think]
Looking at the item strip drawing function to understand how the hover rectangle and tooltip are implemented.
Read (E:\a327ex\ABAgames\knightvspawns\main.lua)
6262 layer_push(game_layer, p.x, p.y - PAWN_PX - 9 - p.z + bob, 0, s, s)
6263 layer_image(game_layer, snail_img, 0, 0)
6264 layer_pop(game_layer)
6265 end
6266
6267 -- Owned passive items: an emoji strip in the right margin (mirroring the left
6268 -- credit tray), below the restart icon and above the hearts. Hovering one shows
6269 -- a tooltip with its name + effect. Drawn on the outlined ui_layer.
6270 function draw_owned_items()
6271 if #owned_items == 0 then return end
6272 local ico, cols, pitch = 18, 4, 22
6273 local ox0 = gw - cols*pitch - 6
6274 local oy0 = GAME_HOSTED and 34 or 56 -- desktop: below the window-controls row (30 items still fit)
6275 local mx, my = mouse_position()
6276 local hov_def, hov_rect
6277 for k, it in ipairs(owned_items) do
6278 local cx = ox0 + ((k - 1) % cols)*pitch + ico/2
6279 local cy = oy0 + math.floor((k - 1)/cols)*pitch + ico/2
6280 local s = (ico/it.def.img.width)*(it.spring and it.spring.main.x or 1) -- spring pop
6281 local flash = (it.flash_t and it.flash_t > 0) and white() or nil -- brief flash
6282 local mult = it.dim and icon_dim() or nil -- greyed while spent (Shield discharged)
6283 layer_push(ui_layer, cx, cy, 0, s, s)
6284 layer_image(ui_layer, it.def.img, 0, 0, mult, flash)
6285 layer_pop(ui_layer)
6286 -- one-shot burst of the item's own emoji when it pulses (its effect fired)
6287 if it.burst and it.burst > 0 then
6288 it.burst = 0
6289 for b = 1, 5 do
6290 local dir = random_angle()
6291 spawn_emoji_particle(cx, cy, it.def.img, {
... [50 more lines]
[Think]
I'm tracing through where item descriptions appear in the UI—there's the tooltip system I found, but also the board drops and death/item pick screens. Let me search for other places where descriptions render to see if those also use tooltips on hover.
The owner wants keyword boxes stacked below the item tooltip, similar to Slay the Spire's design. So I need to scan the description text for keyword matches and render each one as a separate UI box. The catalog has 26 keywords plus aliases, and I need to handle inflections like "capture/captures/captured" or "Frozen/freeze" to properly detect them in the text.
For matching, the cleanest approach is to have each keyword definition explicitly list its surface forms rather than relying on stemming — that way I avoid false positives and keep it deterministic. I'll order the keyword boxes by their appearance in the text, and handle layout overflow by potentially stacking them in a column that can flip if needed, since most items reference 1-4 keywords but some could have more.
On the visual side, I'm reconsidering whether to underline keywords in the item text. StS highlights keywords in gold on the card itself, so I could color the keyword words yellow instead of adding dashed underlines — that's cheaper to implement than per-word underline positioning during text wrapping, though it still requires per-word positioning for the color. I'll propose this as an option to the owner. The keyword boxes themselves serve as the main affordance, so underlining might be redundant anyway.
Now I need to figure out where tooltips should appear: the owned-item strip already has hover tooltips, but I should check if board drops need them too, and whether the death screen item list should show them. I'll search the codebase to see what other places might need item tooltips. For the keyword definitions themselves, I'm thinking they should live in a separate `glossary.lua` file rather than cluttering items.lua, since there are about 26 entries of text and forms to manage.
For the text pass, I need to update the 30 live descriptions to match the catalog texts — mostly straightforward editing work. But I'm noticing a potential mismatch: the catalog says Comet has 8 beats, but the code references `beat_max = COMET_BEATS`, so I should verify those constant values in main.lua to make sure the descriptions actually match what the code does. Water Gun is getting reworked in task 5 anyway, so I'll use the catalog text for now. Also, the catalog references a "Ranged Capture" keyword that was renamed from something else, so I need to track that change.
I'm also wondering whether to update the internal stat name `auto_capture` for consistency or just change the display text and flag it as a note. I'll keep the internal ID unchanged but update what players see. Before finalizing, I should check if there are other places where item descriptions appear — like hover tooltips on the board or the "new item" popup — and verify the COMET_BEATS and CLOUD_BEATS values. I should also look at the SNKRX-update glossary pattern file as a reference for how to handle these kinds of updates.
Bash (grep -n "COMET_BEATS\s=|CLOUD_BEATS\s=|COFFEE_WINDOW\s=|COIN_DROP_1_IN\s=...)
203:CLOUD_BEATS = 5 -- beats between the storm's strikes
204:COMET_BEATS = 8 -- beats between comet marks (same def-level caveat as above)
589:COFFEE_WINDOW = 2.5 -- seconds since the last capture before the streak lapses
2791:COIN_DROP_1_IN = 12 -- chance per capture (Clover-scaled, like every "1 in N")
=== other desc surfaces ===
2202: ui_tooltip({ x = tx, y = ty, title = opts.tip.title, desc = opts.tip.desc,
2344: ui_tooltip({ x = tx, y = ty, title = tip.title, desc = tip.desc })
6276: local hov_def, hov_rect
6323: hov_def = it.def
6327: if hov_def then
6328: local tip = { title = hov_def.name, desc = hov_def.desc, header_color = green }
6330: ui_tooltip({ x = tx, y = ty, title = tip.title, desc = tip.desc,
Bash (cd /e/a327ex && grep -rn "glossary" SNKRX-update/.lua SNKRX-update/**/.lua 2>/...)
SNKRX-update/inventory.lua:72:-- it (see mark_terms in unit_card_v2 + glossary_popup_draw). Keys are lowercase to
SNKRX-update/inventory.lua:73:-- match the cleaned tag text. Grows with the game; can move to glossary.lua later.
SNKRX-update/inventory.lua:74:glossary = {
SNKRX-update/inventory.lua:435: -- Glossary terms: under any tag word with a glossary entry, draw a dashed
SNKRX-update/inventory.lua:445: if glossary[core] then
SNKRX-update/inventory.lua:522:-- Draw the definition popup for the glossary term under the cursor (set by
SNKRX-update/inventory.lua:526:local function glossary_popup_draw()
SNKRX-update/inventory.lua:529: local e = glossary[ht.term]
SNKRX-update/inventory.lua:937: glossary_popup_draw() -- the term definition popup, on top of the card
SNKRX-update/main.lua:548: ui_popup_render() -- floating popups (glossary defs) + their own shadow, on top
Read (E:\a327ex\SNKRX-update\inventory.lua)
60 -- whole part via graphics.push too).
61 inv_reserve_s = 0.8 -- reserve mini-unit scale (of inv_cell) — UNIFORM for Lv.1 and Lv.2.
62 -- (SNKRX draws Lv.2 reserve at full size + Lv.1 at 0.9; we use one
63 -- size for both per user call.)
64 inv_reserve_gap = 3 -- gap between the cell and parts / between parts
65 INV_ENTRANCE_STAGGER = 0.04 -- s between cell pops when the panel appears (the cascade)
66 INV_BUY_POP = 0.2 -- spring pull on the ACQUIRED unit when a copy lands; its reserve parts
67 -- inherit the same spring, so the unit's big + small pop together
68
69 -- Glossary: keyword -> { title, desc }. Any tag word (ability tags + the unit's
70 -- class/attack line) whose lowercased, depunctuated text is a key here renders
71 -- with a dashed underline and, on hover, pops a small ui_tooltip definition below
72 -- it (see mark_terms in unit_card_v2 + glossary_popup_draw). Keys are lowercase to
73 -- match the cleaned tag text. Grows with the game; can move to glossary.lua later.
74 glossary = {
75 ranger = { title = 'Ranger', desc = '3/6 — 8%/16% chance to release a barrage on attack to allied rangers.' },
76 projectile = { title = 'Projectile', desc = 'A projectile travels in a straight line. It is destroyed when it hits an enemy, hits a wall, or reaches its maximum range.' },
77 active = { title = 'Active', desc = 'An ability the unit uses on its own.' },
78 passive = { title = 'Passive', desc = 'An always-on effect; the unit never actively uses it.' },
79 pierce = { title = 'Pierce', desc = 'A projectile passes through this many enemies before it is destroyed.' },
80 ricochet = { title = 'Ricochet', desc = 'A projectile bounces off walls this many times before it is destroyed.' },
81 warrior = { title = 'Warrior', desc = '3/6 — +25/+50 defense to allied warriors.' },
82 mage = { title = 'Mage', desc = '3/6 — -15/-30 enemy defense.' },
83 rogue = { title = 'Rogue', desc = '3/6 — 15%/30% chance to crit to allied rogues, dealing 4x damage.' },
84 nuker = { title = 'Nuker', desc = '3/6 — +15%/+25% area damage and size to allied nukers.' },
85 area = { title = 'Area', desc = 'Affects every unit in a zone at once, whether an attack, buff, or debuff.' },
86 multiple = { title = 'Multiple', desc = 'Fires several projectiles at once.' },
87 homing = { title = 'Homing', desc = 'A projectile curves to follow the nearest enemy.' },
88 chain = { title = 'Chain', desc = 'Leaps between enemies, striking several in sequence.' },
89 }
... [20 more lines]
Read (E:\a327ex\SNKRX-update\inventory.lua)
420 end
421
422 -- ── Place + draw (same framing + settle guarantees as unit_card) ──
423 local r = { x = x, y = math.clamp(math.floor(cy - h/2 - pad), 4, height - h - 2*pad - 4),
424 w = math.ceil(w + 2*pad), h = math.ceil(h + 2*pad) }
425 local s = ui_juice_scale('unit_card')
426 if math.abs(s - 1)*math.max(r.w, r.h) < 1 then s = 1 end
427 local pvx = math.floor(r.x + r.w/2 + 0.5)
428 local pvy = math.floor(r.y + r.h/2 + 0.5)
429 layer_push(ui_layer, pvx, pvy, 0, s, s)
430 local dr = { x = r.x - pvx, y = r.y - pvy, w = r.w, h = r.h }
431 ui_panel({ rect = dr, radius = 4 })
432
433 local cx0, ly = dr.x + pad, dr.y + pad
434
435 -- Glossary terms: under any tag word with a glossary entry, draw a dashed
436 -- underline (solid when hovered), record its screen rect, and flag the hovered
437 -- one for the popup. lx/lyy are in the pushed card space; screen = pvx/pvy + local
438 -- (exact at rest s=1). Both the ability tag lines and the class/attack line route
439 -- through here. afont is the tag font for both.
440 local mx, my = mouse_position()
441 local function mark_terms(runs, lx, lyy)
442 local x = lx
443 for _, run in ipairs(runs) do
444 local core = run.text:gsub('^%s+', ''):gsub('%p+$', ''):lower()
445 if glossary[core] then
446 local ux = x + afont:text_width(run.text:match('^%s*') or '')
447 local uw = afont:text_width(core)
448 local sx, sy = pvx + ux, pvy + lyy
449 local hov = mx >= sx and mx <= sx + uw and my >= sy and my <= sy + afont.height
... [40 more lines]
[Think]
I'm organizing the design brief for the glossary system and the live-30 text pass. The glossary will live in its own file and get loaded before item registration, containing 26 entries plus 2 aliases with title, description, and word forms. For detection, I'm weighing two approaches—one explicit surface and another that's cut off, so I need to see what the second option is before deciding.
The real tension is around keyword frequency: "damage," "capture," and "beat" appear in nearly every card, so if I highlight all 26 keywords with boxes like Slay the Spire does, it becomes visual noise rather than useful emphasis. I'm considering a tiered approach where only a "core" set of keywords get highlighted, avoiding the problem where common terms drown out the rare ones that actually need emphasis. Looking at some example cards to validate the keyword box approach — Helmet and Shield each trigger 2 and 1 boxes respectively, while Hourglass pulls just 1. The pattern holds at 1-3 boxes per card, which feels right. Now I'm thinking through the layout: the tooltip positions to the right of the item icon, but since the strip sits at the top-right of the screen, it'll almost always flip left instead. The keyword boxes stack below the main tooltip with a small gap, left-aligned.
If the stack gets too tall and overflows the bottom, I should measure the total height first, then shift the entire group upward as a unit rather than repositioning individual boxes. For visual hierarchy, the keyword box headers need a different color token than the item tooltip's green header — maybe blue or charcoal — while keeping the same width so they read as a cohesive stack. The box title comes straight from the keyword name like "Frozen," and the description pulls from the existing glossary text in the catalog.
I'm checking the length of those descriptions — some are quite long, like the Strike definition which wraps to about eight lines at 130px width. That's a lot of vertical space on top of the item tooltip, especially on a small board game screen, so I might want to flag whether we should keep the full catalog text as canonical but allow an optional shorter UI version for the longest definitions.
For keywords in the body text, I'm weighing whether to mark them visually — either with color highlighting or a dashed underline — but that would require rendering the text word-by-word in the UI layer, which is real work. I'd lean toward color-only as a follow-up once the boxes are in place.
I'm also thinking about where hover tooltips should trigger — right now it's just the owned-item strip, but it'd be useful to add hovering over items on the board itself before you pick them up.
Now I need to copy the 30 catalog item descriptions into the code, but I'm noticing some mismatches between the text and the actual values — Comet says "every 4 beats" but the code has 8, Cloud says "every 6 beats" but it's actually 5, and Seedling's comment mentions 3x but pays 5x. I'll need to fix those inconsistencies.
I'm also renaming "Auto-capture" to "Ranged Capture" in the text while keeping the internal stat key unchanged to avoid touching a bunch of other files. Wall stays named Barricade with id 'wall', and I'm updating the friendly unit references from "friendly pawn" to "ally pawn" across Chick, Egg, and Pony. This text pass has zero gameplay impact, so it's safe to do.
I should also add a dev-only validation check at startup that verifies every keyword mentioned in item descriptions actually resolves to a definition, and warn if any are missing.
The glossary is purely UI-facing with no simulation impact, so there's no replay concern or fixture regeneration needed. For the hover detection, it's using `mouse_position()` which is draw-safe, so that works fine even though the function runs during the draw phase.
Building out the function structure now: I need a glossary table mapping ids to their metadata, a builder function that creates a lookup from lowercase surface forms to keyword ids (called once at startup), and a search function that takes a description and returns an ordered, deduplicated array of keyword ids found in it, handling both multi-word phrases like "Ranged Capture" and single words with punctuation stripped.
In main.lua, I'm replacing the single tooltip call in `draw_owned_items` with a new function that measures the item tooltip and each keyword box, stacks them vertically, positions the group to the right of the icon with proper clamping and flipping, then draws everything downward. I might also add a helper to build the tooltip styling options per keyword.
I should verify the tooltip renders on the top UI tier to avoid overlap — ui_tooltip already handles that, so stacking multiple tooltips works fine. The color tokens like `blue`, `green`, `yellow`, and `red` are available in KVP, so no issues there.
Good call — the keyword UI is the thing that makes 100 items readable, and building it before the item flood means every new card is born legible. Here's the brief.
Design brief — glossary keywords + the live-30 text pass
The problem the boxes solve
The catalog's texts are compressed because keywords carry the rules. "+1 Chain" is only meaningful if Chain is defined somewhere the player can reach. Without the boxes, the text pass would make the game less clear than it is today, since the shipped texts spell everything out inline.
Part 1 — the glossary data (glossary.lua, new file)
A new file required from main.lua before the catalog registers. One table, 26 entries + 2 aliases, texts copied verbatim from items_catalog.md §Keywords — that file stays canonical, this is its code mirror.
Each entry: { title, desc, forms, basic }.
forms— the explicit surface forms that trigger it:Strike→{'strike','strikes','struck'},Frozen→{'frozen','freeze','freezes'},ally→{'ally','allies','summon'}(that's the alias, folded in as a form rather than a separate entry). Explicit lists, not stemming — deterministic, no false positives, and adding a form is a one-word edit.basic— the suppression flag. See below.
Why explicit forms and not markup in the text. The alternative is authoring {tank} markers into every desc. I'd avoid it: items_catalog.md is the canonical record and I want the code strings to stay byte-identical to it so the two can never drift. Markup means every card exists in two different spellings.
The basic flag — the one real design call here
Six keywords appear in nearly every card: pawn, capture, beat, damage, march, escape. If they all pop boxes, hovering Magnet shows five panels and the feature becomes noise — the exact opposite of what StS gets, where keywords are rare enough that a box means "this is unusual."
So basic = true entries keep their definition (for a future help screen) but never draw a box. Everything else — Strike, Stagger, Frozen, Flee, Still, Combo, Overkill, Chain, Ranged Capture, Block, Transform, Luck, Flame, tank, skull, drop, ally, special, coin, adjacent — does.
Spot-checking the catalog against that split, typical cards land at 1–3 boxes: Ice Cube = 1 (Frozen), Helmet = 2 (skull, Block), Pony = 1 (ally). That's the StS feel.
Part 2 — detection
glossary_terms_for(desc) returns the keyword ids present, in order of appearance, deduped, basic ones dropped. It tokenizes the desc on non-letters, tries two-word phrases first (so "Ranged Capture" wins over "capture"), then single words.
Runs once per def and caches onto def._terms — descs are static, so hover costs nothing per frame.
Part 3 — the stacked boxes
draw_owned_items currently does: hit-test the icon → ui_tooltip_position → one ui_tooltip. That becomes a call to a new draw_item_tooltip(el, def):
- Measure the item tooltip via
ui_tooltip_size, and each keyword box the same way. - Sum into a group height (
tip_h + Σ(box_h + gap)). - Position the group — same logic as
ui_tooltip_position(right of the icon, flip left when it won't fit, clamp to screen) but measured against the whole stack, so a tall stack shifts up rather than running off the bottom. The strip lives top-right, so in practice these always flip left. - Draw the item tooltip, then each keyword box downward at the same x and width.
Same width as the item tooltip so the stack reads as one object; different header color so the hierarchy is obvious (item = green today, keywords = something cooler — grey or blue).
ui_tooltip already draws on ui_tier('top') and takes an explicit x/y, so this needs no changes to primitives.lua.
Part 4 — the live-30 text pass
Mechanical: copy the 30 canonical strings from the catalog into items.lua descs. It fixes drift that's live right now:
- Comet says "Every 4 beats" —
COMET_BEATS = 8. The card has been lying since the ship. - Cloud says "Every 6 beats" —
CLOUD_BEATS = 5. Same. - Seedling's code comment says 3× while it pays 5× (the text was right).
- "friendly pawn" → "ally pawn" across Egg/Chick/Pony; "Become" → "Transform into"; "strike" → "hit" where it wasn't the keyword.
Zero gameplay change, no grng touched, no fixture regen needed.
One naming question inside it: the card text becomes "Ranged Capture", but the internal stat key is auto_capture across ~10 sites. I'd leave the internal name alone — it's invisible to players and renaming it is pure risk for no gain.
What I'd defer
Hovering an item drop on the board (before you pick it up) currently shows nothing. Given the bounce study's finding that the item system is invisible to new players, that's probably the single highest-value place a tooltip could go — but it's a separate hit-test on a moving board piece, and I'd rather land the glossary first.
Decisions I need from you
1. Keyword marking in the body text. Do the keywords get visually flagged inside the item's own text?
- (a) Nothing — the boxes are the whole affordance. Cheapest, ships now. (my recommendation for this pass)
- (b) Color the keyword words (yellow) in the body.
- (c) Dashed underline, the SNKRX-update pattern.
(b) and (c) both need ui_tooltip to draw its body word-by-word instead of line-by-line — a real change to a shared primitive. Worth doing, but better as a follow-up once you've seen the boxes in place.
2. The long definitions. Strike's definition is ~8 lines at the current 130px wrap — a box taller than the item tooltip above it. Options: keep full text (rules-complete, visually heavy), or give the 3-4 monsters (Strike, skull, drop, ally) a shorter ui_desc while the catalog keeps the airtight version. I lean toward keeping full text first and trimming only what actually looks bad on screen.
3. The basic split. Is pawn/capture/beat/damage/march/escape the right "never boxed" set? Escape is the one I'm least sure about — "an escaped pawn costs you 1 life; drops and skulls cost none" is a genuine rule a player might not know.
4. Box header color — grey (recedes, clearly subordinate) or blue (matches the existing counter badges)?
I think it's important to be able to see what the basic words mean also, though... Let's do it first showing all relevant words, then if I decide that in practice it's too much we can figure out how to fix it. 1. c, 2. Full text, 3. As I said, show all for now. 4. Your choice.
[Think]
I'm settling on a few key design choices: using a dashed underline for body text to match the [REDACTED: NDA project name] style, showing full definitions without abbreviations, and including all keywords regardless of complexity level. For the header color, I'm leaning toward a grey or charcoal tone so the definition boxes feel subordinate to the main green item header, though I should verify what color tokens are available in the game's palette first.
Since I'm going with dashed underlines, I'll need to modify the tooltip UI to draw text word-by-word and calculate per-word positions for the dashes—that's a change to the shared primitives file. The underline serves as a visual marker that a term has a definition box below, so I don't need hover interactions or nested popups. I'm also wondering whether hovering an underlined term should highlight its matching box for extra polish, but that's probably scope creep for now. One more thing to figure out: should underlines appear in the keyword boxes' own text when they reference other keywords, or just in the main body? Now I'm checking the actual game resolution to see if a 4-box keyword stack will even fit vertically — if the game height is around 300px but the boxes could total 350px, I'll need a fallback layout that wraps into multiple columns instead of just stacking downward. Let me look up the game dimensions in the code.
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -n "engine_init|gw\s=|gh\s=|BOA...)
38:gw, gh = width, height
51:BOARD_SIZE = 8
52:SQUARE = 30
Read (E:\a327ex\ABAgames\knightvspawns\main.lua)
20
21 Rough build: 3 lives, free movement (click anytime), smooth spawn ramp, no
22 sound. Emoji-template visual style. Knight = horse-face, pawns = chess-pawn.
23
24 Input: mouse aim + left-click = move/capture. Every other action (restart,
25 new run, watch replay, back to scores, save) is an ON-SCREEN BUTTON
26 (kvp_button) — no key/right-click prompts. Text entry keeps enter=save
27 and esc=defocus as silent shortcuts.
28 ]]
29
30 require('anchor')({
31 width = 480,
32 height = 270,
33 title = 'KNIGHT VS. PAWNS',
34 scale = 3,
35 filter = 'rough',
36 })
37
38 gw, gh = width, height
39
40 require('emoji')
41 require('items') -- passive-item system (catalog + stats + event dispatcher)
42 require('verify') -- headless replay-determinism harness (inert unless --verify)
43 require('render') -- offline replay -> PNG capture for trailers (inert unless --render)
44 require('viewer') -- in-engine moment viewer / cut picker (inert unless --viewer)
45 require('edit') -- in-engine clip editor / timeline (inert unless --edit / F5)
46 require('annotate')-- headless per-mark event timeline (inert unless --annotate)
47
48 -- -----------------------------------------------------------------------------
49 -- constants
... [20 more lines]
[Think]
The viewport is only 480 × 270 pixels, which creates a severe space constraint. A tooltip wrapping at 130px takes up roughly a quarter of the screen width, and just the item content alone runs about 88px tall. Adding four keyword boxes stacked on top of that pushes the total to 250-350px, but the screen is only 270px tall—there's simply no room to display everything together.
I'm weighing the options: multi-column layout would require three columns at this width and still consume the entire board; shrinking fonts won't help since the text would just get taller; pausing during hover isn't feasible for a real-time game; or I could cap the keywords with an overflow indicator, or build a dedicated full-screen panel instead. This is a hard geometric problem that conflicts with showing all keywords at once, and I need to flag this constraint clearly while still moving forward with the current approach.
Let me surface the issue with concrete numbers and propose a multi-column layout that degrades gracefully, then build it with keyword boxes that wrap narrower so more fit horizontally. I'm calculating realistic worst-case heights: at 130px wrap width with LanaPixel 11, I get roughly 26 characters per line, which means longer keywords like "ally" balloon to 8 lines while shorter ones like "pawn" stay around 3 lines.
Totaling up the keyword boxes for a typical card, I'm seeing 352px of content plus gaps and the item tip itself — that's 452px on a 270px screen, nearly two full screens of scrolling. Even a modest card with just three keywords overshoots 270px, so essentially every card will overflow if I show all keyword boxes at once.
This isn't a fringe case — it's the baseline. I need to report these measurements, lay out concrete options for making "show all" actually fit (like multi-column layouts), recommend the most practical one, and ask which direction to take, since the choice fundamentally changes what I build.
My instructions say to reserve blocking questions for when proceeding under any assumption would be unsafe or pointless. Here, I can move forward with a sensible fallback — multi-column flow — and it won't be wasted work. Let me check the math: 452px of content split into 2 columns at ~140px each gives 280px total width, which fits on a 480px screen with room to spare. Multi-column actually works geometrically.
That's the move: build the multi-column layout. It's the assumption that makes "show all" viable, and it'll take up most of the screen — exactly what he needs to judge whether it's too much in practice, which is what he asked for. He wants to see it working before deciding. Multi-column makes that visible and honest.
So the plan: drop the basic keywords box, implement column flow where boxes stack downward and wrap to a new column when they'd exceed the screen bottom.
For the tooltip styling, I need per-word positioning to support dashed underlines. That means either modifying the shared `ui_tooltip` in primitives.lua or creating a project-local variant. Since the emoji folder has its own copy of primitives.lua, I should check whether that's vendored or project-specific before deciding where to make the change.
My approach: add an optional `terms` parameter to the tooltip options that specifies which words to underline. When present, the body renders word-by-word and applies dashes under matches, while keeping backward compatibility when the parameter is absent.
For the keyword box color, I'm leaning toward a grey or charcoal to keep them visually subordinate to the item's green highlight. I need to check what color tokens are available in the codebase first.
Actually, I'm realizing the overflow discovery is a design delta that warrants a brief follow-up — the 452px vs 270px difference is substantial enough that he might prefer a completely different presentation like a pinned panel or hover-pause behavior. Building the multi-column version could be premature if he wants to reconsider the approach entirely. I should post the delta with measurements and the multi-column decision, but since it's geometrically forced rather than a stylistic choice, I can proceed with implementation without blocking on approval.
Now let me check what colors I have available.
Bash (grep -n "^\s*(green|blue|yellow|red|white|black|grey|gray|orange|fg|b...)
emoji/palette.lua:19:white = color(255, 255, 255)
emoji/palette.lua:20:black = color(0, 0, 0)
emoji/palette.lua:21:gray = color(128, 128, 128)
emoji/palette.lua:23:fg = color(231, 232, 233) -- off-white foreground (#e7e8e9)
emoji/palette.lua:25:yellow = color(253, 205, 86)
emoji/palette.lua:27:orange = color(244, 146, 0)
emoji/palette.lua:28:blue = color(83, 175, 239)
emoji/palette.lua:29:green = color(122, 179, 87)
emoji/palette.lua:30:red = color(223, 37, 64)
emoji/palette.lua:73: black = black, bg_color = bg_color, gray = gray, fg_dark = fg_dark,
emoji/palette.lua:74: fg = fg, white = white,
emoji/palette.lua:75: red = red, orange = orange, yellow = yellow, star_yellow = star_yellow,
emoji/palette.lua:76: green = green, blue = blue, purple = purple, pink = pink,
emoji/palette.lua:107: black = 'bg_color', bg_color = 'gray', gray = 'fg_dark', fg_dark = 'fg',
emoji/palette.lua:108: fg = 'white', white = 'fg',
emoji/palette.lua:110: red = 'orange', orange = 'yellow', yellow = 'star_yellow',
=== color defs ===
[Think]
I'm settling on `gray` for the keyword box headers, then I need to examine the text wrapping utilities and see what drawing helpers are available—particularly looking at how `ui_fill_rect` works in tooltips—so I can implement the word-by-word underline effect.
Read (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
1 --[[
2 ui/primitives.lua — pure-draw UI elements (no interaction, no juice).
3 Contracts follow snkrx-template; the skin is the emoji language: rounded
4 token fills on the panel layer, white outlined text + natural-color emoji
5 icons on the content layer, borders from the pipeline's outline pass.
6
7 Elements: ui_panel · ui_text · ui_divider · ui_label (the HUD chip) ·
8 ui_item_icon · ui_tooltip.
9
10 Skin defaults (Emoji Aimer's): panel fill `fg` (cream) · hover WHITE ·
11 accent `green` · money/attention `yellow` · info badges `blue` · danger
12 `red` · empty/disabled `fg_dark` · text `white`.
13 Fonts: fonts.main (Lana 11) for nearly everything · fonts.mid (Awesome
14 16) for display/titles/score. ⚠ fonts.big (FatPixel) renders ~3x its
15 registered 8px height — RARE deliberate use only, never in layout-
16 measured UI.
17 ]]
18
19 -- ── panel — a rounded structural fill ─────────────────────────────────────
20 -- opts: rect, color (token, default fg), radius (default 3), spec?
21 function ui_panel(opts)
22 local r = opts.rect
23 ui_fill_rrect(r.x, r.y, r.w, r.h, opts.radius or 3, opts.color or fg, opts.spec)
24 return ui_ret(r, {})
25 end
26
27 -- ── text — single line, aligned inside a rect (or bare at x, y) ───────────
28 -- opts: rect | x, y · text · font (default fonts.main) · color (default
29 -- white) · align_h ('left'|'center'|'right') · align_v ('center'|'top') ·
30 -- spec?. LanaPixel sits high in its box, so fonts.main gets a +1 nudge.
... [85 more lines]
[Think]
I've got what I need to move forward. I'm laying out the implementation plan: creating a new glossary module for data and detection logic, extending the tooltip primitive to support optional term underlines, and updating the main drawing function to integrate these pieces together.
Now I'm designing the glossary structure as a simple ordered array with a form-to-id lookup table built once at startup. For detection, I need to tokenize descriptions into words while preserving position, check both single words and two-word phrases against the keyword forms, and return matching term IDs in order. I'm cataloging the word forms for each keyword—pawn, march, capture, beat, escape, damage and their variants across different tenses and plurals. I can use case-sensitive matching for mechanics keywords since they're always Capitalized in card text, while nouns stay case-insensitive. This cleanly handles the "Still" false positive — it won't match lowercase "still" as a mechanic, only the Capitalized keyword form, and it aligns with the catalog's existing convention. I need to make sure multi-word phrases like "Ranged Capture" are checked first so they don't get split up, and handle edge cases like "capture" appearing in different contexts. "Still" needs to stay capitalized since it's a mechanic keyword, while regular words like "damage" stay lowercase. Now I'm thinking through how to order the matching logic and organize the interface boxes.
For the tooltip layout, I'm building options for the main item tip with its title, description, and matched keyword forms to underline, then creating separate boxes for each keyword entry. I measure everything to figure out sizing, then pack the boxes into columns with a max height constraint, starting with the item tip in the first column and flowing right-to-left from there, anchoring the whole group to the left of the icon.
For vertical positioning, I'm computing the tallest column height and centering the group vertically around the icon's midpoint, clamped to stay within screen bounds — this keeps the tooltip beside the icon in typical cases while preventing it from running off-screen. Then I'm drawing each column top-down at its calculated position.
For column widths, each column takes the maximum width of its boxes (with a 130px minimum), and I'm handling underlines in body text by checking if words match terms in a provided set, drawing dashes under matched words including multi-word phrases by marking individual words that belong to the same phrase.
I'll draw the dashes using a 1px dashed pattern (2px dashes every 4px) positioned just below the text baseline, styled in a dimmed white like `fg_dark`, rendered on the content layer alongside the body text.
The tricky part is layer management — if I draw on the content layer and it gets outlined by the derived pass, a thin 1px dash could end up looking thick and muddy with a black outline. The SNKRX-update approach uses `ui_rect`, but I need to be careful about the rendering engine's stroke behavior, especially since KVP runs on Anchor3 which handles inset rings differently than Anchor2. I need to check what `ui_tier('top')` does in the paint.lua file to understand the layer setup for the tooltip.
Bash (grep -n "function ui_tier|function ui_content_rect|function ui_fill_rect|func...)
emoji/ui/paint.lua:40:function ui_tier(name)
emoji/ui/paint.lua:104:function ui_fill_rrect(x, y, w, h, rad, token, spec)
emoji/ui/paint.lua:111:function ui_fill_rect(x, y, w, h, token, spec)
emoji/ui/paint.lua:127:function ui_content_text(str, font, x, y, color, spec)
emoji/ui/paint.lua:138:function ui_content_icon(img, cx, cy, size, spec, tint, flash)
emoji/ui/paint.lua:151:function ui_content_rect(x, y, w, h, color, spec)
emoji/ui/paint.lua:166:function ui_content_rect_rot(cx, cy, w, h, rot, color, spec)
Read (E:\a327ex\ABAgames\knightvspawns\emoji\ui\paint.lua)
1 --[[
2 ui/paint.lua — the emoji UI paint chokepoint (two-layer chrome model).
3
4 Every widget draw routes through here. The emoji chrome physics:
5
6 • STRUCTURAL FILLS (panels, chips, tracks, stripes) draw to the current
7 tier's PANEL layer, in palette tokens.
8 • CONTENT (text, icons, marks) draws to the current tier's CONTENT
9 layer — text WHITE by default, icons in their natural emoji colors.
10 • BORDERS ARE NOT DRAWN. The pipeline's outline pass derives a chunky
11 black outline around each layer's silhouette — that's all the border
12 chrome this style has. White text gets its black halo the same way.
13 Interior edges (a fill drawn over another fill on the same layer)
14 produce NO outline — outlines are per-layer silhouettes.
15 • UI layers carry no drop shadow (faithful to Aimer/EBB: the (4,4)
16 shadow derives from the game/effects layers only).
17
18 TIERS. Overlapping chrome (tooltips, modals) must not outline-merge with
19 what's underneath, so paint targets one of two layer PAIRS:
20 base — ui_panel_layer / ui_content_layer
21 top — ui_top_panel_layer / ui_top_content_layer
22 ui_tier('top') / ui_tier('base') switches the target; ui_tooltip brackets
23 its own body with it. Layer globals are created by the host's
24 emoji_layers{} declaration (resolved lazily here — paint loads first).
25
26 THE DORMANT SPEC HOOK. Every paint call accepts a `spec` argument
27 (threaded from opts.spec by widgets) and resolves it via
28 ui_spec_for(token, override). TODAY this returns nothing actionable —
29 draws are flat. When the four-axis effect system is ported, ui_spec_for
30 grows the token → recipe logic and the paint functions grow their
... [30 more lines]
[Think]
I'm realizing that interior edges—fills drawn over other fills on the same layer—don't produce outlines, since outlines are per-layer silhouettes. So when dashes are drawn on the content layer over or near text, they create separate silhouette islands that each get their own black outline halo, just like the text glyphs do. A thin dash with that halo becomes a readable dark-edged tick mark.
But actually, drawing the dashes on the panel layer itself would be cleaner: since the panel has a white fill covering the whole tooltip, a dash drawn inside that white panel becomes an interior edge with no outline—just a clean 1px hairline. Using a darker token like gray or `fg_dark` would make the dashes visible against the white panel without any halo effect. That's the right approach here.
For the keyword box headers, I'm settling on gray as the color—it signals hierarchy clearly (chrome rather than content) and reads well against the white panel with the white title text and black outline. Now I need to implement this: I'll add a new glossary file, then modify the tooltip primitive to accept a terms map. When present, the body text draws word-by-word with dashes underneath, accumulating positions as I iterate through words.
Modifying the text drawing logic... Now I need to update items.lua with 30 descriptions, then refactor the glossary system so it returns both the ordered term IDs and a word-set for underlining in tooltips. For mechanics that need case-sensitive matching, I'll store the forms as they should be matched rather than always lowercasing them.
For phrase detection, I'm focusing on "Ranged Capture" as a two-word sequence that should be matched case-insensitively but mark both words when found. I'm building a detection function that tokenizes the description into words, then checks for two-word phrases first before falling back to single-word matches.
Writing the detection logic... I need to handle the case-sensitive lookup by stripping punctuation while preserving the original casing, then I'll start writing out the glossary file with the descriptions pulled directly from the catalog. I'm organizing the entries as an ordered array and including the noun definitions like pawn, march, and capture. Removing an enemy pawn from the board, by landing on it or through an effect. Every capture scores 1 and adds 1 toward your next item."
- beat: "The board's rhythm. On each beat, every pawn takes its march."
- escape: "Marching off the bottom row. An escaped pawn costs you 1 life; drops and skulls cost none."
- damage: "How much health your hits remove. Your damage starts at 1; items raise it."
- tank: "A pawn with more than 1 health. A hit that does not kill a tank is a Strike."
- skull: "A hazard that marches with the pawns. Only landing on a skull costs you a life and destroys it. Everything else that destroys one—a Flame, an ally, an item—costs nothing, and your effects never target skulls. At the bottom it leaves for free."
I'm noticing the em dashes in the original text might not render properly in the UI, so I should reword this with commas and parentheses instead to keep it faithful but more compatible with the font rendering. Coins are pickups that land on the board and expire after 10 beats unless a pawn reaches them first. Adjacent refers to the 8 surrounding squares or the pieces occupying them. For Strike, when a knight attacks a pawn that would survive, he staggers it and bounces back to his square instead of advancing—while airborne his square opens up for pawns to step through and get hit by his landing. These exchanges continue until something dies or no pawn steps in.
Staggered pawns skip their march each beat they're affected, Frozen pawns don't march until the freeze ends but can still be captured, and Fleeing pawns march upward instead of downward until the flee ends. A knight is Still on a beat if he hasn't moved since the previous one, and Combos chain captures together if they happen within 2.5 seconds of each other.
Now looking at additional mechanics: Overkill damage beyond what's needed to capture gets spent by effects or is lost, Chain lets a knight hop to capture the lowest pawn within a knight's move after each capture, and Ranged Capture hits the lowest pawn for your damage without moving the knight. Blocked life loss costs nothing but the underlying effect still happens, Transform lets you become another piece for a set number of moves before returning to knight form, and Luck converts each point into something beneficial.
Finishing the Luck definition: each point turns 1 in N chances into 1 in N-1, down to a minimum of 1 in 2. Flame creates a burning square that pawns can't enter—if they try they take damage and stay put, skulls are destroyed, but your knight is never harmed.
I need to be careful about the Unicode minus sign in the catalog and switch it to ASCII. Also noting that "still" appears in glossary descriptions like Frozen's text, but since I'm only underlining keywords in item descriptions and not inside keyword boxes, that shouldn't cause issues.
Now checking whether any item descriptions contain lowercase "still"—Hole says "It is captured and costs no life," so that's clear. The case-sensitive rule means only capitalized "Still" triggers the mechanic. Going through the keywords: Shield has "Block," Link has "Chain," Fire has "Flame," Clover has "Luck," Crown has "Transform," and the freeze items show "Frozen" appearing in Water Gun, Snow, and Hourglass descriptions.
Coffee confirms "Combo" appears in its text, and "Strike" is being replaced with "hit" from the catalog so that's consistent. Some nouns will appear frequently enough to make this large, but I'll proceed as planned. Now I'm setting up the code structure—adding the glossary require statement after items in main.lua, then moving on to write the draw_item_tooltip function.
I'm deciding where to put this UI function: glossary.lua makes more sense than main.lua since it's glossary-specific and keeps main.lua from bloating further. The function will have access to the globals it needs. I'm implementing the tooltip drawer with a gap constant and starting to define the function that pulls from the glossary data.
Writing tooltip function... Packing boxes into columns... Rendering tooltip columns... Writing the marked line function...
The function iterates through words in the line, accumulating their widths to find x positions, then draws dashes under any words that match the search terms. I'm realizing that `gloss_clean` needs to be globally accessible from primitives.lua, so I'll expose it as a global in glossary.lua even though it creates a slight dependency between the generic UI layer and game-specific code.
Actually, a cleaner approach would be to have glossary.lua pre-clean all the term keys when building the marks table, so primitives.lua can just do a direct lookup without any cleaning logic at all — that way the generic UI file stays truly generic and all the glossary-specific processing happens in one place. Adding the callback to the loop...
Now for the items catalog, I'm looking at roughly 30 description replacements — I could do them as individual edits, but it might be cleaner to rewrite the whole `items_register_catalog` function at once to avoid drift. Continuing through the item comparisons: Water Gun, Fire, Dynamite, Egg, Chick, Pony, Crown, and Castle all need edits to match the catalog descriptions. Seedling also requires an update, and I'm partway through checking the remaining items. A few more items to edit, then I'm ready to start writing the glossary file. I should verify that the font configuration is correct—fonts.main should be LanaPixel at size 11, which the tooltip already uses. For the Link item, its description "+1 Chain" maps cleanly to a single glossary term. Now I'll begin writing out the files.
Building it. One measurement first, since it changes the layout I have to write:
At 480×270 with the 130px wrap, a keyword box is 28 + 12×lines px. Showing all keywords, a typical card's stack is taller than the screen — Ice Cube (Frozen + pawn + damage) ≈ 288px on a 270px screen, Pony (ally + capture + pawn + beat) ≈ 450px. So a single vertical stack can't work; I'm building it as a column flow — boxes fill downward, and when a column hits the screen edge the next one starts to its left. That's what makes "show all" actually visible so you can judge it.
Write (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
File created successfully at: E:\a327ex\ABAgames\knightvspawns\glossary.lua (file state is current in your context — no need to Read it back)
[Think]
Now I'm adding an `on_body` callback to the ui_tooltip change in primitives.lua.
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
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Now wiring it into main.lua:
Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
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[Think]
I need to update the docblock for draw_owned_items to reflect that hovering now shows a tooltip, then make around 22 edits to the items.lua file while being careful to match the exact strings.
Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
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Now the text pass — the 30 live items adopt their canonical catalog strings:
Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
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[Think]
Looking at the Comet and Cloud ability descriptions—Comet marks a random pawn's square every 4 beats and a comet lands there dealing damage before pawns march, while Cloud summons a storm that strikes the lowest pawn every 6 beats for damage. The catalog entries show slightly different timing and wording for these same mechanics.
Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
The file E:\a327ex\ABAgames\knightvspawns\items.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
The file E:\a327ex\ABAgames\knightvspawns\items.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
The file E:\a327ex\ABAgames\knightvspawns\items.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
The file E:\a327ex\ABAgames\knightvspawns\items.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items.lua)
The file E:\a327ex\ABAgames\knightvspawns\items.lua has been updated successfully. (file state is current in your context — no need to Read it back)
[Think]
I'm verifying that the item descriptions match the catalog entries—Meat, Hole, Growing Heart, Guardian Angel, Boom, Dagger, and Heart all check out. Now I need to review the syntax.
Let me run the Lua syntax checker on the main files—glossary.lua, items.lua, main.lua, and primitives.lua. I'm checking that dependencies like `math.clamp` from anchor/math.lua and the color globals from emoji/palette.lua are available at parse time. I'm also tracing through the tooltip logic to make sure the object properties align correctly when computing sizes and passing them to the UI functions.
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && ls -la $LUA 2>/de...)
-rwxr-xr-x 1 adn 197121 122006 Jan 16 2026 /e/a327ex/Anchor/reference/love-compare/tools/lua54.exe*
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
[Think]
Now I'm setting up a test harness to validate the detection logic in isolation. I'll stub out the globals that are only needed at draw time, load the glossary module to run its initialization loop, then test the lookup function against all 30 item descriptions to verify the IDs, box counts, and stat estimates are working correctly.
For the item descriptions themselves, I can parse items.lua by stubbing the image globals and calling the catalog registration function — the file only defines functions at load time and doesn't require the game engine, so this should work cleanly. I'll iterate through the item order and collect the descriptions, then estimate line heights using character approximations since I don't have access to the actual font metrics.
Write (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\gloss_check.lua)
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\gloss_check.lua (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe "C:/Users/adn/AppData/Lo...)
Heart 0 boxes ~ 52px []
Link 1 boxes ~ 131px [Chain]
Chains 1 boxes ~ 131px [Chain]
Lightning 1 boxes ~ 131px [Ranged Capture]
Clover 1 boxes ~ 119px [Luck]
Boom 2 boxes ~ 270px [capture, damage]
Magnet 2 boxes ~ 246px [capture, pawn]
Water Gun 4 boxes ~ 404px [capture, pawn, Frozen, beat]
Fire 2 boxes ~ 246px [Flame, beat]
Dagger 3 boxes ~ 337px [capture, pawn, damage]
Dynamite 3 boxes ~ 385px [drop, capture, pawn]
Egg 3 boxes ~ 337px [beat, ally, pawn]
Chick 3 boxes ~ 397px [capture, pawn, ally]
Pony 4 boxes ~ 476px [ally, capture, pawn, beat]
Crown 3 boxes ~ 385px [Transform, capture, pawn]
Castle 3 boxes ~ 385px [Transform, capture, pawn]
Seedling 2 boxes ~ 270px [pawn, capture]
Snail 3 boxes ~ 313px [pawn, march, beat]
Snow 3 boxes ~ 289px [beat, pawn, Frozen]
Comet 4 boxes ~ 428px [beat, pawn, damage, march]
Cloud 4 boxes ~ 428px [ally, beat, pawn, damage]
Coffee 2 boxes ~ 246px [capture, Combo]
Coin 3 boxes ~ 373px [capture, coin, beat]
Guardian Angel 1 boxes ~ 167px [pawn]
Hole 3 boxes ~ 361px [pawn, escape, capture]
Barricade 4 boxes ~ 452px [ally, beat, pawn, escape]
Growing Heart 0 boxes ~ 40px []
Hourglass 3 boxes ~ 301px [pawn, Frozen, beat]
Shield 2 boxes ~ 258px [Block, capture]
Meat 1 boxes ~ 155px [capture]
... [23 more lines]
[Think]
The extraction logic is working as expected across all the test cases. Boom correctly pulled `damage` from the ability text, Cloud and Barricade both got `ally` from their Summon mechanics, Guardian Angel properly identified only `pawn` since the life loss doesn't map to a keyword, and Heart variants correctly show zero boxes since life itself isn't a tracked keyword.
Now I'm checking the column layout math — at 476px width divided by 270px columns that's roughly 1.8, so two columns work. For Pony specifically, the item tooltip plus ally and capture keywords fit in the first column at 191px, leaving capture, pawn, and beat for the second column at 234px, which stays under the 262px limit. The geometry checks out.
One more thing to verify: the `ui_fill_rect` function signature and how it's being called in the underline body function — making sure the parameters line up correctly and that it's targeting the right panel layer.
Actually, I'm realizing there's a potential issue with the dash positioning. The underline sits at `font.height - 1`, which puts it right at the bottom of the em box. For descenders like in "pawn," that could overlap with the dash since LanaPixel's descenders extend below the baseline. I need to check how this was handled in the previous version.
Wait, I'm overthinking this. The text layer draws on top of the panel layer, so even if the dash sits underneath, the glyph and its black outline will just cover part of it. That reads correctly and is acceptable.
I should also verify that the optional `on_body` callback doesn't break existing `ui_tooltip` calls elsewhere—they all pass nil, so that's fine. And I need to confirm that `el` in `draw_item_tooltip` is correctly set as the hover rectangle before calculating the right edge position.
There's a potential edge case with the tooltip width calculation: if a card has enough keywords to make the tooltip wider than the screen, the right edge gets clamped and the leftmost column could run off-screen. With 2–3 columns it fits fine on a 480px screen, but 4 columns would overflow. That's only possible with ~8 keywords, which doesn't exist in the current data, so it's acceptable—I'll just note it.
Now I'm updating the documentation.
Detection verified offline against all 30 live items — every extraction is correct, including the aliases (Cloud/Barricade pick up ally from "Summon", Lightning matches the two-word "Ranged Capture" rather than the bare capture inside it).
Updating the docs to match:
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
[Think]
I need to update the endgame_design.md file, specifically task 8, to add a note that the keyword UI and text pass are complete. Let me find that section and add a brief line about it.
Edit (E:\a327ex\ABAgames\knightvspawns\endgame_design.md)
The file E:\a327ex\ABAgames\knightvspawns\endgame_design.md has been updated successfully. (file state is current in your context — no need to Read it back)
[Think]
I need to walk through the test instructions for the user, and I'm also verifying the require order in main.lua—specifically checking that glossary.lua loads correctly after items.lua and that it doesn't have any problematic dependencies at load time. I'm also double-checking whether the fonts.main require order matters.
I'm confirming that the tooltip only appears in draw_owned_items and nowhere else like the F4 debug panel or death screen. Finally, I'm spot-checking that the items.lua descriptions match what I intended by comparing against the harness output I ran earlier—the output shows the updated keywords and text for items like Comet, Fire, and Link all match correctly.
Now I need to write up what was built, the geometry findings, testing instructions, and any follow-ups. For testing, I should check if there's a debug key to grant items quickly so I can hover the item strip without grinding—let me search for debug item grant functionality.
Bash (grep -n "bind('.*key:" main.lua | head -30)
274: bind('toggle_sound_tuner', 'key:f3') -- pressing H on the SITE got the A/B hit
275: bind('ui_gallery_prev', 'key:[') -- preview (player-reported 2026-07-24)
276: bind('ui_gallery_next', 'key:]')
277: bind('toggle_hit_sound', 'key:h')
278: bind('toggle_skull_panel', 'key:f4') -- KVP4 rig: skull-density panel
279: bind('spawn_skull', 'key:k') -- KVP4 rig: drop a skull on demand
280: bind('spawn_tank', 'key:t') -- KVP4 rig: bounce-test pair (both tanky)
281: bind('spawn_tank_soft', 'key:y') -- KVP4 rig: same pair, 1-HP blocked pawn
282: bind('toggle_spawns', 'key:n') -- KVP4 rig: stop the flood while testing
291: bind('v_play', 'key:space') bind('v_prev', 'key:comma') bind('v_next', 'key:period')
292: bind('v_left', 'key:left') bind('v_right', 'key:right') bind('v_shift', 'key:lshift')
293: bind('v_mark_prev', 'key:[') bind('v_mark_next', 'key:]') bind('v_run', 'key:tab')
294: bind('v_speed1', 'key:1') bind('v_speed2', 'key:2')
295: bind('v_speed3', 'key:3') bind('v_speed4', 'key:4')
296: bind('v_restart', 'key:r') bind('v_addmark', 'key:m')
297: bind('v_in', 'key:i') bind('v_out', 'key:o')
298: bind('v_commit', 'key:enter') bind('v_drop', 'key:backspace') bind('v_save', 'key:s')
299: bind('toggle_viewer', 'key:f4') -- open/close the viewer, beside F3's sound tuner
300: bind('toggle_edit', 'key:f5') -- open/close the clip editor / timeline
302: bind('e_up','key:up') bind('e_down','key:down') bind('e_shift','key:lshift')
303: bind('e_left','key:left') bind('e_right','key:right')
304: bind('e_fprev','key:,') bind('e_fnext','key:.')
305: bind('e_in','key:i') bind('e_out','key:o') bind('e_play','key:space')
306: bind('e_playall','key:p')
307: bind('e_zoomin','key:=') bind('e_zoomout','key:-') bind('e_zoomreset','key:0')
308: bind('e_panl','key:a') bind('e_panr','key:d') bind('e_panu','key:w') bind('e_pand','key:s')
309: bind('e_hideui','key:u') bind('e_dup','key:c') bind('e_del','key:x')
310: bind('e_save','key:k') bind('e_export','key:e') bind('e_beatsync','key:b')
312:if not GAME_HOSTED then bind('debug_grant', 'key:g') end -- dev: grant next item (item-feel testing)
313:if not GAME_HOSTED then bind('debug_heal', 'key:j') end -- dev: fire Meat's heal effect on demand
[Think]
The test workflow involves pressing G repeatedly to grant items and stack them, then hovering over them in the top-right strip to see them displayed. Now I'm writing up a summary of how this works.
Done. Here's what landed.
What was built
glossary.lua (new) — the 26 keyword definitions mirrored from items_catalog.md, the matcher, and the hover stack.
- Detection is explicit surface forms, not stemming: each entry lists the words that trigger it. That keeps the card strings byte-identical to the catalog — no
{markup}to maintain in two places — and makes false positives structurally impossible. - The wording convention does the disambiguation for free. Rule 10 ("mechanics Capitalized, nouns lowercase") became the matcher: mechanics match case-sensitively, nouns don't. That's what stops the adverb in "It can still be captured" from dragging in the Still keyword while "While Still" hits it. Worth knowing: card text now has to keep following rule 10 or detection quietly drifts.
- Aliases are forms, not entries — "Summon" resolves to ally, "exchange" to Strike. Verified: Cloud and Barricade correctly pull an ally box from the word "Summon", and Lightning matches the two-word "Ranged Capture" rather than the bare
capturesitting inside it. - Non-recursive. Boxes come from the item's text only. Strike's definition names Stagger, but a Strike box doesn't spawn a Stagger box — otherwise Pony cascades into eight boxes via ally → capture → beat → march. Flagging it since it's a design call I made inside the delta.
- Dashed underlines (your option c) draw on the panel layer, not the content layer — the tooltip's white fill is already there, so the pipeline treats a dash as an interior edge and derives no outline. The same 1px line on the content layer would earn its own black halo and read as a 3px smear.
ui_tooltip gained one optional on_body(line, x, y, spec) per-line hook — three lines in primitives.lua. All glossary knowledge stays in glossary.lua; the primitive stays generic.
The live-30 text pass is in. It fixed two cards that have been lying since launch: Comet said "every 4 beats" against COMET_BEATS = 8, Cloud said 6 against CLOUD_BEATS = 5 — the code was right both times. Plus strike→hit, Become→Transform into, "friendly pawn"→ally pawn, the keyword collapses, and the stale Seedling comment. No gameplay touched, no grng, no fixture regen needed.
The measurement
I checked detection offline against all 30 items rather than guessing:
| card | boxes | stack height |
|---|---|---|
| Link | 1 (Chain) | ~131px |
| Shield | 2 (Block, capture) | ~258px |
| Dagger | 3 (capture, pawn, damage) | ~337px |
| Pony | 4 (ally, capture, pawn, beat) | ~476px — 1.8 screens |
pawn appears in 18 of 30 cards, capture in 15, beat in 11. So with all keywords boxed, the tall cards need two columns (~275px of a 480px screen). Three would still fit; nothing in the catalog reaches four.
How to test
cd E:/a327ex/ABAgames/knightvspawns && ./run.bat
Press G repeatedly to grant items, then hover the strip in the top-right. Worth hovering specifically:
- Link — the one-box case, and the proof the collapse works ("+1 Chain." with Chain defined right below it).
- Pony or Barricade — the two-column case, the thing you're judging.
- Lightning — check the "Ranged Capture" underline spans both words sensibly.
- Heart / Growing Heart — zero keywords, so they should look exactly like they do today.
The thing I'd watch for beyond "is it too much": whether the dashes collide with descenders (the p in "pawn" hangs into the underline row), and whether grey headers read as clearly subordinate to the item's green one.
If it does turn out too heavy, the cheap outs in order: a basic flag suppressing the six common nouns (that alone takes Pony from 4 boxes to 1), UI-only short forms for the four long definitions, or moving the whole thing to a pinned panel. All recorded in items_catalog.md §"The keyword UI" along with the geometry table.
One thing I deliberately didn't touch: hovering an item drop on the board still shows nothing, which is where a new player would most want to read a card. Separate task when you want it.
I think we need to do double spacing with this font, spaces are almost invisible. Then, on top of underlining the words, change their color to yellow, and then let's change the system so it's the same as 062026's cards, where hovering over the word shows the card, which should also be yellow instead of gray at the top. Should also have a similar mechanism where the hover keeps the card alive when you hover out of the initial item but into the card itself.
[Think]
The owner wants three main changes: increase word spacing throughout the tooltip to make text more readable, color keyword words yellow in addition to the dashed underline styling, and restructure the system so definition cards only appear on hover over keywords rather than being permanently displayed below.
This is a shift from the always-visible box approach to a hover-triggered popup pattern like in the 062026 project. I need to examine how 062026 handles keyword hover detection, card persistence when moving from the keyword into the card itself, and the screen-space term rectangles for hit testing. There's also an important constraint to remember about input handling — I'll need to manage the hover state machine in the update phase rather than draw, since that's where input events are properly available.
Bash (cd /e/a327ex/062026 2>/dev/null && ls && echo "=== grep ===" && grep -rln "gloss...)
README.md
anchor/
anchor.exe*
assets/
card.lua
cone.lua
design.md
hud.lua
magic_missile.lua
main.lua
main_old.lua
main_scaffold.lua
parked/
reference/
run.bat
snkrx/
=== grep ===
./card.lua
./hud.lua
./main.lua
Bash (wc -l card.lua hud.lua && grep -n "glossary|keyword" card.lua hud.lua main.lua ...)
532 card.lua
393 hud.lua
925 total
card.lua:16: STEP 1 (this file): the static card. The keyword-glossary hover (dashed underline
card.lua:59:-- glossary popup needs this — ui_tooltip takes pre-wrapped desc lines.
card.lua:85:-- [token], styled through card_keyword_spec) so mark_terms can underline + hover
card.lua:86:-- each keyword individually.
card.lua:91: -- Brackets ARE the hoverable signal (option A): only a glossary keyword gets
card.lua:94: local s = glossary[t:lower()] and ('[' .. t .. ']') or t
card.lua:115: -- run, styled through card_keyword_spec — F5-editable). Leading space on the
card.lua:122: runs[i] = { text = (i > 1 and ' ' or '') .. t, color = grey, spec = card_keyword_spec }
card.lua:302:-- ── Glossary: keyword -> { title, desc } ──
card.lua:305:-- mark_terms + glossary_popup_draw). Keys are lowercase to match the cleaned tag
card.lua:308:-- SNKRX-update). `area` + `active` are adapted from SNKRX-update's glossary; the
card.lua:312:glossary = {
card.lua:330:-- ability_card; consumed by glossary_popup_draw).
card.lua:333:-- Hover affordance: glossary terms wear the keyword accent (card_keyword_spec) at
card.lua:438: -- Glossary terms: any bracketed tag with a glossary entry is a hoverable link
card.lua:439: -- (it wears the keyword accent via card_keyword_spec). Record each term's screen
card.lua:449: local core = tok:gsub('^%p+', ''):gsub('%p+$', ''):lower() -- glossary key
card.lua:450: if glossary[core] then
card.lua:505:-- Draw the definition popup for the glossary term under the cursor (set by
card.lua:510:function glossary_popup_draw()
card.lua:513: local e = glossary[ht.term]
hud.lua:389: glossary_popup_draw() -- the term definition popup, on top of the card (own shadow)
main.lua:376:-- target ('card_keyword'), so re-tune + DUMP to change it.
main.lua:377:card_keyword_spec = { pattern = 'solid', color = 'solid', color_a = 'grey', color_b = 'text_muted', dither = 'off', pattern_scale = 0.4 }
main.lua:385:spec_lab_register('card_keyword', card_keyword_spec)
main.lua:1100: -- Floating popups (the ability-card glossary definition) composite on TOP of
Read (E:\a327ex\062026\card.lua)
296 chip('CD', fmt_cd(BLINK_CD)),
297 } end,
298 },
299 },
300 }
301
302 -- ── Glossary: keyword -> { title, desc } ──
303 -- Any bracketed tag whose lowercased, depunctuated text is a key here renders with
304 -- a dashed underline and, on hover, pops a small definition popup below it (see
305 -- mark_terms + glossary_popup_draw). Keys are lowercase to match the cleaned tag
306 -- text. Definitions follow the Artifact-Classic register (verb-first / define the
307 -- noun / pin down where + when / no flavor — reference/artifact_wording_style.md in
308 -- SNKRX-update). `area` + `active` are adapted from SNKRX-update's glossary; the
309 -- rest are new. Grows as units add tags.
310 -- NOTE: the mouse/key names below are hardcoded for now; when key rebinding lands
311 -- they become live lookups (a small later change — a desc can become a function).
312 glossary = {
313 active = { title = 'Active', desc = 'An ability you trigger yourself, as opposed to an always-on passive.' },
314 passive = { title = 'Passive', desc = 'An always-on effect; you never trigger it.' },
315 area = { title = 'Area', desc = 'Hits every enemy within a zone at once, rather than a single target.' },
316 pierce = { title = 'Pierce', desc = 'A piercing arrow passes through every enemy it hits instead of stopping at the first.' },
317 ricochet = { title = 'Ricochet', desc = 'A ricocheting arrow bounces off walls and chains between enemies, keeping its damage on every bounce.' },
318 homing = { title = 'Homing', desc = 'A homing arrow curves to follow the nearest enemy.' },
319 charge = { title = 'Charge', desc = 'Hold the key to build the ability up to full; release to fire. A longer hold fires more.' },
320 primary = { title = 'Primary', desc = "The unit's main attack, bound to the left mouse button." },
321 secondary = { title = 'Secondary', desc = "The unit's secondary attack, bound to the right mouse button." },
322 charges = { title = 'Charges', desc = 'This ability holds a limited number of uses. Each cast spends one charge; spent charges refill together after a cooldown.' },
323 movement = { title = 'Movement', desc = 'This ability moves the unit across the arena.' },
324 buff = { title = 'Buff', desc = "A temporary boost to the unit's own stats for a limited duration." },
325 utility = { title = 'Utility', desc = "The unit's utility ability, bound to Space." },
... [40 more lines]
Read (E:\a327ex\062026\card.lua)
430 local pvx = math.floor(cardx + w/2 + 0.5)
431 local pvy = math.floor(cardy + ch/2 + 0.5)
432 layer_push(ui_layer, pvx, pvy, 0, sj, sj)
433 local dx, dy = cardx - pvx, cardy - pvy
434
435 ui_panel({ rect = { x = dx, y = dy, w = w, h = ch }, radius = 4 })
436 local cx0, ly = dx + CARD_PAD, dy + CARD_PAD
437
438 -- Glossary terms: any bracketed tag with a glossary entry is a hoverable link
439 -- (it wears the keyword accent via card_keyword_spec). Record each term's screen
440 -- hover rect, flag the hovered one for the popup, and draw a charcoal hover pill
441 -- BEHIND the token (so this is called before the glyphs). lx/lyy are LOCAL
442 -- (pushed-frame) coords; screen = pvx/pvy + local (exact at rest sj=1).
443 local mx, my = mouse_position()
444 local function mark_terms(runs, lx, lyy)
445 local x = lx
446 for _, run in ipairs(runs) do
447 local lead = run.text:match('^%s*') or ''
448 local tok = run.text:gsub('^%s+', '') -- the visible [token]
449 local core = tok:gsub('^%p+', ''):gsub('%p+$', ''):lower() -- glossary key
450 if glossary[core] then
451 local ux = x + afont:text_width(lead)
452 local uw = afont:text_width(tok)
453 local sx, sy = pvx + ux, pvy + lyy
454 local hov = mx >= sx and mx <= sx + uw and my >= sy and my <= sy + afont.height
455 card_term_rects[#card_term_rects + 1] = { x = sx, y = sy, w = uw, h = afont.height, term = core }
456 if hov then
457 card_hovered_term = { term = core, x = sx, y = sy, w = uw, h = afont.height }
458 ui_rrect(ux - TERM_PAD, lyy - TERM_PAD_V, uw + 2*TERM_PAD,
459 afont.height + 2*TERM_PAD_V, TERM_RAD, charcoal)
... [72 more lines]
[Think]
Looking at how the card persists when hovering — the current setup shows the card while you're over a HUD slot, with the keyword popup appearing below, but the owner wants the card to stay visible even when you move your mouse from the item into the card itself, similar to how other UI elements handle hover states.
Read (E:\a327ex\062026\hud.lua)
330 local bx, bw = 10, 92
331 local hp_y = height - 10 - RES_H
332 local sh_h = 4
333 local sh_y = hp_y - 1 - sh_h
334 -- shield: a thin white sliver — subtle, secondary to HP (no number).
335 local sh_max = math.max(1, p.shield.max)
336 ui_bar({ rect = { x = bx, y = sh_y, w = bw, h = sh_h },
337 fill = p.shield.amount/sh_max, color = text,
338 fill_spec = hud_shield_spec, track_spec = hud_shield_track_spec })
339 -- HP: the value bar (centered 'v / max') — the primary readout.
340 ui_bar({ rect = { x = bx, y = hp_y, w = bw, h = RES_H }, id = 'hud_hp',
341 value = math.floor(p.hp + 0.5), max = p.hp_max,
342 color = green, kick = false, value_ink = SLOT_ICON_VALUE,
343 fill_spec = hud_hp_spec, track_spec = hud_hp_track_spec })
344 -- abilities bottom-right (floating row, no panel). Width from the ACTUAL slots
345 -- (n slots, n-1 gaps) so a unit with fewer slots (the Archer's 3, no ult) still
346 -- right-aligns. For the Swordsman's 4 (3 SLOT + 1 ULT) this = SLOT*3+ULT+SGAP*3.
347 local row_w = -SGAP
348 for _, s in ipairs(slots) do row_w = row_w + (s.ult and ULT or SLOT) + SGAP end
349 row_slots(slots, width - 8 - row_w, height - 8, SGAP)
350 end
351
352 -- Per-frame: draw the HUD, then the hover card. Called from main.lua's update()
353 -- (UI is update-driven — edge events are update-only). Queues onto ui_layer;
354 -- composited by ui_render() in draw().
355 function hud_update()
356 hud_slot_rects = {}
357 local slots = hud_slots()
358 hud_draw(slots)
359 -- Hover card. The slot under the cursor shows its card above it; once shown, the
... [34 more lines]
[Think]
So the keep-region mechanism works by maintaining a bounding box around both the slot and card—as long as the cursor stays within that area, the card remains visible. Now I'm mapping out the design changes needed: I need to double the spacing width to make text more readable in LanaPixel 11, highlight keyword words in yellow while preserving their dashed underlines, and shift the system to use the 062026 style where keywords become hover targets.
There are actually two levels of hover persistence at play here. The first level is the item icon triggering the item tooltip, where the keep-region lets you move from the icon into the tooltip itself to access keywords. The second level is hovering over a keyword word within that tooltip to show its definition card—though in 062026, that card only stays alive while you're directly hovering the term itself since you're just reading it. The owner's requirement specifically targets level one: the keep-region that lets the item tooltip persist when you move your cursor from the icon into the card, which is what makes keyword interaction possible in the first place.
For the double-spacing issue, the problem is that `ui_wrap_text` measures spaces using the font's text width, but when `ui_content_text` draws the line, the rendering engine handles the string directly so I can't just widen the spaces through measurement alone. I need to either draw word-by-word at computed positions or find another approach to actually increase the visual spacing.
The simplest solution is to insert extra space characters into the string itself — replacing single spaces with double spaces at wrap time means the measurement naturally follows the doubled width. LanaPixel renders two spaces as exactly 2× the width of one space, so this is reliable. The owner asked for double spacing, which might be 6-8px depending on the font size, but I'll make it a tunable constant so it's easy to adjust if needed.
Actually, drawing each word separately with a configurable gap is better — it gives precise control and I'm already walking words for the underline logic anyway. This approach also solves the yellow keyword coloring problem elegantly, since I can't color part of a string in a single text call. Drawing word-by-word means each word gets its own color, so one mechanism handles double-spacing, keyword highlighting, and underlines all at once.
So `ui_tooltip` should gain a `body_word_color` callback that takes a word and returns a color, plus a `space_mult` option for controlling the gap between words. When either is set, I draw word-by-word and compute each word's position in the same loop, which also lets me draw underlines directly without needing a separate callback.
The simplest approach is a single `body_word` callback that returns both the color and whether to underline. I need to pass `space_mult` down to `ui_wrap_text` so text wrapping measures correctly with the adjusted spacing, and `ui_tooltip_size` will pass it along. The tricky part is that other callers like `hud_icon_button` use `ui_tooltip_size` too, so changing the default would affect their spacing — but the glossary is the only place that needs doubled spacing anyway.
Actually, thinking about it more, the owner's comment about invisible spaces sounds like a general font issue, so maybe I should make `UI_TEXT_SPACE_MULT = 2` a global constant that applies to all tooltips consistently. That way the whole game's tooltips get the fix without touching other UI text, which is mostly single words or short labels. I'll apply it to tooltip bodies where the multi-word prose actually matters.
For the architecture redesign: when hovering over an item icon, the tooltip appears as before, but keywords in the body get highlighted in yellow with a dashed underline. Each keyword has its screen position tracked, so hovering over one triggers a definition card to pop up nearby with a yellow header. The item tooltip stays visible as long as the cursor remains within the combined bounding box of the icon and tooltip.
I need to track a few pieces of state across frames: which definition card is currently shown, its rect from the last frame (for the keep-region logic), the screen positions of all glossary terms, and which term the cursor is over. Since `draw_owned_items` runs in `draw()` and I'm only using position-based hover (no edge events), storing this state across frames is safe. The keep-region calculation relies on the previous frame's card rect, which works fine—though there's a subtlety when the cursor sits inside the keep-region itself that I need to handle carefully.
When the cursor hovers over another item's icon while inside the keep-region, that new item should take priority. I'll compute which icon is hovered first, and only fall back to the keep-region if no icon is directly under the cursor. For layering, the keyword definition card needs to draw on top of the item tooltip—both use `ui_tier('top')`, so drawing the card after the tooltip ensures correct depth. The tricky part is that two overlapping white panels on the same layer would visually merge their edges, which defeats the purpose of `ui_tier` for preventing outline-merging with underlying chrome.
Since there are only base and top tiers available and the item tooltip already occupies the top tier, I have two options: either offset the keyword card to avoid overlapping the tooltip entirely, or add a third tier (which would require modifying the layer declarations in main.lua). The simpler approach is positioning—I can place the keyword card to the left of the item tooltip, which sits left of the icon strip, so they won't overlap at all.
The card should be vertically aligned with the hovered word and positioned immediately left of the tooltip's left edge. A small 4px gap prevents the outlines from merging visually on the same layer. The risk is if the tooltip is already at the screen edge, there's no room on the left, so I'd need to flip the card to the right side instead—though that puts it over the board near the icon strip.
Let me check the math: with a 480px width, the icon strip occupies roughly x≈396-480, the tooltip sits around x≈254-390, and the keyword card at x≈114-250 stays on screen. The card needs a minimum width of 130px, so this layout works even during real-time play when hovering covers the board—which is already a UX issue today anyway.
Now I'm reconsidering whether the keyword card should go below the word like in the 062026 style, but that would overlap the item tooltip's body since the term sits mid-tooltip. Positioning it left of the tooltip avoids that merge problem. I should note this as the KVP-appropriate approach and mention the alternative of adding a third layer tier if needed.
Let me think through the visual merge issue more carefully: if the keyword card overlaps the item tooltip, both have white panels, so they'd blend into one silhouette with a black outline around the combined shape. Inside you'd see the yellow and green header bands, but the white bodies would be indistinguishable—it'd look like a weird blob. So left placement is definitely the way to go.
For the vertical alignment, I'll position the keyword card's top edge with the hovered word's line, clamped to the screen bounds—that creates a clear visual connection between the word and its card. I need to clarify a couple of things with him though, like whether the item tooltip keeps its green header while keyword cards use yellow, since he mentioned the cards should be yellow instead. I need to write up the brief before moving forward since this is a meaningful architectural shift, so I'll lay out the approach, key interfaces, and the main decisions. Let me also quickly check how the existing layer system works to see if adding a third tier for overlap positioning would be straightforward.
Read 062026's card.lua + hud_update — the keep-region there is the union bbox of the slot and the card, and terms are [bracketed] hover links with a charcoal pill behind the hovered one. Here's the delta brief for porting that shape.
Design brief — hover-driven keyword cards
This replaces the always-visible stack. The geometry problem goes away with it: only one definition is ever on screen, so the column-flow packing code is deleted rather than tuned.
1. Double spacing — and why it forces word-by-word drawing
ui_tooltip currently draws each wrapped line as one ui_content_text call, so the engine renders the spaces and I can't widen them. Three of your asks all need the same thing:
- doubled spaces → a per-word gap I control
- yellow keywords → per-word color (can't color part of one text call)
- underline + hover rects → per-word x positions
So the tooltip body becomes a word walk: each word drawn at an accumulated x, with the gap being space_width × UI_TEXT_SPACE_MULT (2.0, one constant to retune). ui_wrap_text takes the same multiplier so lines are measured with the wider gaps and don't overflow the panel.
Scope question below — this can be tooltip bodies only, or every tooltip in the game.
2. The word styling
ui_tooltip gains one optional hook: body_word(word) → color, underline. Default nil = white, no underline (every existing tooltip unchanged). The glossary passes a closure that returns yellow + underline for a keyword.
Underline behavior: dashed at rest, solid when that word is hovered — the SNKRX-update affordance, which tells you the word is a link and that you've hit it. Dashes stay on the panel layer (interior edge, no derived halo).
3. The two-level hover
Level 1 — item → its card. As today, but with a keep-region: the card stays alive while the cursor is anywhere in the union bounding box of the icon rect and the card rect, exactly 062026's hud_update. Without this you physically cannot reach the keywords, since the card dies the moment you leave the 18px icon. If the cursor lands on a different icon, that one wins immediately (switch beats persist).
Level 2 — keyword → its definition. Each keyword's screen rect is recorded during the body walk; the hovered one pops a definition card with a yellow header. It lives only while the word is hovered — you never need to move onto it, so it needs no keep-region of its own.
Where the definition card goes — the one place I'm deviating from 062026
062026 puts the popup below the term. Here that would land it on top of the item card, and the two would outline-merge: paint.lua derives outlines per-layer-silhouette, so two white panels overlapping on the same tier become one blob with no border between them — the yellow and green header bands floating in a single white slab. 062026 dodges this with a dedicated ui_popup_layer; KVP only has base and top tiers, and top is already where tooltips live.
So the definition card is placed immediately left of the item card, with a 4px gap so each keeps its own outline, vertically aligned to the hovered word's line and clamped to the screen. At 480px wide that puts the item card around x≈254 and the definition around x≈114 — both fit.
The alternative is adding a third layer tier (a ui_popup_* pair in the emoji_layers{} declaration plus a composite step), which buys the below-the-term placement. More faithful to 062026, more plumbing, and it touches the render pipeline. I'd take the left placement and add the tier only if the side-by-side reads wrong.
Functions
glossary.lua
draw_item_tooltip(el, def)— now draws one card and records term rects. Passesbody_wordtoui_tooltip, and gets back the card rect (needed for the keep-region).gloss_term_rects/gloss_hovered_term— rebuilt every frame during the word walk.draw_keyword_card()— the hovered term's definition, yellow header, left of the item card. Called after the item card so it composites on top of nothing (they don't overlap).- The column packing (
GLOSS_GAPflow, the multi-column loop) is removed.
main.lua — draw_owned_items
- Retained across frames:
item_card_def,item_card_rect. Hover resolution is: hovered icon → else keep-region → else nothing. Puremouse_positionreads, no edge events, so it stays draw-safe.
emoji/ui/primitives.lua
ui_tooltip: body loop becomes the word walk; newbody_word+ space multiplier. Theon_bodyhook I added last round is removed —body_wordsupersedes it.ui_wrap_text: optional space multiplier.
Decisions
- Double spacing scope — tooltip bodies only, or all tooltip text including titles and every other tooltip in the game (button tips, scoreboard)? I lean toward all tooltip bodies game-wide, titles left alone, since the complaint is about the font not this feature.
- Is 2.0× right? It's one constant. A space in LanaPixel 11 is ~3-4px, so 2× is ~7px — noticeably airy. Worth saying now if you'd rather start at 1.5.
- Definition card placement — left of the item card (no new plumbing), or the third layer tier for 062026's below-the-word placement?
Go ahead.
[Think]
I'm going with the recommendations: wrapping all tooltip bodies game-wide while keeping titles unchanged, using a 2.0× multiplier, and positioning tooltips to the left. Now I'm refactoring the `ui_tooltip` functions in primitives.lua to implement text wrapping for tooltip bodies, updating the size calculation to use the space multiplier, and adjusting the word-walking logic to handle the wrapping properly.
There's a tricky issue though — `ui_tooltip_size` calculates line width using `text_width()` for each line, but when spaces are doubled, the actual rendered width becomes wider than what `text_width()` reports. I'm creating a helper function that computes the true rendered line width by summing individual word widths plus the scaled gaps between them, then updating `ui_wrap_text` to accept a space multiplier parameter so existing callers default to the standard multiplier.
Drawing the tooltip body... Refining the underline parameter to be nil, 'dashed', or 'solid' so the callback can control the style based on hover state. I'll pass the word's screen width to the callback along with position so it can record the hover rect and decide the underline style accordingly. Now I'm restructuring glossary.lua to track term rectangles and which term is currently hovered. Now I need to update `glossary_terms_for` to build the marks dictionary mapping cleaned words to their glossary IDs instead of just true values, then use that in `draw_item_tooltip` where I'm setting up the tooltip with the hovered term tracking and body word callback.
I'm positioning the tooltip to the left of the element with vertical centering and clamping it within screen bounds, then drawing the keyword card after the tooltip so the callback has already run and set `gloss_hovered_term` correctly.
Now I'm defining the function that actually renders the keyword card — it checks if there's a hovered term, looks it up in the glossary, calculates the card dimensions, and positions it to the left of the item rect with a fallback to the right if there's not enough space on the left.
I'm also clamping the vertical position so the card stays within the screen bounds. The ids list from the cached glossary terms isn't needed for drawing anymore, but I'll keep it around since the function still returns it.
Now I need to set up the globals for the item card definition and rectangle in main.lua's draw_owned_items function, declaring them right before the function so they persist across frames.
Then I'm implementing the logic to determine which card to display: if there's a hovered item, show that; otherwise, keep showing the previous card as long as the cursor stays within the bounding box that encompasses both the icon and the card itself, so users can move from the small icon onto the larger card without losing it. I should clear the item card state when owned_items empties on reset, so I'll add that to the early return in draw_owned_items. The mouse position check for keyword hover inside the closure should work fine as-is.
Now checking the coordinate space — ui_tooltip draws text using ui coords, and since the item strip hover already compares mouse_position() against the same coordinate space, ui space and screen space are aligned here with no camera transform on ui layers. The doubled gap change will apply game-wide to all tooltips, though body_word stays nil for most of them so only the spacing changes. I should verify whether ui_tooltip's lines parameter is used anywhere else.
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -rn "ui_wrap_text|ui_tooltip_size" ...)
./glossary.lua:201: local w, h = ui_tooltip_size(o)
[Think]
Looking at where ui_wrap_text is actually used—it's called by ui_tooltip_size within primitives.lua, and my search across the emoji directory and other ui files shows no other references to it, so it appears to be isolated to that one internal usage.
Now I'm ready to make the changes to primitives.lua.
Read (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
100 end
101
102 -- ── word wrap — greedy on whitespace (Aimer's wrap_text) ──────────────────
103 -- Words longer than max_w live on their own (over-wide) line. Returns an
104 -- array of line strings.
105 function ui_wrap_text(text, max_w, font)
106 font = font or fonts.main
107 local space_w = font:text_width(' ')
108 local lines, cur, cur_w = {}, nil, 0
109 for word in text:gmatch('%S+') do
110 local word_w = font:text_width(word)
111 if cur == nil then
112 cur, cur_w = word, word_w
113 elseif cur_w + space_w + word_w > max_w then
114 lines[#lines + 1] = cur
115 cur, cur_w = word, word_w
116 else
117 cur = cur .. ' ' .. word
118 cur_w = cur_w + space_w + word_w
119 end
120 end
121 if cur then lines[#lines + 1] = cur end
122 return lines
123 end
124
125 -- ── tooltip — Aimer's shop tooltip, generalized ───────────────────────────
126 -- WHITE rounded panel (radius 6) + a COLORED HEADER BAND (rounded top,
127 -- squared bottom via the notch trick) carrying the title left and an
128 -- optional [icon value] chip right. Body = word-wrapped white lines
129 -- (line_h 12, wrap width 130, min content width 130). Drawn on the TOP
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the body word-walk:
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now rewriting the glossary's presentation half — the stack becomes a single card plus a hover-driven definition:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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[Think]
I need to update the docblock for the StS shape definition and then move on to handling the keep-region section in main.lua.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Now the keep-region in main.lua:
Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
The file E:\a327ex\ABAgames\knightvspawns\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
[Think]
I'm setting up a test harness to verify the tooltip logic offline by stubbing out the dependencies like fonts and UI functions, then calling the draw function with mock data to check that the wrapping math works correctly, term rectangles get recorded, and hovering over terms triggers the keyword card display.
Write (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\hover_check.lua)
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\hover_check.lua (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe "C:/Users/adn/AppData/Lo...)
overflow check: 0 failures across 30 items
Water Gun card: x=260 y=17 w=137 h=64 terms found=4
term capture at x=326 y=39 w=40
term pawn at x=306 y=51 w=20
term frozen at x=356 y=51 w=30
term beat at x=306 y=63 w=30
hovering "frozen" -> hovered_term=frozen
keyword card drawn: true
yellow keyword words drawn: 4
[Think]
Everything's working as expected—no overflow issues with the doubled spacing across all 30 items, the Water Gun card correctly identified 4 terms and positioned them, and hovering over "Frozen" properly triggers the keyword card display with the 4 yellow words. The term count matches up perfectly with the description: "Every 3rd capture, the lowest pawn is Frozen for 3 beats" breaks down into exactly those 4 key terms.
I'm noticing the underline extends under the trailing comma on "capture," which looks a bit sloppy—the comma shouldn't be underlined. I'll refactor the body_word hook to return an optional underline width parameter so the underline only spans the core word without punctuation, while the yellow coloring can still include the comma without being noticeable. Positioning the underline at the offset with the computed width, and making sure the hover rect matches the underline span so punctuation doesn't trigger the hover state. The yellow color will still apply to the whole word including punctuation, which is a nice visual touch. Let me update both files now.
Two polish fixes — the underline currently spans trailing punctuation ("capture," gets a dash under the comma), and the hover rect should match the visible link:
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
main.lua OK
emoji/ui/primitives.lua OK
--- rerun harness ---
overflow check: 0 failures across 30 items
Water Gun card: x=260 y=17 w=137 h=64 terms found=4
term capture at x=326 y=39 w=35
term pawn at x=306 y=51 w=20
term frozen at x=356 y=51 w=30
term beat at x=306 y=63 w=25
hovering "frozen" -> hovered_term=frozen
keyword card drawn: true
yellow keyword words drawn: 4
[Think]
I've adjusted the column widths for `capture` and `beat` by removing punctuation, and now I need to update the documentation to reflect the new keyword UI design instead of the old stacked-box approach.
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
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[Think]
I'm working through the test instructions for the summary, then checking for edge cases in the keep-region logic. The main concern is that `hov_rect` gets computed inside the icon loop, so when the mouse hovers over an icon, `show_icon` gets set correctly. There's a potential staleness issue with `item_card_icon` being pulled from the previous frame's `show_icon` value, but that should be fine if icon positions remain stable. The trickier case is when the item card first appears—`item_card_rect` starts as nil, but we draw it and capture the returned rect value.
From frame 2 onward, the keep-region logic should work properly. I'm also verifying that `mx, my` are in scope where I'm using them in the keep-region block—they're declared at the top of `draw_owned_items`, so that checks out. Let me scan through that section of the code to make sure everything ties together coherently.
Read (E:\a327ex\ABAgames\knightvspawns\main.lua)
6322 if it.def.beat_max then -- beat-counter (Egg): BOTTOM-right, yellow
6323 local str = tostring(it.beats or 0)
6324 local bs = (it.count_spring and it.count_spring.main.x) or 1
6325 local fw = fonts.main:text_width(str)
6326 layer_push(ui_content_layer, cx + ico/2 - 1, cy + ico/2 - 1, 0, bs, bs)
6327 layer_text(ui_content_layer, str, fonts.main, -fw, -8, yellow()) -- right/lower-anchored at the corner
6328 layer_pop(ui_content_layer)
6329 end
6330 local hx, hy = cx - ico/2, cy - ico/2
6331 if mx >= hx and mx < hx + ico and my >= hy and my < hy + ico then
6332 hov_def = it.def
6333 hov_rect = { x = hx, y = hy, w = ico, h = ico }
6334 end
6335 end
6336 -- The item card. A hovered icon always wins; otherwise the card that's
6337 -- already up SURVIVES while the cursor is anywhere inside the union of its
6338 -- icon and itself, so you can leave the 18px icon and travel onto the card
6339 -- to hover its keywords (062026's hud_update keep-region). Without this the
6340 -- keyword links would be unreachable — the card dies before you arrive.
6341 local show_def, show_icon = hov_def, hov_rect
6342 if not show_def and item_card_def and item_card_rect and item_card_icon then
6343 local i, c = item_card_icon, item_card_rect
6344 local x1, y1 = math.min(i.x, c.x), math.min(i.y, c.y)
6345 local x2, y2 = math.max(i.x + i.w, c.x + c.w), math.max(i.y + i.h, c.y + c.h)
6346 if mx >= x1 and mx <= x2 and my >= y1 and my <= y2 then
6347 show_def, show_icon = item_card_def, i
6348 end
6349 end
[Think]
The keep-region union box needs to span from the icon in the top-right down to the card on its left, creating a forgiving rectangular area that covers the gap between them. Since the card sits to the left and is vertically centered with the icon, this union becomes roughly card-height by the combined width of card plus gap plus icon — anywhere the mouse moves within that box keeps the hover state active. The challenge is that with the strip positioned at the top right and the board layout, this generous hitbox might create some edge cases to manage.
Now I'm documenting the four deliverables and how to test each one.
Done — all four changes are in, syntax-checked, and exercised offline against all 30 cards.
What changed
Double spacing. UI_TEXT_SPACE_MULT = 2 in primitives.lua. Tooltip bodies now draw word by word with gaps of space_width × 2, and ui_wrap_text wraps against the widened gap so the measure matches the draw. Verified no line of the 30 live cards overflows its panel. Applies to every tooltip in the game (button tips, scoreboard tips too) since the complaint is about the font, not this feature; titles are untouched. One constant if 2× turns out too airy.
That word walk is also what made the other two possible — a single text call per line can't do per-word color or per-word underline.
Yellow keywords. Keywords render yellow with a dashed underline, going solid under the cursor. The underline and the hover target span only the token's core: "capture," doesn't underline its comma, "pawn's" underlines only the pawn.
Hover-driven cards. The always-visible stack is gone, and the column-flow packing with it. Now: hover an item → its card; hover a yellow word in that card → the keyword's card, yellow header, beside it.
The keep-region. The item card survives while the cursor is anywhere in the union bbox of its icon and the card — 062026's hud_update mechanism. This is load-bearing: without it the keyword links are literally unreachable, since the card died the moment you left the 18px icon. A different hovered icon always wins over the keep-region.
One deviation from 062026 worth knowing: its popup goes below the hovered word, which here would overlap the item card — and paint.lua derives outlines per layer silhouette, so two white panels overlapping on one tier merge into a single blob with the header bands floating inside it. 062026 dodges that with a dedicated popup layer; KVP only has base and top, and tooltips are already on top. So the definition card sits left of the item card with a 4px gap, aligned so its body starts on the hovered word's line. If that reads wrong, the fix is a third layer tier rather than a placement tweak.
How to test
cd E:/a327ex/ABAgames/knightvspawns && ./run.bat
Press G a few times to grant items, then in the top-right strip:
- Hover an icon, then move left onto the card — it should stay up the whole way. That's the keep-region; if the card flickers out mid-travel, the union math is wrong.
- Hover a yellow word — its definition pops to the left, and that word's underline goes dashed → solid.
- Water Gun is the good test card — four keywords (capture / pawn / Frozen / beats) on three lines.
- Link — "+1 Chain." One keyword, and the proof the collapsed text works: the whole rule is one hover away.
- Move between two keywords on the same card — the definition should swap cleanly with no flicker.
Things I'd watch: whether 2× spacing is right or overshoots, whether the yellow reads against the white panel, and whether the side-by-side placement feels connected to the word or just adjacent.
Let's try smaller than 2x, I think it's a bit too big. Also, hovering over to the card on an item that is not on the leftmost column doesn't work, it just goes to the next item instead of locking on the card for the item we wanted.
[Request interrupted by user]
You can also remove the underline. You can also have two different colors. One for normal words, like beat, pawn, march, etc, and another color for the more involved words like Chain, Ranged-capture and so on.
[Think]
I'm working through a few refinements: scaling the hover effect down to 1.5× instead of 2×, fixing a bug where hovering over cards in non-leftmost columns triggers the wrong icon because the card sits to the left and the cursor crosses intermediate icons, removing an underline, and setting up a two-color system where nouns get one color.
For the hover bug, I'm realizing the core issue: if I keep the card visible while the cursor stays in a region spanning from the card to the icon, I can't switch between adjacent icons since they all overlap horizontally in that region. I need to rethink the priority logic here.
Option (b) would require detecting whether the cursor is actually over an icon versus just in the travel space between them, which gets complicated. Option (c) would move the card below the strip, but there's not much vertical room there. Option (d) is more promising — positioning the card to the left of the entire strip at a fixed x-coordinate means any movement from an icon toward the card travels in a consistent direction, avoiding the overlap problem. Or maybe the card placement itself needs to be smarter—positioning it below the strip for upper rows or using a vertical travel path to avoid crossing icons altogether. The core issue is that icon hover always wins when the cursor passes over them, so I need the card rect itself to take priority over icon detection, but only when the cursor is actually inside the card bounds rather than just in the surrounding union area. I could try a time-based dwell approach like Amazon's safe triangle, but that feels overengineered. Or I could rethink whether the card needs to disappear when hovering a different icon—maybe only switch when entering that icon from outside the union. Positioning the card below-left to avoid the icon corridor doesn't fully solve it since icons extend downward too. The simplest approach might be to treat the entire strip as a single interactive unit.
The key insight is that while the cursor stays within the strip's bounding box, the card follows the hovered icon normally. Once the cursor leaves the strip heading toward the card, it locks to the last item. But this breaks down because moving across icons within the strip still triggers switches—by the time I exit the strip, I'm locked on the wrong item. The real problem is geometric: the card sits on the far side of other icons, creating unavoidable crossings. The actual solution is to position the card to the left of the strip entirely, clearing the path. the card is positioned to the left of the strip, I could gate icon switches to only happen when no card is currently engaged—though that gets tricky during the travel phase before the cursor reaches the card. A simpler approach that actually works: use a dwell timer so icons only switch when the cursor rests on them for about 120 milliseconds rather than on any hover. This handles the reported bug naturally since quick sweeps across multiple icons won't trigger switches, and it's a pattern many UIs already use.
Another option is a safe corridor—while the card is up, ignore icon hovers within the bounding union of the card and current icon unless the cursor has left that region first. Since the other icons sit within this union, moving between them wouldn't switch; you'd have to exit the corridor and re-enter to change icons.
That's restrictive for browsing though. I could tighten the union to just the card plus a narrow corridor between card and icon, but that still leaves the problem. Or I could move the card below the strip entirely, but with many items (8+ rows), there's no vertical space for a 60-100px card below.
I'm settling on three realistic options: a dwell-based switch that requires hovering a new icon for 0.1-0.15 seconds to prevent accidental dismissal, a union-priority approach that keeps the card visible but forces users to leave the region entirely to browse between items, or moving the card completely away from the strip to somewhere like the left side. I could implement a direction-based latch where moving the cursor leftward out of an icon locks the card to that icon until the cursor leaves the entire union. This tracks the previous mouse position to detect leftward motion, sets a lock flag when exiting leftward, and ignores subsequent icon hovers while locked. The problem is that browsing left within the strip to inspect earlier items would also trigger the lock unintentionally.
Between the dwell-based approach and the directional latch, the dwell method seems like the better tradeoff for avoiding annoyance while staying robust. Let me reconsider the card placement itself—what if I position it to the left of the entire strip with vertical centering on the hovered icon? The travel path would go leftward across the strip columns, which should work cleanly. Alternatively, placing the card directly below the strip's bottom edge left-aligned means travel goes downward, but that creates the same crossing problem if there are icons in rows below.
The core problem is that the strip is a grid, and any card placed outside it will have a travel path that crosses other grid cells—unless the card sits adjacent to the specific hovered icon itself, which only avoids crossings if that icon is already on the boundary. Since geometry alone can't solve this, I need a hover-arbitration approach instead. I'm leaning toward a hybrid of the dwell and latch strategies: lock the card once the cursor leaves its icon while the card is visible, then unlock when the cursor leaves the entire card-plus-icon union.
Let me reconsider whether option B actually breaks browsing. I'm calculating the union box dimensions—the card positioned to the left of the icon with a specific offset, and the y-span centered on the icon with some margin. This union creates a region where moving between icons won't trigger a switch. The strip is 88 pixels tall, so I need to check whether icons outside this union are actually reachable without passing through it.
Looking at the math: the x-span covers essentially all columns, and the y-span covers about ±2 rows, which means roughly 20 icons in the visible area wouldn't trigger a switch. That's basically the entire grid, so B would severely break browsing.
Option A with dwell is better—quick sweeps across icons take 30-60ms, which is faster than the 0.1s threshold, so they won't switch. Deliberate browsing with resting on an icon triggers after 0.1s, which feels responsive. The question is what card displays during a sweep—the current one should stay visible, which is the desired behavior.
I need to handle the keep-region once the cursor lands on the card itself, which is already in place. For the dwell timer, I need to check if `dt` is available in the draw function or if I should use a global time value like `run_time` or a frame counter. Since this is UI-only with no simulation impact, using wall-clock time is fine. Alternatively, I could skip the timer entirely and just track whether the hovered icon is the same as the last frame to determine when to switch.
A 2-frame dwell is too short—a fast cursor sweep across a 22px icon takes about 3 frames at 60fps, so I need real time. I should look for a global `time` variable from the engine rather than relying on frame counting. Another option worth considering: make the card appear to the left of the strip and deactivate the icons' hover regions when the cursor is left of the strip's left edge—that might be simpler and more intuitive for the user. Implementing dwell timing... Refining the card display logic... Finishing the conditional logic for the item card display, then I need to track down what `ui_now()` is—probably a real-time global I can find in main.lua. After that, I'm looking at a few tweaks: reducing the space multiplier to 1.5 instead of 2x since that felt too large, removing the underline from body text so it just returns color, and rethinking the hover state to be a simple color change rather than an underline. The card appearing on hover is actually the feedback itself — no need for extra visual treatment. Since he specifically asked to remove the underline, I shouldn't add a new hover state like a pill. I'll stick with just the color and card interaction, though I can mention adding a subtle highlight if it feels too minimal.
On the underline primitive — it's generic and documented, so keeping it in the codebase makes sense even if glossary doesn't use it right now. If he wants it back later, it's already there. I'll leave the `body_word` function returning the full set of options including underline, but glossary simply won't invoke that path.
Now for the color scheme: mechanics like Chain, Ranged Capture, Strike, and the others should be yellow to match the keyword card headers and signal importance. Nouns need a different color to distinguish them visually.
Blue works well here—it's calmer than yellow, reads clearly on white, and I'm already using it for counters, so it feels consistent. The real question is whether the card headers should match their word colors: yellow headers for mechanics, blue for nouns. That would be more coherent than keeping everything yellow, though I'm aware he specifically said yellow before. I think matching the card color to the word type is the natural extension of having two colors, but I should flag this as a judgment call he can easily override.
Actually, stepping back—he gave an explicit instruction about the header being yellow. Overriding that based on my own design reasoning is exactly the kind of scope creep I should avoid. I'll stick with **yellow headers always** to respect what he asked for.
Now I need to figure out which entries count as "involved" in the mechanics system. The `cs` flag already marks mechanics (capitalized) versus regular nouns, except `ranged_capture` uses a phrase format without the `cs` marker. I think the cleanest approach is to add an explicit `mech = true` field to all mechanics including `ranged_capture`, so I have a consistent way to identify them regardless of how they're formatted.
For matching, I'll keep `cs` as-is since it already works. For coloring, I can use a simple rule: if `mech` is true, color it yellow; otherwise blue. Let me search for the time global now.
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -n "^time\b|sync_engine_globals|en...)
5675: sync_engine_globals()
=== ui_time-ish in draw ===
Bash (grep -n "function sync_engine_globals" -A 12 anchor/*.lua | head -20; echo "=== ...)
anchor/init.lua:107:function sync_engine_globals()
anchor/init.lua-108- frame_num = engine_get_frame()
anchor/init.lua-109- step_num = engine_get_step()
anchor/init.lua-110- time = engine_get_time()
anchor/init.lua-111- unscaled_dt = engine_get_unscaled_dt()
anchor/init.lua-112- window_width, window_height = engine_get_window_size()
anchor/init.lua-113- scale = engine_get_scale()
anchor/init.lua-114- fullscreen = engine_is_fullscreen()
anchor/init.lua-115- fps = engine_get_fps()
anchor/init.lua-116- draw_calls = engine_get_draw_calls()
anchor/init.lua-117-end
anchor/init.lua-118-
anchor/init.lua-119---[[
=== run_time / real time ===
608:run_time = 0 -- seconds survived (drives the spawn ramp)
1296: run_time = run_time + sdt
2401: run_time = 0
2926:function wall_target()
2973: local target = wall_target()
5787: run_time = run_time + sdt
[Think]
I'm using `time` as the engine's wall-clock for the UI dwell timer since it's unscaled and won't be affected by simulation pauses. Now I'm implementing the four changes: increasing text spacing to 1.5, switching icons based on dwell time, removing the underline from glossary entries while keeping the capability in the primitive, and applying two distinct colors—yellow for mechanics and blue for nouns. I'll start by adding the `mech` flag...
Adding mech flag to mechanics...
Bash (grep -c "cs = true" glossary.lua)
13
[Think]
I'm counting the glossary entries where cs is set to true — strike, stagger, frozen, flee, still, combo, overkill, chain, block, transform, luck, and flame add up to 12, so I need to search more carefully to find where that 13th entry might be.
Bash (grep -n "cs = true" glossary.lua)
29: mechanics match CASE-SENSITIVELY (`cs = true`) and nouns match
82:gloss{ id = 'strike', title = 'Strike', cs = true,
86:gloss{ id = 'stagger', title = 'Stagger', cs = true,
89:gloss{ id = 'frozen', title = 'Frozen', cs = true,
92:gloss{ id = 'flee', title = 'Flee', cs = true,
95:gloss{ id = 'still', title = 'Still', cs = true, forms = { 'Still' },
97:gloss{ id = 'combo', title = 'Combo', cs = true, forms = { 'Combo', 'Combos' },
99:gloss{ id = 'overkill', title = 'Overkill', cs = true, forms = { 'Overkill' },
101:gloss{ id = 'chain', title = 'Chain', cs = true, forms = { 'Chain', 'Chains' },
105:gloss{ id = 'block', title = 'Block', cs = true, forms = { 'Block', 'Blocks', 'Blocked' },
107:gloss{ id = 'transform', title = 'Transform', cs = true, forms = { 'Transform', 'Transforms' },
109:gloss{ id = 'luck', title = 'Luck', cs = true, forms = { 'Luck' },
111:gloss{ id = 'flame', title = 'Flame', cs = true, forms = { 'Flame', 'Flames' },
Bash (sed -i "s/^gloss{ id = '(strike|stagger|frozen|flee|still|combo|overkill...)
82:gloss{ id = 'strike', title = 'Strike', cs = true, mech = true,
86:gloss{ id = 'stagger', title = 'Stagger', cs = true, mech = true,
89:gloss{ id = 'frozen', title = 'Frozen', cs = true, mech = true,
92:gloss{ id = 'flee', title = 'Flee', cs = true, mech = true,
95:gloss{ id = 'still', title = 'Still', cs = true, mech = true, forms = { 'Still' },
97:gloss{ id = 'combo', title = 'Combo', cs = true, mech = true, forms = { 'Combo', 'Combos' },
99:gloss{ id = 'overkill', title = 'Overkill', cs = true, mech = true, forms = { 'Overkill' },
101:gloss{ id = 'chain', title = 'Chain', cs = true, mech = true, forms = { 'Chain', 'Chains' },
105:gloss{ id = 'block', title = 'Block', cs = true, mech = true, forms = { 'Block', 'Blocks', 'Blocked' },
107:gloss{ id = 'transform', title = 'Transform', cs = true, mech = true, forms = { 'Transform', 'Transforms' },
109:gloss{ id = 'luck', title = 'Luck', cs = true, mech = true, forms = { 'Luck' },
111:gloss{ id = 'flame', title = 'Flame', cs = true, mech = true, forms = { 'Flame', 'Flames' },
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the two colors, dropping the underline, and the dwell fix:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
[Think]
I'm realizing that using string keys to access globals is unnecessarily complicated. Since the color objects like `yellow` and `blue` are already defined globally in the palette module, which loads before the glossary module, I can just assign them directly to the glossary constants instead.
Actually, I should be cautious about load order — the existing code already resolves `green` at draw time inside functions, so I'll follow that pattern for safety. I'll create a simple helper function that returns the appropriate color based on whether the entry has a mechanic, keeping the logic in one place and avoiding any global indirection.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the icon-switch bug — the card sits left of the strip, so reaching it from any column but the leftmost means sweeping across the icons in between:
Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
The file E:\a327ex\ABAgames\knightvspawns\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
The file E:\a327ex\ABAgames\knightvspawns\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
[Think]
I'm seeing an issue with how the dwell mechanism interacts with the keep-region behavior. When the user sweeps across different items in the strip, the dwell timer resets for each new candidate, preventing accumulation—which is correct. But once the cursor leaves into the card area and hov_def becomes nil, the keep-region logic holds the card in place, and there's a problem lurking there.
If the user sweeps slowly and lingers over an intermediate icon for more than 0.13 seconds, the card will switch to that icon's item—that's the intended behavior. The stored icon rect from the last frame keeps the card anchored correctly. But I need to verify that `time` is properly scoped in the draw function and isn't being shadowed anywhere in the codebase, since it's a global from the init and used in the dwell calculation. I should check if `hov_def` being a def table causes any issues with the keep-region logic.
Bash (grep -n "local time\b|^time =|^ time =" main.lua | head; echo "--- uses of bar...)
--- uses of bare time ---
38
Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
The file E:\a327ex\ABAgames\knightvspawns\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
main.lua OK
emoji/ui/primitives.lua OK
[Think]
I'm updating the test harness to verify the new colors work correctly, confirm there's no underline, and check that the two-color split with 1.5 spacing doesn't cause overflow. The color values should match what the function returns—'yellow' and 'blue' strings from the globals.
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe "C:/Users/adn/AppData/Lo...)
Exit code 1
overflow check: 0 failures across 30 items
Water Gun card: x=267 y=17 w=130 h=64 terms found=4
term capture at x=328 y=39 w=35
E:\a327ex\Anchor\reference\love-compare\tools\lua54.exe: ...9-328e-41bc-8642-bb88861622bb/scratchpad/hover_check.lua:58: bad argument #2 to 'format' (number has no integer representation)
stack traceback:
[C]: in function 'string.format'
...9-328e-41bc-8642-bb88861622bb/scratchpad/hover_check.lua:58: in main chunk
[C]: in ?
[Think]
The harness is hitting a fractional value with the `%d` format specifier because the gap calculation produces decimals when multiplying by 1.5, and this accumulates in `wx`. While that's a harness issue, it reveals a genuine problem: Lua 5.4 throws a fatal engine error when `%d` encounters a fractional float during draw or update, which would crash the game. I'm not currently formatting `wx` with string.format in the game code, but I need to check if `ui_content` or other values might hit this same trap.
Looking through the rendering paths, I'm flooring `wx` when drawing text and rectangles, which is safe. The hover rect uses unfloored fractional values for comparisons only, which is fine. The tooltip width calculation is where I see a real issue: it sums fractional line widths (from `space_w * 1.5`) and passes that fractional width to `ui_fill_rrect`, which the engine can handle as a float but might render slightly blurry. The bigger concern is whether any downstream code formats this width with `%d` — checking now and it doesn't appear to.
The real fix is to round the gap calculation to an integer at the source. If I make `ui_space_w` return a rounded value instead of fractional, everything downstream stays integral: wrap math, line widths, tooltip dimensions, and word positions all become pixel-aligned. With `space_w = 4` and multiplier 1.5, that's 6 pixels exactly. Then `math.floor(wx)` remains harmless and the harness's `%d` formatting works without needing to switch to `%.1f`.
UI_TEXT_SPACE_MULT = 1.5 produces a fractional gap — which propagates into tooltip widths and word positions. On a scale-3 pixel UI that means inconsistent edges, and fractional values are a live hazard here (Lua 5.4's %d throws on them, which is engine-fatal in draw()). Rounding the gap once at the source:
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && $LUA -e "local f,...)
primitives OK
overflow check: 0 failures across 30 items
Water Gun card: x=266 y=17 w=131 h=64 terms found=4
term capture at x=328 y=39 w=35
term pawn at x=310 y=51 w=20
term frozen at x=356 y=51 w=30
term beat at x=308 y=63 w=25
hovering "frozen" -> hovered_term=frozen
keyword card drawn: true
yellow keyword words drawn: 1
[Think]
The color split checks out—Frozen is the only yellow keyword (a mechanic), while capture, pawn, and beat are blue (nouns). The harness confirms this with 4 terms total and 1 yellow, leaving exactly 3 blue. I'm also noting that the stub font sets the character width to 5 pixels.
For the spacing calculation, multiplying by 1.5 gives 7.5 which rounds to 8, though the real LanaPixel font's space is probably closer to 3-4 pixels, making the scaled result around 5-6 pixels—close enough. I'm reasoning through the dwell logic rather than stubbing it since it's complex in the main code, but I've already walked through the scenarios. There's a minor edge case where hovering between two icons quickly creates slight friction due to the 0.13-second dwell timer resetting, but that's acceptable behavior when comparing items. Finally, I need to check the glossary docs for any lingering references to the removed underline behavior and update the items_catalog.md to reflect the new styling—no underline and two-color keywords.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
All four are in.
What changed
Spacing → 1.5×. One constant (UI_TEXT_SPACE_MULT). I also had to round the gap to a whole pixel in ui_space_w — 1.5 produced a fractional gap that propagated into word positions and panel widths, which on a scale-3 pixel UI means edges landing off-grid, and fractional values are a live hazard in this codebase (Lua 5.4's %d throws on them, fatal from draw()). Rounding once at the source keeps every downstream measure integral.
The switch bug. Your diagnosis was exactly right, and the cause is geometric: the card opens to the left of the strip, so reaching it from any column but the leftmost means sweeping across the icons in between — and "hovered icon wins" handed the card to each one on the way.
The fix is a dwell: a different icon must be held 0.13s before it takes over. A sweep passes straight through; a deliberate point still switches instantly to the eye. Opening the first card has no dwell. It runs on engine time, which is unscaled and pause-proof — UI only, never sim.
Two fixes I tried on paper and rejected, recorded in the doc so neither gets retried:
- Give the keep-region priority over icon hover — its union bbox spans ~20 icons, so browsing the strip stops working entirely.
- Reposition the card — the strip is a 4-column grid; travel from any interior cell crosses other cells in every direction. No placement escapes it.
Underline removed. The color is the whole affordance now. ui_tooltip keeps the dashed/solid underline style available for any future caller, since it's generic and already written.
Two keyword colors. Blue for board nouns (pawn, beat, march, capture, escape, damage…), yellow for mechanics (Chain, Ranged Capture, Frozen, Block, Transform…). Driven by a mech flag that tracks the existing cs flag for everything except Ranged Capture — phrase-matched, but a mechanic.
I left the keyword card header yellow for both kinds, as you specified. Making it match the hovered word's color (blue header for a noun) would tie word to card more tightly — that's a one-line change in draw_keyword_card if you want it.
Retest
cd E:/a327ex/ABAgames/knightvspawns && ./run.bat
Press G for ~8 items so the strip has two rows, then:
- Hover an item in the rightmost column and sweep left onto its card — the card should stay locked to the item you started on. That's the bug fix.
- Rest on an intermediate icon for a beat — it should still take over, and feel immediate rather than laggy. If it feels sticky, 0.13 is too high; if the sweep still steals, too low.
- Check the blue/yellow split reads — Water Gun is the good sample:
capture/pawn/beatsblue,Frozenyellow. - Confirm 1.5× is right — Guardian Angel and Hole have the longest prose.
Verified offline that no line of any of the 30 cards overflows its panel at the new spacing, and that Water Gun colors 3 words blue and 1 yellow.
We need recursive definition showing. i.e. Ranged capture contains "lowest pawn" in it, as well as damage, you should be able to hover over those as well to see what they mean. "lowest pawn" and "highest pawn" also need to be hoverable. Let's change the blue to gray, let's match the color of the info text that shows to gray, otherwise the other ones are yellow.
[Think]
I need to handle recursive keyword definitions where terms inside a definition card are themselves clickable, creating a chain of nested cards that need proper positioning and navigation. I also need to add support for two-word phrase-matched keywords like "lowest pawn" and "highest pawn".
The definitions already exist in the catalog, so I'm adding these as gray noun entries. I'm also shifting the noun color from blue to gray, and making keyword card headers match their word's color—gray for nouns, yellow for mechanics. This aligns with what was proposed earlier.
The recursion design raises real questions about depth, card stacking, and navigation between nested cards, which feels like it warrants a design brief, but since he's specified exactly what he wants and it's a direct extension of the existing system, I'm weighing whether to proceed or ask for clarification first.
The core problem: at depth 3, cards cascade off-screen at 480px width. I'm considering whether to cap depth at 2, stack vertically, or use a different layout entirely—but he explicitly wants nested keywords like "lowest pawn" and "damage" to be hoverable, which requires at least 3 levels. ) **Drop the oldest**: keep at most 2 cards visible — the item card and the deepest keyword card. When hovering a term inside the keyword card, the new keyword card REPLACES the old one in the same slot. So you always see: item card + one definition. But then you lose the context of which term you came from... and critically, to hover a term inside card 2 you must be ON card 2; if card 3 replaces card 2 at the same position, the cursor is now over card 3, and the term you were hovering is gone → card 3 would immediately... hmm, actually card 3 would stay as long as the cursor is over it? No — card 3 shows because a term in card 2 is hovered. If card 2 is replaced by card 3, the term isn't hovered anymore → card 3 disappears → card 2 comes back → flicker loop. Bad.
So cards must not overlap and must persist. I'm considering a few more approaches: cascading with smaller offsets and extra z-index tiers to prevent outline merging, though that scales poorly with more cards. Or wrapping cards to the right of the first one if space runs out on the left, which would cover the strip icons but at least keeps the cursor interaction stable. Another option is stacking cards diagonally downward and to the left with vertical offsets so each one sits distinctly below the previous.
I'm also thinking about reducing the card width for nested definitions—if I constrain nested cards to around 100px instead of the minimum 130px, three cards would fit within the available space with room to spare, though they'd become taller. And I'm reconsidering whether the original item card even needs to stay visible while browsing nested definitions—once a chain of cards forms, I could track the chain explicitly rather than deriving each card from its parent's hover state.
So maybe I only show the last two cards at any time: the parent card (the term you're hovering) and the child card (its definition). When you hover a term in the child, the child shifts into the parent position and a new child appears. That's a column shift—visually jarring but bounded and always fits. But that creates the same flicker problem: moving the parent card means the cursor is no longer over the term that opened the child.
The solution is to make the chain "sticky"—once a card opens, it stays visible until the cursor leaves the entire chain region. That's how cascading menus work, and it prevents the cursor from losing its target when cards reposition.
I'm thinking of an explicit stack model: hovering a term in the deepest card pushes a new one onto the stack, and hovering a term in a shallower card truncates the stack and pushes the new card. The whole stack stays visible as long as the cursor is anywhere within the union of all open cards plus the icon. Once the cursor leaves that region entirely, everything closes. This is well-defined and matches standard nested menu behavior. For layout, I'd cascade the cards leftward, and the screen width limits how deep we can go—with 480px available and cards around 131px wide, I can fit about 3 levels (the original item plus 2 definition cards) if I let the deepest card clamp to the left edge, though that risks overlap with earlier cards.
One solution is to switch to a vertical cascade after depth 2: card 3 goes below card 2 instead of to the left, card 4 below that. With 270px of vertical space, I could stack 2-3 cards this way, creating an "elbow" pattern. But honestly, this is the kind of design decision worth discussing directly rather than guessing—there are multiple valid approaches with real tradeoffs, and he likely has strong preferences about how it should feel.
I also need to think about whether terms already open in the chain should be hoverable when mentioned inside a definition card. And there's the risk of infinite loops: "capture" mentions "pawn," "pawn" mentions "march," and you could cycle back. I'll need a depth cap to prevent that. I also notice I need to add "lowest pawn" and "highest pawn" as separate entries since the current phrase system only supports one two-word phrase per entry.
The phrase matcher will correctly prioritize these multi-word phrases over the bare "pawn" term, and I can verify the tie-breaking logic in the code to describe it accurately—furthest down the board, with ties going to the leftmost column.
These are board vocabulary terms, so they should be marked gray like the other game mechanics. I should stick to what was explicitly requested rather than adding extra multi-word terms.
I can handle the trivial changes now—swapping the color to gray and matching the header format—since those are straightforward value changes he specified. For the recursion logic, I'll post a brief first and wait for feedback rather than implementing it blind.
Actually, adding the "lowest pawn" and "highest pawn" entries is mostly mechanical—the phrase matcher already supports them. But since I'm also updating the keywords catalog from 26 to 28 entries, I should include the exact wording in my brief for approval before committing those changes.
Now I'm reconsidering the recursion depth question. The user mentioned Ranged Capture contains "lowest pawn" and "damage," which creates a depth-3 chain. Damage itself doesn't reference other keywords, but "lowest pawn" would likely mention "pawn," "escape," and "board," pushing us to depth 4. I need to think through whether a simple rule can handle this without full recursion.
Let me work out the actual layout constraints. With a 480-pixel width and accounting for margins and card widths around 131 pixels, I can fit maybe two nested cards before running out of space—the third card would go off-screen. So capping the chain at 3 cards total (the item plus 2 definitions) and laying them leftward seems practical, though I need to figure out the overlap and positioning math to make it work visually.
If I narrow the nested cards to around 96 pixels wide for depth 2 and beyond, the numbers work better: the second card lands at 148 pixels, the third at 44 pixels, leaving enough breathing room. Going deeper than 3 levels would push off-screen, so the simplest approach is just capping at 3 and not rendering anything beyond that—which is probably fine anyway since three levels of definitions should be enough context.
The tradeoff is that narrower cards get taller, so I need to see how that affects the overall visual balance.
Rather than get stuck debating layout options, I should brief him quickly with a recommendation but also get the straightforward styling work done now—setting the gloss word color logic and wiring it into the keyword card headers so there's something testable while we sort out the depth question.
Applying styling logic... White text on the white panel relies on a black outline to be readable, so gray words should also work fine with that same halo effect—the contrast between gray (128) and white (255) is distinct enough even at small sizes. I'll make those edits now, then move on to writing the brief for the recursion part, though I'm reconsidering how recursion should factor into this.
Doing the two color changes and the new phrase keywords now; the recursion needs a brief first since it has a real layout constraint.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && $LUA -e "local f,...)
cannot open glossary.lua: No such file or directory
E:\a327ex\Anchor\reference\love-compare\tools\lua54.exe: cannot open glossary.lua: No such file or directory
stack traceback:
[C]: in function 'dofile'
...9-328e-41bc-8642-bb88861622bb/scratchpad/gloss_check.lua:3: in main chunk
[C]: in ?
Bash (cd /e/a327ex/ABAgames/knightvspawns && LUA=/e/a327ex/Anchor/reference/love-compa...)
OK
Lightning 1 boxes ~ 131px [Ranged Capture]
Magnet 2 boxes ~ 258px [capture, the lowest pawn]
Water Gun 4 boxes ~ 416px [capture, the lowest pawn, Frozen, beat]
Dagger 3 boxes ~ 349px [capture, the lowest pawn, damage]
Cloud 4 boxes ~ 440px [ally, beat, the lowest pawn, damage]
keyword use across the live 30:
the lowest pawn 4
never triggered by the live 30: tank, skull, special, adjacent, the highest pawn, Strike, Stagger, Flee, Still, Overkill
[Think]
The phrase matching is working correctly now — "the lowest pawn" properly replaces the individual pawn link across those cards. I'm moving on to the recursion section, which centers on an explicit stack model for tracking open cards as a chain of definitions or terms.
The interaction model relies on hovering behavior: hovering a term in the deepest card adds a new one, hovering in a shallower card truncates and restarts the chain, and hovering nothing keeps the chain sticky so you can move between cards without them disappearing. The whole chain closes when the cursor leaves the icon and all open cards. This stickiness is crucial — unlike the current keyword card which only lives while hovered, the recursive version must persist so you can navigate onto it, similar to how the item card needed a keep-region.
For layout, cards cascade leftward, and at 480 pixels wide the positioning puts card 3 off-screen, so a three-level chain like item → Ranged Capture → damage won't fit at the current viewport width.
I'm weighing three options: narrowing the definition cards from 130 to 96 pixels (which makes them taller but lets card 3 fit at x=44), using an elbow layout where deeper cards stack downward, or capping depth at 2 definitions. The narrowing approach seems best — it accommodates his example and caps the depth at 3 total (item plus 2 definitions), since a fourth card would fall off-screen. Though looking at actual definitions, "lowest pawn" mentions "escaping" and "board," so theoretically you could chain item → Ranged Capture → lowest pawn → escape, which would exceed the cap.
I'm considering alternatives: wrapping new cards to the right side of the chain when they'd run off the left edge (but that looks awkward), or dropping the oldest card (the item) when depth exceeds 3 and shifting everything right (though that breaks hover behavior under the cursor).
The simplest approach is to cap depth at 4 with narrowing, and if there's no room, clamp the deepest card to x=4 and accept it might touch its parent—essentially refusing to open deeper if it doesn't fit. Let me recalculate the widths: if definitions use wrap and minimum of 88, the item card stays at 130, card2 becomes 160, card3 shrinks to 68, and card4 would go negative, so realistically I'm limited to the item plus 2 definition cards at that x position.
Testing tighter widths like 76px would let me fit 4 cards, but that's only about 14 characters per line—his skull definition would balloon to 20 lines and 268px tall, which defeats the purpose. So I'm settling on 3 cards maximum (item plus 2 definitions), which matches his example perfectly, and deeper hovers simply won't open. I could also explore a different layout where the definition cards don't cascade at all—just showing the item card and the current definition pinned so you can hover terms within it.
When you hover a term inside the definition, it replaces the current one in place. The tricky part is avoiding flicker when the replacement happens under the cursor, but if the card stays sticky (doesn't disappear until you leave the whole region), then hovering a term in the definition card and having it replace itself works without the flicker loop. This model keeps at most 2 cards visible—the item and one definition slot—and whichever term you hover anywhere gets its definition shown in that slot, staying put until your cursor leaves.
The risk is that when content swaps, the word under your cursor changes to whatever text is now at that position, and if that's a keyword, it could trigger another definition automatically—a cascade of random flips. I can prevent that by ignoring term hovers after a swap until the cursor actually moves or leaves and re-enters a term. That's a simple mitigation.
But I think cascading up to 3 cards is actually better for readability—you see the item, the first definition, and can hover terms within it to see their definitions too, all at once. That matches the mental model of "hover over those as well to see what they mean" better. So I'm leaning toward cascading with narrower definition cards and a cap at item plus 2 definitions.
If the user wants unlimited depth, I can flag this as the known limit and offer the in-place-swap alternative. I'm also considering whether definition cards could position themselves relative to the hovered term's vertical position instead of always anchoring left, or whether cascading leftward with overflow going below the item card would help—but the screen real estate doesn't really support it well.
Going with the cascade approach. Now I need to figure out which terms inside a definition should be live links themselves. Should all of them be clickable, including the word that's already being defined?
—that would create self-references. I'll skip terms that match the card's own ID to avoid that loop.
I'm also noting that the term rectangles are currently recalculated every time an item card draws, but with a chain of definitions I'll need to track them per card with a depth index instead. Let me write this up now.
The two color changes and both phrase keywords are in — "the lowest pawn" now resolves as one gray term instead of a pawn link with an adjective in front, and it fires on Magnet, Water Gun, Dagger and Cloud.
Recursion needs a decision from you, because it hits a hard width limit.
Design brief — recursive definition chains
The chain model
Today a definition card lives only while its word is hovered. That can't survive recursion: the moment you move the cursor off "lowest pawn" toward its card, the word stops being hovered and the card dies before you arrive. So definitions become sticky, exactly like the item card:
An explicit stack — card 1 is the item, card N+1 is the definition of the term hovered in card N. Hovering a term in the deepest card pushes; hovering a term in a shallower card truncates to that depth and pushes (so backing up and taking a different branch works); hovering nothing at all leaves the chain alone. The whole chain closes when the cursor leaves the union of the icon and every open card.
Two details that fall out: a card's own word goes inert inside its own text (the capture card says "capture" — hovering it should not reopen itself), and the existing dwell logic doesn't apply here since definition cards aren't in a grid.
The width problem
Cards cascade leftward, and at 480px that runs out fast:
| card | x |
|---|---|
| strip left edge | 386 |
| item card (131 wide) | 252 |
| definition 1 | 117 |
| definition 2 | −18 — off screen |
Your own example is item → Ranged Capture → damage, which is that third card. So it does not fit at the current 130px wrap.
The fix I'd take: definition cards wrap narrower than item cards — 96px instead of 130. That gives 252 / 148 / 44, so a 3-card chain fits with 40px to spare. The cost is that definitions get taller: skull becomes about 10 lines. It's the least invasive change and it makes your example work.
The limit that remains: a fourth card (e.g. item → Ranged Capture → lowest pawn → escape) lands at −56 and cannot open. I'd cap the chain at 3 and simply not open deeper, rather than let cards overlap — overlapping is not cosmetic here, two white panels on one tier outline-merge into a single blob.
The alternative, if 3 isn't deep enough
Keep only two cards ever — the item card plus one definition slot — and have hovering a term inside the definition swap that slot's contents in place. Unlimited depth, always fits, but you lose the visible trail (you can't see Ranged Capture and damage side by side). It needs one guard: after a swap, term hovers are ignored until the cursor actually moves, or whatever word happens to sit under the cursor in the new text opens immediately and you get a runaway flip.
What I'd like you to pick
- (a) Cascade, narrower definitions, capped at 3 cards. (recommended — matches your example, keeps the trail visible)
- (b) Two-card in-place swap, unlimited depth, no trail.
- (c) Cascade but keep definitions at full 130px width and cap at 2 cards — which does not cover the Ranged Capture → damage case, so I mention it only for completeness.
Also worth confirming: I wrote the new definitions as "The pawn furthest down the board, the one closest to escaping. A tie goes to the leftmost of them." The tie-break is taken from the real targeting code (p.gy > best.gy or (p.gy == best.gy and p.gx < best.gx)). For the highest pawn I mirrored that wording, but nothing implements it yet — Bow is unbuilt — so that tie-break is a promise the code will need to keep.
a)
[Think]
I'm working on implementing a cascade layout with narrower definitions capped at 3 cards, which means I need to refactor the tooltip sizing system to accept per-call wrap widths instead of relying on a global constant. I'll add `opts.wrap_w` and `opts.min_w` parameters to give each tooltip call control over its own wrapping behavior.
For the glossary chain state, I'm storing an array of entry IDs where the first card is the item itself and subsequent cards represent nested definitions. The rendering flow resets hover tracking each frame, draws the item card first with a depth parameter for the hover hook, then cascades through the chain cards positioned to the left, and resolves hover state at frame end to queue up the next card for the following frame—creating a one-frame lag that's imperceptible to the user.
To handle the tooltip lifetime, the glossary should return the bounding box of all drawn cards (item plus chain), which main.lua can then union with the icon rect for the keep-region logic without any changes needed. Since the cards cascade horizontally at similar heights, the bounding box is reasonably tight.
When the item definition changes, I'll track which definition owns the chain and reset it if a different item is hovered. I'll also prevent self-references by skipping any term whose ID matches the current card's entry, and cap the chain to a maximum of 3 cards total with narrower text wrapping at 96 pixels.
Writing the code... Setting up glossary constants for definition card wrapping and chain depth tracking, then defining a body word hook that resolves glossary entries based on mouse position and word lookup.
I realize I need to cache the marks computed from definition descriptions on the glossary entries themselves. Now I'm setting up the tooltip drawing function that manages the glossary chain, starting with the item card and positioning it based on available screen space.
Continuing with the chain loop... Finishing the bounding box calculation, then handling the pick logic to update the card chain and truncate it if needed, before returning the final bounds. If we're already at max depth and the user hovers over a term in the deepest card, we can't push further, so those terms should stay plain white instead of being colored as interactive. I'll pass a flag to the rendering function to distinguish between cards that can spawn children and those that can't — only the live, pushable cards get the colored keyword styling. The hovered word might lose focus with sticky chains, so aligning card tops to stored word positions at push time makes more sense — I'll track both the glossary ID and the y-coordinate for each chain entry. Since the parent card's position stays stable within a frame, this stored y remains valid and preserves that nice visual connection between word and definition. I'm updating the chain structure to hold both id and y, then positioning each card using that stored y value.
For the implementation, the main tooltip function still returns the union bounding box as before, feeding into the keep-region logic. The tricky part is that when the cursor leaves the large keep-region (icon plus full chain), everything closes and the chain should reset — but if the same definition reopens, the stale chain reappears because the owner hasn't changed. I need to expose a way for main.lua to signal when the card closes so the glossary can clear the chain.
The cleanest approach is to add a reset function that main.lua calls whenever `show_def` becomes nil, which clears the chain owner. This way, reopening the same card starts fresh. I'll also need to compute marks for each definition's description text, caching them on the entry, since descriptions themselves contain keywords that follow the same matching rules.
Writing the hover section replacement...
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the chain itself:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Bash (cd /e/a327ex/ABAgames/knightvspawns && LUA=/e/a327ex/Anchor/reference/love-compa...)
glossary.lua OK
main.lua OK
emoji/ui/primitives.lua OK
[Think]
I'm building a test harness that chains hover interactions across multiple frames—hovering over a term in one card triggers the next frame with an updated chain, then hovering again extends it further. I'll simulate a Lightning card with ranged capture terms and verify the glossary positions don't overlap as the chain grows. Starting with frame 1 where hovering "Ranged" initializes the chain, then moving to frame 2 to continue the interaction.
To capture the card positions, I need to wrap the ui_tooltip function after loading the stub so I can record the x/y coordinates and dimensions of each tooltip as they're drawn.
Write (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\chain_check.lua)
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\chain_check.lua (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe "C:/Users/adn/AppData/Lo...)
[frame 1 — item card only] 1 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
hover "Ranged": true
[frame 2 — after pushing Ranged Capture] 1 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
hover "damage": false
[frame 3 — after pushing damage] 2 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
hover "pawn" in the deepest card (should be INERT): true
[frame 4 — cap holds, still 3 cards] 2 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
union rect: x=160..397 y=29..153
chain depth: 2
[Think]
I see the issue now — the card only appears in frame 2 because the pick gets applied after the draw happens. In frame 1, the chain is empty when drawing, then I set the mouse position. By frame 2, the hook fires with the cursor on "Ranged" and sets the gloss_pick value.
So the chain grows to [ranged_capture] after frame 2's draw, which is why frame 3 shows 2 cards. The hover attempts are firing one frame too early — when I try to hover "damage" in frame 2, the Ranged Capture card hasn't been drawn yet. But the "pawn" hover in frame 3 succeeds because that card is now live. The chain depth stays at 2 through frame 4, meaning the pick from the "pawn" hover gets appended to the existing entry.
I need to extend the harness with more frames to actually see all 3 cards rendered and verify they fit without overlap. The Ranged Capture card is 103 pixels wide (its title drives the width beyond the 96-pixel minimum), and it positions at x=160..263, so a third card would start around x=60. That should fit. Let me add frames 5 and 6 to the test and re-run.
Edit (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\chain_check.lua)
The file C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\chain_check.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe "C:/Users/adn/AppData/Lo...)
hover "Ranged": true
[frame 2 — after pushing Ranged Capture] 1 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
hover "damage": false
[frame 3 — after pushing damage] 2 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
[frame 4 — damage card lands] 2 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
hover "pawn" in the DEEPEST card (should be inert -> no 4th card): true
[frame 5 — cap holds at 3] 3 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
the lowest pawn x= 53..156 y= 53..153 (w=103 h=100)
union rect: x=53..397 y=29..153
chain depth: 2
[Think]
The three-card cascade is working properly with no overlaps or offscreen issues, maintaining 4px gaps between cards and keeping the chain depth at 2. There's a note about the test harness accidentally hovering over the wrong card initially, but it still produced the expected result.
I'm verifying that the deepest card's keywords stay inert since they're at depth 2, and the chain depth cap held across the frames. The stub font I used for testing is wider than the real LanaPixel font, so actual rendering should have more breathing room. Even accounting for proportional widths in the real font and potential overflow on item cards with longer names, the layout still fits within the constraints—item cards max out around 130-145 pixels wide, leaving plenty of space for the cascade.
One trade-off I'm accepting: keywords on the deepest card render as plain white text instead of colored links, which looks slightly inconsistent but is honest since they're not interactive there. I've documented this choice.
I'm also checking the interaction risks: the chain resets properly when switching items or when nothing's shown, and the keep-region union spanning most of the screen width means the chain stays open while the cursor is over that band—you'd have to move below it to dismiss. This covers the board while the chain is displayed, which is acceptable since it closes when you leave the region.
Now I need to verify the cache naming doesn't collide—item definitions use their own `_gloss_ids` and `_gloss_marks` fields while glossary entries use `e._gloss_marks`, so they're on different tables. ✓
I'm updating the documentation to reflect the recursion support, the two new keywords, and the color change, plus updating the keyword count from 26 to 28 and adding the two phrase entries to the catalog's noun list.
Updating the keywords heading and the growth note...
The 3-card cascade lands correctly — 267..397, 160..263, 53..156, no overlaps, nothing off-screen, and the chain caps at depth 2. Updating the catalog:
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
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Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
overflow check: 0 failures across 30 items
Water Gun card: x=266 y=17 w=131 h=64 terms found=5
term capture at x=328 y=39 w=35
All four changes are in.
What changed
Recursion. Definition cards now cascade leftward — card 1 is the item, card N+1 defines the term you hovered in card N. Hovering in a shallower card truncates the chain below it, so backing up and taking a different branch works. A card's own word goes inert inside its own text (the capture card says "capture"; reopening itself would look broken).
The key behavioral change: definition cards are now sticky rather than hover-lifetime. They had to be — the instant the cursor leaves "the lowest pawn" heading toward its card, the word stops being hovered, so a hover-lifetime card died before you arrived. The whole chain closes at once when you leave everything; draw_item_tooltip now returns the union of every card it drew, which feeds the existing keep-region unchanged.
The width budget. Definitions wrap at 96px instead of 130, which is what makes three cards fit. Verified the cascade offline: 267..397 / 160..263 / 53..156 — no overlap, nothing off-screen, and the cap holds at 3. The deepest card the budget allows draws its keywords as plain prose rather than dead-end links, so a colored word always does something.
Two new phrase keywords. "the lowest pawn" and "the highest pawn", matched as phrases so they win over the bare pawn inside them. They now fire on Magnet, Water Gun, Dagger and Cloud. The lowest-pawn tie-break is the real one from the targeting code; the highest-pawn one is mirrored from it and is currently a promise the code will need to keep, since Bow is unbuilt.
Colors. Nouns blue → gray, mechanics stay yellow, and each definition card's header now wears its own word's color.
Retest
cd E:/a327ex/ABAgames/knightvspawns && ./run.bat
Lightning is the exact case you named — "+1 Ranged Capture." → hover it → its card names "the lowest pawn" and "damage" → hover either for a third card. Then check:
- Travel out along the chain — icon → item card → Ranged Capture → damage, with nothing dying en route.
- Back up and branch — from the damage card, go back and hover "the lowest pawn" instead; the damage card should be replaced, not stacked beside it.
- The third card's keywords should be plain white, not gray/yellow — that's the cap being honest rather than offering links that do nothing.
- Leave the whole area — everything should close together, and reopening the same item should start fresh rather than restoring the old chain.
- Gray legibility — gray words sit on a white panel and read via their derived black halo, same as the white body text. This is the one thing I can't verify without seeing it; if gray is too quiet against white, the fix is one constant in
gloss_word_color.
One consequence worth knowing: with a 3-card chain open, the keep-region spans roughly x=53..397, y=29..153 — most of the board. The cards close when you move below or outside that band, but mid-run the chain does cover a lot of the playfield.
If a word is highlighted once in the card it should be highlighted again. Gray should be lighter, closer to white.
[Request interrupted by user]
It shouldn't be highlighted again*
[Think]
The user wants two changes: keywords should only highlight on their first appearance within each card, and the gray color needs to be lighter. For the highlighting, I'll track which word IDs have already been marked using a local set in the closure since it's created per card, then skip any subsequent matches. I also need to adjust the gray to be closer to white.
Read (E:\a327ex\ABAgames\knightvspawns\emoji\palette.lua)
14 its currency integer, the medal color must live under a different name
15 or `gold()` becomes a call on a number and crashes the draw pass. The
16 template names the medal color `medal_gold` from the start.
17 ]]
18
19 white = color(255, 255, 255)
20 black = color(0, 0, 0)
21 gray = color(128, 128, 128)
22 bg_color = color(48, 49, 50) -- the charcoal page (#303132)
23 fg = color(231, 232, 233) -- off-white foreground (#e7e8e9)
24 fg_dark = color(201, 202, 203)
25 yellow = color(253, 205, 86)
26 star_yellow= color(255, 172, 51) -- the star emoji's deeper yellow
27 orange = color(244, 146, 0)
28 blue = color(83, 175, 239)
29 green = color(122, 179, 87)
30 red = color(223, 37, 64)
31 purple = color(172, 144, 216)
32 brown = color(193, 105, 79)
33 pink = color(244, 154, 194)
34 bowstring = color(217, 158, 130) -- sandy/tan rope tint
35
36 -- Medal disc-face colors sampled from Twemoji 1f947/1f948/1f949.
37 bronze = color(248, 136, 56)
38 silver = color(200, 208, 216)
39 medal_gold = color(248, 168, 48)
40
41 -- Sky gradient (subtle blue -> off-white, the EBB arena backdrop).
42 sky_top = color(135, 206, 235)
43 sky_bottom = color(231, 232, 233) -- same as fg
... [10 more lines]
[Think]
I'm noticing that `fg_dark` at 201 is a light gray that works well for "lighter, closer to white," but there's a contrast issue — when this same color is used for the definition card header with white title text on top, the contrast drops significantly. The white text relies on its black halo to remain readable against that light gray background, which creates a washed-out appearance.
I could keep `fg_dark` for both the word and header to maintain consistency with his earlier instruction about matching the info text color, but that risks a weak header. Alternatively, I could use a darker gray for the header while keeping `fg_dark` for the word, though that breaks the color matching he asked for. I think the straightforward approach is to use `fg_dark` for both and flag the contrast risk so he can decide if it's acceptable.
For the implementation, I need to track which glossary terms have already been highlighted on each card — I'll add a `seen` table inside the closure factory that gets reset each frame, then check it before recording any term rect so later occurrences become completely inert. The first occurrence will naturally be the highlighted one, which is what we want.
But there's a problem: if a phrase like "Ranged Capture" has two words both marked to the same glossary ID, my deduplication would skip the second word as a duplicate, breaking the two-word highlight. The real issue is that `marks` is a single table keyed by word, so when "capture" appears in multiple contexts (as part of "Ranged Capture" and as its own entry), the table gets overwritten by whichever `take()` call came last — that's a pre-existing bug I need to investigate.
The fix is to make `marks` position-indexed instead of word-indexed, so I can track which glossary entry each word belongs to based on its location in the text, not just its surface form.
But there's a tokenization mismatch: the glossary walk uses letter-only tokens while the renderer uses whitespace-delimited chunks, so indices won't line up. Instead of precomputing marks, I should give the renderer a stateful matcher that applies the same two-word phrase logic as it walks through the body.
The issue is that phrase matching needs lookahead—when I see "Ranged," I need to check if the next word is "Capture"—but the hook only gets one word at a time. I could pass the next word to the hook, but that breaks when phrases span line wraps. A simpler fix: tokenize the wrapped body before drawing so I can resolve phrases per-token upfront.
I'll create a function that tokenizes all lines the same way the renderer does, applies phrase-aware matching to that token stream, and produces an array mapping each token to its glossary ID. Then the hook just counts tokens and looks them up by index. Since the token stream matches exactly what the renderer walks, this should be robust. I need to call the text wrapping function myself in the glossary setup to get the lines before creating the hook.
Writing the token scanning function... Finishing the loop and returning the ids map. I'm also reconsidering the self_id handling — moving it into the token scanning phase makes sense. The phrase-span logic now correctly advances by the span amount whether the phrase matched or not, and both words in a matched phrase get assigned the same id for proper highlighting.
Now I'm thinking through whether glossary_terms_for still needs to return marks. Since the rendering path moved to gloss_scan_tokens, those marks are no longer used anywhere. I should simplify the function to just return the ordered ids list, which is still needed for help-screen ordering.
The refactoring plan is to drop the marks from glossary_terms_for and glossary_terms_cached, remove glossary_entry_marks entirely, and add the new gloss_scan_tokens function. For the tooltip rendering, I'll compute the wrapped lines once in the glossary code and pass them through to ui_tooltip_size via the options, avoiding the double-wrap cost. Caching isn't worth the complexity here since hovering only triggers a few cards at a time, making the token operations negligible per frame. I'll just compute it fresh and move on to writing the updated functions.
Two things there — and the "highlight once" rule exposed a real bug I need to fix at the same time.
The marks table is keyed by word, so one word can only have one meaning. But Ranged Capture's own text reads "After a capture… once per point of Ranged Capture." — the standalone capture is the noun, and the Capture inside the phrase is part of the mechanic. One key, two answers: the phrase overwrote the noun, so the first "capture" was resolving to the wrong entry. Position has to decide, not spelling:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
<tool_use_error>String to replace not found in file.
String: -- The keywords a card text uses. Returns:
-- ids — array of glossary ids in ORDER OF FIRST APPEARANCE (for a future
-- help screen; the hover UI doesn't need the order)
-- marks — cleaned lowercase word -> glossary id, the lookup the body-text
-- renderer uses to color, underline and hover-target each word
-- Two-word phrases are tested before single words so "Ranged Capture" wins
-- over the bare `capture` noun sitting inside it.
function glossary_terms_for(desc)
local words = {}
for w in desc:gmatch("[%a'’]+") do words[#words + 1] = w end
local ids, seen, marks = {}, {}, {}
local function take(id, ...)
if not seen[id] then seen[id] = true; ids[#ids + 1] = id end
for _, w in ipairs({ ... }) do marks[w:lower()] = id end
end
local i = 1
while i <= #words do
local a = gloss_clean(words[i])
local b = words[i + 1] and gloss_clean(words[i + 1]) or nil
local ph = b and GLOSS_PHRASE[(a .. ' ' .. b):lower()] or nil
if ph then
take(ph, a, b)
i = i + 2
else
local id = GLOSS_CS[a] or GLOSS_LC[a:lower()]
if id then take(id, a) end
i = i + 1
end
end
... [11 more lines]
Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
140 -- trailing punctuation the wrapper leaves attached ("beats." / "pawn,") and a
141 -- possessive ("pawn's column" must still find `pawn`). Case is preserved —
142 -- the caller lowercases for the noun path and keeps case for the mechanic one.
143 function gloss_clean(word)
144 return (word:gsub('^%p+', ''):gsub('%p+$', ''):gsub("'s$", ''):gsub("’s$", ''))
145 end
146
147 -- The keywords a card text uses. Returns:
148 -- ids — array of glossary ids in ORDER OF FIRST APPEARANCE (for a future
149 -- help screen; the hover UI doesn't need the order)
150 -- marks — cleaned lowercase word -> glossary id, the lookup the body-text
151 -- renderer uses to color, underline and hover-target each word
152 -- Two-word phrases are tested before single words so "Ranged Capture" wins
153 -- over the bare `capture` noun sitting inside it.
154 function glossary_terms_for(desc)
155 local words = {}
156 for w in desc:gmatch("[%a'’]+") do words[#words + 1] = w end
157 local ids, seen, marks = {}, {}, {}
158 local function take(id, ...)
159 if not seen[id] then seen[id] = true; ids[#ids + 1] = id end
160 for _, w in ipairs({ ... }) do marks[w:lower()] = id end
161 end
162 local i = 1
163 while i <= #words do
164 local a = gloss_clean(words[i])
165 local b = words[i + 1] and gloss_clean(words[i + 1]) or nil
166 local ph = b and GLOSS_PHRASE[(a .. ' ' .. b):lower()] or nil
167 if ph then
168 take(ph, a, b)
169 i = i + 2
... [12 more lines]
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the hook consumes positions instead of a word table:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd /e/a327ex/ABAgames/knightvspawns && LUA=/e/a327ex/Anchor/reference/love-compa...)
glossary.lua OK
main.lua OK
[frame 4 — damage card lands] 2 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
hover "pawn" in the DEEPEST card (should be inert -> no 4th card): true
[frame 5 — cap holds at 3] 3 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
the lowest pawn x= 53..156 y= 53..153 (w=103 h=100)
union rect: x=53..397 y=29..153
chain depth: 2
[Think]
I'm writing a focused test for the position-based resolution logic in the Ranged Capture card, checking that the first "capture" resolves to the noun form while "Ranged Capture" resolves to the self-referential ranged_capture, and that repeated words only get highlighted once. I'll test the gloss_scan_tokens function directly with specific test cases starting with the Ranged Capture description.
Write (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\scan_check.lua)
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\scan_check.lua (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe "C:/Users/adn/AppData/Lo...)
Ranged Capture card (self = ranged_capture) — the standalone "capture" is
the NOUN, the one in the phrase is the mechanic and is self -> inert:
After a [capture,->capture] also hit the [lowest->lowest_pawn] [pawn->lowest_pawn] for your [damage,->damage] once per point of Ranged Capture. Your knight does not move.
capture card (self = capture) — its own word inert, "pawn" live:
Removing an enemy [pawn->pawn] from the board, by landing on it or through an effect. Every capture scores 1 and adds 1 toward your next item.
once-per-card: "pawn" appears 3x, only the FIRST is a link:
A [pawn->pawn] [marches.->march] Another pawn waits. The last pawn [escapes.->escape]
phrase spans both halves, and the bare pawn later is suppressed by it:
[Freeze->frozen] the [lowest->lowest_pawn] [pawn,->lowest_pawn] then hit the [highest->highest_pawn] [pawn.->highest_pawn]
[Think]
I'm verifying that the fix works correctly across all four key rules: position determines whether "capture" functions as a noun or stays inert, the card's own "capture" reference remains plain while "pawn" stays active, each term only links once per card, and phrase spans are handled consistently across both instances of "lowest."
+"pawn" and "highest."+"pawn" since they reference different entries. Now I'm adjusting the gray color to something lighter using the darker foreground shade, and updating both the color configuration and the documentation to reflect that gray represents board nouns in this lighter tone.
All four rules verified — note the bug case in the first line: capture, correctly resolves to the noun while Ranged Capture. resolves to the phrase (and is inert as self). Previously the phrase overwrote the noun and the first one rendered wrong.
Now the lighter gray:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
--- chain still fits ---
[frame 5 — cap holds at 3] 3 card(s)
Lightning x=267..397 y= 29.. 69 (w=130 h=40)
Ranged Capture x=160..263 y= 29..153 (w=103 h=124)
the lowest pawn x= 53..156 y= 53..153 (w=103 h=100)
union rect: x=53..397 y=29..153
chain depth: 2
Both changes are in.
What changed
Highlight once per card. Only the first occurrence of a keyword is a link; later repeats draw as plain prose. Verified: "A pawn marches. Another pawn waits. The last pawn escapes." lights the first pawn only.
Gray → fg_dark (201,202,203), one step off white. Body text is white on a white panel reading through its derived black halo, so mid-gray at 128 was fighting that; near-white reads as brighter than the surround rather than dimmer. The definition card headers follow, since they wear their word's color.
The bug this surfaced
Implementing "once per card" meant looking hard at how a word maps to an entry, and the existing marks table was keyed by spelling — one slot per word. Ranged Capture's own text is:
"After a capture, … once per point of Ranged Capture."
The standalone capture is the noun; the Capture two words later is half the phrase. One key, two meanings — so the phrase overwrote the noun and the first "capture" resolved to the wrong entry (then vanished entirely, since Ranged Capture is that card's own word and self-references are inert).
Resolution is now by position: gloss_scan_tokens walks the exact token stream ui_tooltip will draw and answers per index. Same walk decides phrase-spanning, first-occurrence, and self-inertness, so all four rules come from one pass. The card body is also wrapped once now and the same line array is handed to both the scan and the tooltip, so the positions counted are guaranteed to be the positions drawn.
Verified offline:
After a [capture,->capture] also hit the [lowest->lowest_pawn] [pawn->lowest_pawn]
for your [damage,->damage] once per point of Ranged Capture. Your knight does not move.
— the noun resolves correctly, the phrase spans both halves elsewhere, and the self-reference stays plain. The 3-card cascade still lands at 267..397 / 160..263 / 53..156 with no overlap.
Retest
cd E:/a327ex/ABAgames/knightvspawns && ./run.bat
Lightning is still the best case — its Ranged Capture card is exactly where the position bug lived, so check that the first "capture" in that card is a live gray link while "Ranged Capture" at the end is plain. Hole ("Each pawn that would escape has a 1 in 4 chance to fall into a hole instead. It is captured and costs no life.") is the one to check for once-per-card, and it'll also tell you whether fg_dark is now too close to white to notice.
Rightmost column card behavior seems inconsistent, sometimes the card disappears and hovers over another item. Card removal behavior seems inconsistent, especially when the 3rd card is open, sometimes hovering off all cards doesn't remove them. Should be that if you're not hovered over the recursive card itself, hovering off its word should remove the card, that's what I would expect. We could also benefit from slightly higher width on cards, and more clever placement. There's no reason additional cards need to be exactly to the left or right of another, they could be a bit below/above and a bit to the left/right and such various configurations that would give us more space. Try to think carefully about this, always making sure that no text goes off the screen. We could even create a more general system that allows infinite recursion such that placing new cards always tries to look for a way to place them somewhere "free" on the screen.
[Think]
Looking at the dwell system behavior — when a card is displayed for one item and the cursor sweeps across other icons, each new icon resets the dwell timer and candidate tracking, which is causing the card to flicker or disappear unexpectedly. The issue is that the timer needs to persist or handle transitions more gracefully rather than resetting on every cursor movement.
But there's also a spatial problem: the card for the rightmost column is positioned to the left of its icon, and its bounding box actually overlaps the hover rectangles of the earlier columns' icons. So when the cursor moves onto the card itself (which sits visually over those other icons), it's triggering their hover states and restarting the dwell countdown, making the card switch to a different item. The fix is to prevent hover detection on icons when a card is already active and displayed. So the hit-test approach means you can't directly switch from one icon to another if they're both under the card—you'd have to move the cursor outside the card region first to close it, then hover the new icon. That's a bit awkward but workable, though it does constrain how fluidly you can navigate between items. doesn't cover them either, creating a catch-22. The real solution is the **safe triangle** approach: while the card is open, treat the cursor path from its last position to the card's far corners as a safe zone where icon hovers are suppressed. This lets the cursor travel to the card without triggering unwanted switches, while still allowing normal icon interaction outside that corridor. ering the strip entirely AND we can pick a placement that minimizes crossing. But travel still crosses icons.
Honestly the most robust and simplest: **while an item card is open, icons other than the current one are not hoverable at all until the cursor leaves the keep-region.** That's the union-priority approach I rejected because "browsing breaks". But does it? Let me re-examine with the NEW understanding.
To switch items you'd leave the union then hover another icon. The union = icon ∪ card(s). With a 3-card chain the union is huge (x 53..397). Leaving it means moving below y=153 or above y=29 or right of 397. The strip is at x 386..474, y 34+. So icons at x>397 are OUTSIDE the union horizontally! Wait,
Looking at the actual coordinates, the card's right edge sits at 397, which is the icon's x minus 3. In the harness the element is at x=400, so the card extends to 397, but the icon itself spans 400 to 418, making the union boundary 418. This means icons to the right of the current one fall outside the union while those to the left are covered by the card or the corridor—so leftward browsing works but rightward doesn't.
Let me reconsider the cleanest approach: treating the card as a modal-like overlay for the strip. While a card is open, hovering over the card keeps it active, and hovering over an icon that isn't covered by the card should trigger a transition.
The placement dilemma is whether the card covers icons or not. If it doesn't cover them, moving left from the current icon crosses uncovered icons and switches immediately—bad. If it does cover them, those icons become unhittable, which breaks right-to-left browsing unless you exit the card first. The second option is less problematic, though it does require leaving the union to close the card before accessing covered icons.
A better approach might be placing the card below the strip entirely. Since the strip ends around y=78 with 8 items in 2 rows, positioning the card below that threshold means cursor travel goes downward, avoiding the icon columns. But this just transposes the same problem—moving down from row 0 icons still crosses row 1 icons.
The real fix is combining two strategies: keep the card alive on a brief grace timer (around 0.25 seconds) after leaving an icon, so the cursor has time to reach the card without triggering other icons. Meanwhile, icons that sit visually behind the card should be non-hoverable anyway—that's a z-order constraint that makes sense regardless. So I'd apply the grace timer only to icons not obscured by the card, and switch targets if the cursor lands on a different icon during travel.
Actually, with z-order properly fixed, the grace timer might not even be necessary. When traveling from one icon to another, if the card covers the path between them, those intermediate icons are already unhittable. So the travel is inherently safe—dwell becomes redundant. The tradeoff is that browsing right-to-left becomes slower since the card doesn't cover icons in that direction.
Let me trace through the geometry: the card width is around 131 pixels, positioned at 252–383, while icons start at 386. So the first icon isn't covered by its own card, but when traveling from later icons leftward, the card does cover the earlier icons in the path, making those transitions safe.
For browsing, moving from col3 to col2 requires exiting the union—you'd have to go above or below the card or past the icon's right edge. It's slightly awkward but consistent, which addresses the core complaint.
So the fix is to replace dwell with z-order suppression alone.
Actually, let me verify: the card sits on the top tier and visually covers those icons, yet they still respond to hover—that's clearly a bug. The solution is to make icons under an open card non-hoverable.
Now there's the second issue: card removal is inconsistent, especially with multiple cards open; hovering away from all of them doesn't close them.
The user wants a different rule for definition cards: a card should stay alive if either its source word is hovered OR the cursor is inside the card itself (or deeper in the chain). That's more precise than my sticky-until-everything-leaves approach.
So the logic would be: a card at depth d persists if the word that opened it is hovered OR the cursor is within that card or any card nested deeper. This gives the natural behavior of hovering off the word closing the card while still allowing movement onto the card itself.
But there's a potential issue: when moving from the word to the card, the cursor passes through the parent card's body between them. During that transit, the word isn't hovered and the cursor isn't yet in the child card, so the child would disappear—unless the movement is quick enough or the cards are positioned close enough that this gap doesn't matter.
The standard fix is a short grace period, maybe around 0.25 seconds. So the rule becomes: a card lives while its word is hovered OR the cursor is in the card or deeper OR a grace timer is still running from when one of those conditions was true. That way hovering off the word still feels immediate (disappears a quarter second later) but the transit between word and card stays reliable.
For the item card specifically, I should keep its keep-region as just the icon plus the card itself, not the entire chain's bounding box. That way moving off both the item card and icon closes everything cleanly. But there's a catch: if a deeper card (like card 2) sits to the left of card 1 and outside its rectangle, the item card's keep-region won't include it, so the item card dies and takes the whole chain with it.
The solution is to make the rule recursive: a card stays alive if the cursor is inside it, or its trigger is hovered, or any deeper card is alive, or grace is active. I can implement this by finding the deepest card that's directly held (cursor in it or trigger hovered), then truncating the chain there. If nothing's held, start the grace timer and close everything when it expires.
Now I'm thinking through the edge case: if the cursor is in card 1 but not hovering over a word, should cards 2+ close? The rule suggests yes—if you're not actively hovering the trigger for a deeper card, it should disappear.
So the chain depth gets recalculated each frame based on what's actually hovered. If the cursor sits in card k, the chain extends at least to depth k, and if a word in card k is also hovered, it extends one level deeper to show that word's definition. When nothing is held, the chain should close gracefully. Let me verify the indexing: if the cursor is inside a card at depth d, the chain needs to be at least length d to contain entries up to that depth, so I truncate to d. When the cursor is on a keyword at that same depth, pick.depth equals d, so truncating to d and adding the keyword gives length d+1, which correctly shows cards 0 through d+1.
For the grace period: when moving from a word in card d toward card d+1, the cursor stays inside card d until crossing the gap, at which point card d+1 would disappear if there's no grace buffer. A 0.25-second grace window keeps card d+1 alive long enough for the transit to complete.
The grace mechanism should also apply when the chain gets shorter — instead of truncating immediately, I'll start a timer and only apply the truncation if the cursor doesn't re-enter the deeper card within the grace period. This is standard submenu behavior. I'll track this with the existing `gloss_shrink_t` timer: when desired depth drops below current depth, record the time; if elapsed exceeds GRACE, truncate. If desired depth stays the same or increases, apply immediately and clear the timer. The same rule handles closing everything.
For the item card, the issue is that main.lua's keep-region uses the bounding box of all cards, which means hovering anywhere inside that box keeps the card alive even if the cursor isn't actually over any card. The fix is to make the keep-region more precise: cursor must be inside the icon OR inside an actual card rect, not just the union bbox. Glossary can then own the chain depth logic with grace, while main.lua handles the item card's keep-region with this tighter definition.
Also considering a slightly higher width on the cards to improve the wrap layout. Defining placement candidates...
I'll generate a list of potential positions, filter out overlaps and off-screen placements, then pick the one closest to the anchor word. This handles infinite recursion naturally—when the screen fills up, I just skip opening that card. Overlap avoidance is critical here.
Now I'm weighing whether cards should avoid the icon strip entirely. Since icons under cards won't be hoverable anyway, covering them is acceptable, but I could add the strip's bounding box as a soft constraint to prefer non-overlapping placements when possible. The tricky part is that if the card doesn't cover the strip, those icons become hoverable again, which creates a travel problem across them. These constraints interact in ways that complicate the logic, so I need to think through the lifetime model more carefully.
The core issue remains: when traveling from an icon to a card placed left of the strip, the cursor crosses hoverable icons in between, triggering unwanted card switches. I have three potential solutions—either cover those icons with z-suppression, add a dwell delay, or position the card somewhere travel doesn't cross them. I'm exploring whether placing the card below-left of the icon, offset downward so travel goes diagonally, could work if lower rows don't have icons.
Actually, z-suppression is the cleanest approach: icons underneath any open card simply shouldn't be hoverable. I'll apply this as a general rule and keep the item card's placement as-is (immediately left of its icon, which naturally covers the icons between them). Definition cards can use a smarter placement search for deeper chains. This way travel-from-icon stays reliable, and I can remove the dwell mechanism entirely since z-suppression handles the problem directly.
Let me verify the edge cases: when the cursor moves onto an icon from outside with no card open, it's hoverable and the card opens—that works. If the card then covers the icon the cursor is on, I need to check what happens next.
Now reconsidering whether dwell is still needed with z-suppression. When a card is open for one column and the cursor moves left off that icon, it lands in the 3-pixel gap between the icon and card, which is empty space. I'm working through the exact pixel boundaries to confirm whether the cursor ends up over the card or in the gap.
Grace period handles these edge cases well, so I can remove dwell entirely and rely on z-suppression plus grace instead—simpler and more consistent. For the screen-edge constraint, I need to ensure the placement algorithm only accepts candidates that fit fully on-screen, and if nothing works, don't open the card rather than allowing overlap.
Now I'm weighing whether to brief first or implement directly. The instruction to think carefully suggests a brief is warranted, especially since the rightmost-column bug diagnosis and placement algorithm are the valuable insights here. I'll write a tight, concrete brief highlighting the geometry issue, then wait for approval before coding.
Let me verify the actual numbers: the card placement algorithm and how it overlaps the icon positions to confirm the diagnosis is precise. A smaller card like Lightning only covers rows 0-1 in those columns, leaving row 2 icons exposed and potentially hittable during a downward sweep, though the horizontal travel pattern and 30-pixel gap make it unlikely enough to accept. This inconsistency is probably what he meant by the behavior being "inconsistent" — the coverage varies based on card height.
The most robust fix would be to suppress all icon hovers while any card is open, forcing users to close the current card before opening another one. That's consistent and predictable, but it adds friction when comparing items. A middle ground might be suppressing hovers for icons under any open card plus icons within a "shadow corridor" between the current icon and its card — essentially the union of both regions. I think the z-order approach combined with the close-grace might be sufficient on its own, though I'm still weighing whether that's truly robust enough. Defining placement algorithm... Deferring placement to draw time means if it fails, I truncate the chain there. For sizing, I'm thinking a uniform card width around 144 pixels works better than varying widths—definitions at 128 matches the item width nicely. Three cards at 156 wide won't fit in one row anyway, so the placement system will stack them vertically, which is fine. Now I'm drafting the brief with concrete specs, though I should nail down the grace values and naming first.
Setting LOSS_GRACE to 0.22 for the close/shrink behavior...
Good catches, and the first two have a shared root cause I can name precisely. Brief before I touch this — it's a rework of the lifetime model plus a new placement system.
Diagnosis first
The rightmost-column bug is a z-order bug, not a dwell-tuning problem. The card is drawn immediately left of its icon, on the top layer tier — so it is drawn on top of the other icons in the strip. Actual numbers at 480px (icons at x = 386 / 408 / 430 / 452, 18 wide; card ~131 wide):
| hovered | card spans | icons it covers |
|---|---|---|
| col 0 | 252–383 | none |
| col 1 | 274–405 | col 0 |
| col 2 | 296–427 | col 0, 1 |
| col 3 | 318–449 | col 0, 1, 2 |
The icons the card covers are exactly the ones between it and the hovered icon — and they still respond to hover, from underneath an opaque panel. That's why it's worst on the right and fine on col 0, and why the dwell only papers over it (a slow sweep beats the timer). The dwell was the wrong fix; I'd delete it.
The removal inconsistency is the keep-region being a bounding box. With 3 cards the union spans x 53–397, y 29–153 — a huge rectangle that's mostly empty space between cards. Hovering "off all cards" usually leaves you still inside that box, so nothing closes. And you're right that the lifetime rule itself is wrong: sticky-until-you-leave-everything isn't what a reader expects.
The four changes
1. Hit-test respects z-order. An icon under any open card is not hoverable, plus a travel corridor: icons in the same row between the current icon and its card are suppressed too (that catches short cards, which cover fewer icons than tall ones — the other source of inconsistency). Icons in other rows stay live, so browsing vertically still switches instantly. Dwell goes away.
2. Per-card lifetime, as you described. A card at depth d is held if the cursor is inside it, or its source word is hovered, or any deeper card is held. Nothing held → it closes. So hovering off a word removes its card, unless you've moved onto the card.
This needs one guard: a ~0.2s grace. Moving from a word to its card crosses the parent's body and a 4px gap, during which neither condition is true — without grace the card dies mid-transit and the thing is unusable. Grace only delays shrinking; growing is instant. It also covers the 3px gap between an icon and its card.
The keep-region also stops being a bbox and becomes "inside the icon or inside any actual card rect".
3. Wider cards. I'd go to one width for all cards — 144px wrap — instead of today's 130 item / 96 definition split. The narrow definitions only existed to make three fit in a row, which change 4 makes unnecessary.
4. Free placement. A general placer, which is what makes infinite recursion possible:
For a new card, generate candidate positions relative to its anchor (the hovered word) and its parent — left/right at three vertical alignments, above/below at three horizontal alignments, then the four diagonals, then a coarse grid scan of the whole screen as a fallback. Filter to candidates that are fully on screen and overlap nothing already placed (every rect inflated by the gap, since touching panels outline-merge into one blob). Score the survivors by distance from the anchor word and take the nearest.
That gives "left of the parent when there's room, tucked below-left when there isn't, anywhere free when the screen fills" without hand-coding cases. Depth becomes bounded by available space rather than by a constant: when no candidate fits, the chain simply stops there — GLOSS_MAX_CARDS is deleted.
Two consequences worth stating: cards will sometimes appear somewhere non-obvious (mitigated by the nearest-to-anchor scoring), and the deepest card can no longer know in advance that it's the last one, so keywords stay colored and a hover that can't be placed just does nothing. I think that's acceptable; the alternative is a pre-flight placement test per keyword per frame, which is a lot of work for a rare case.
What I'd like you to confirm
- Width 144 for everything — or keep definitions narrower than item cards?
- Grace at ~0.2s. It's the one number that decides whether removal feels snappy or twitchy. I can start at 0.2 and you retune.
- Corridor suppression — I think it's needed for consistency, but it does mean that while a card is open you cannot switch to an icon in the same row to the left without first moving off. The stricter alternative is suppressing every icon except the current one while a card is open: maximally consistent, but then switching items always costs a move-off. I lean corridor.
Go ahead, I'll test it manually and tell you later if anything needs changing.
[Think]
I'm setting up the constants for the glossary module with a fixed card width of 144 pixels, a 0.2-second grace period for animations, and configuring the spacing between icons and cards along with padding values.
For the state tracking, I'm maintaining a chain of card entries with their positions, recording which cards are drawn each frame, tracking the cursor's pick location and depth, and monitoring a shrink timer that records when the desired depth first decreased.
The lifetime logic determines the desired chain length each frame: if the cursor picks a keyword at depth d, the chain extends to d+1 entries; if the cursor is inside a card at depth k, the chain must be at least k entries long; otherwise the chain clears when nothing is being held.
For transitions, growing the chain happens immediately and resets the shrink timer, shrinking waits for the grace period to elapse before applying, and when desired equals current the timer clears. The glossary will compute whether the cursor is inside any card and expose that, letting main.lua decide the overall "held" state by combining it with icon hover status.
The key insight is using the previous frame's card rectangles for hit testing—one frame of staleness is acceptable since cards don't move while hovering. This lets us determine whether to show the tooltip before we actually draw the cards.
Restructuring main.lua to handle icon hover detection and then test the cursor against the persisted card rects...
Writing hover detection logic... I need to exclude the icon that owns the card from being blocked, since it's the one currently open. The simplest approach is to check in the main loop whether an icon is the current card owner, and if so, skip the blocking test entirely. I'll also make sure the card rects are stored in depth order with the item card first.
Now I'm setting up the update chain for the glossary...
Writing tooltip drawing function... Rendering the tooltip, then iterating through the glossary chain to build cards for each linked entry, calculating their dimensions and styling them with appropriate colors based on the word type. Writing depth resolution logic... While the desired chain grows or stays the same length, I apply immediately and clear any pending shrink timer. But if it changes to something longer while I'm waiting, I need to apply right away rather than keep waiting. When the last entry changes but the length stays the same—like switching between two words in the same card—that's an immediate replace, no grace period needed. There's an edge case where picking a word in a shallow card while a deep chain is open triggers the grace period, which means swapping words takes about 0.2 seconds; it's slightly laggy but prevents flickering during transitions.
Actually, that feels wrong—hovering a new word shouldn't have a 0.2-second delay. Better approach: if a pick event happens and the picked ID differs from what's currently at that depth, apply the desired state immediately (a deliberate new hover is a strong signal). Only apply the grace period when there's no pick and I'm shrinking because the cursor moved to a shallower card. So the logic becomes: pick present means apply immediately and truncate plus push; no pick with a shallower cursor means apply grace only if the desired length is shorter; otherwise do nothing. That's cleaner to implement.
When the cursor is inside card k hovering a word, pick fires with depth k, so desired becomes k+1 and it grows. When there's no word being hovered, desired shrinks to k with grace. And when moving back to hover a word in the item card itself, pick.depth becomes 0, so it collapses immediately to just one card—which is the right behavior. The tricky part is the transit: moving from one word in card 0 toward card 1 means passing over other words in card 0, and if I hit another keyword, the chain replaces immediately with that new definition instead.
It's a bit annoying but honest to the user's request that hovering off a word removes the card. I could mitigate this by placing child cards close to their anchor word so the transit distance is short. The placement scoring already considers distance, so that should help. Let me move forward and write the placement function.
Writing placement logic... Adding candidate positions... Finishing the distance calculation to find the best candidate position, then returning the coordinates if one was found. I'm realizing that candidates outside the clamped bounds get filtered out anyway, so the fallback sweep might be placing glosses off-screen unnecessarily.
I should add clamped variants for the side candidates' y-coordinates and clamped x-coordinates for above/below positions to ensure they stay within bounds. The overlap test will catch any that still collide with the parent, so adding both raw and clamped versions should work. The grid sweep generates a lot of candidates already—around 880 across the viewport—so I need to be careful about performance as I expand the search space. I'll cache the placement position on each link after the first placement, then validate it cheaply each frame against the taken rectangles rather than re-running the full sweep. Since the parent position is stable and taken only grows, I can trust the cached coordinates with just a quick overlap check. Now I need to implement the overlap test function that accounts for the gap inflation...
Writing overlap test... The icon strip shouldn't be in `taken` since definition cards covering it is fine with z-suppression handling the hover blocking. For `gloss_place`, the parent should be the card containing the anchor word, and since cards are placed in sequence with each card's anchor in the previous one, `taken[#taken]` at placement time gives us exactly that. Now I need to work through the body placement logic.
The anchor word hook needs to record the anchor rect, so I'm updating `gloss_pick` to carry that information along. The `gloss_body_word` function will drop the `live` parameter since there's no cap anymore. I'm refactoring main.lua to remove the dwell constants and state, replacing them with icon hover logic that respects z-ordering for blocking, plus a close grace period. The item card tracking variables are being simplified, and I'm pulling the grace constant from the glossary module instead of defining it locally.
Writing main.lua updates... Writing tooltip logic... The item card positioning stays fixed to the left of the icon with clamping, which keeps the corridor layout intact. I'm checking the math: with the card width around 156 and the icon at column 0 (x=386), the clamped position stays well clear of the padding boundary, so no overlap issues. Now I need to set the minimum width for the item card—currently defaulting to 130, but I should verify that works with the actual content.
Writing the tooltip code...
Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
228 -- ── the chain ───────────────────────────────────────────────────────────────
229 -- Definitions are RECURSIVE: the Ranged Capture card names "the lowest pawn"
230 -- and "damage", and those are links too. So the cards form a stack — card 1 is
231 -- the item, card N+1 defines the term hovered in card N — cascading leftward.
232 --
233 -- ⚠ Definition cards are STICKY, not hover-lifetime. They have to be: the
234 -- instant you move the cursor off "the lowest pawn" toward its card, the word
235 -- stops being hovered, and a hover-lifetime card would die before you arrive.
236 -- The whole chain closes at once when the cursor leaves everything (the
237 -- keep-region in draw_owned_items, fed by the union rect this returns).
238 --
239 -- ⚠ WIDTH IS THE BINDING CONSTRAINT on 480px. Item card at x=252, first
240 -- definition at 148, second at 44, a third at -56. So definitions wrap
241 -- NARROWER than item cards (they get taller instead, which there is room for)
242 -- and the chain is capped. Cards may never overlap to buy depth: two white
243 -- panels on one tier outline-MERGE into a single blob (paint.lua derives
244 -- outlines per layer silhouette), so an overlap doesn't read as two cards.
245 GLOSS_DEF_WRAP = 96 -- definition body wrap (item cards keep the 130 default)
246 GLOSS_MAX_CARDS = 3 -- item card + at most 2 definitions — the width limit
247
248 gloss_chain = {} -- { {id, y}, ... } open definitions, deepest last
249 gloss_chain_owner = nil -- the item def the chain hangs off
250
251 -- Rebuilt every time the cards draw (the body_word hook fills them).
252 gloss_term_rects = {} -- { {x, y, w, h, term}, ... } screen-space
253 gloss_pick = nil -- { depth, id, y } — the term under the cursor
254
255 function gloss_chain_reset()
256 gloss_chain, gloss_chain_owner = {}, nil
257 end
... [30 more lines]
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the placement search:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the draw + lifetime resolution:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
375 -- the journey from word to card stays short.
376 --
377 -- Returns nil when the screen genuinely has no room, and the caller stops the
378 -- chain there. That is the only depth limit.
379 local PLACE_STEP = 12
380
381 function gloss_place(w, h, anchor, taken)
382 local parent = taken[#taken]
383 local cands = {}
384 local function add(x, y)
385 cands[#cands + 1] = { x = math.floor(x + 0.5), y = math.floor(y + 0.5) }
386 end
387 local acx = anchor.x + anchor.w/2
388 local acy = anchor.y + anchor.h/2
389 local word_y = anchor.y - UI_TOOLTIP_HEAD_H - UI_TOOLTIP_PAD -- body on the word's line
390 local sides = { parent.x - GLOSS_CARD_GAP - w, parent.x + parent.w + GLOSS_CARD_GAP }
391 local bands = { parent.y - GLOSS_CARD_GAP - h, parent.y + parent.h + GLOSS_CARD_GAP }
392
393 for _, px in ipairs(sides) do
394 add(px, word_y)
395 add(px, math.clamp(word_y, GLOSS_PAD, math.max(GLOSS_PAD, gh - GLOSS_PAD - h)))
396 add(px, parent.y)
397 add(px, parent.y + parent.h - h)
398 end
399 for _, py in ipairs(bands) do
400 add(acx - w/2, py)
401 add(math.clamp(acx - w/2, GLOSS_PAD, math.max(GLOSS_PAD, gw - GLOSS_PAD - w)), py)
402 add(parent.x, py)
403 add(parent.x + parent.w - w, py)
404 end
Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
440 -- The item's card plus whatever definitions are open off it, cascading left.
441 -- Returns the UNION rect of everything drawn — draw_owned_items unions that
442 -- with the icon to get the keep-region, so travelling from the icon out along
443 -- the whole chain never drops it.
444 function draw_item_tooltip(el, def)
445 if gloss_chain_owner ~= def then gloss_chain, gloss_chain_owner = {}, def end
446 gloss_term_rects, gloss_pick = {}, nil
447
448 local lines = gloss_card_lines(def.desc)
449 local tip = { title = def.name, lines = lines, header_color = green,
450 body_word = gloss_body_word(gloss_scan_tokens(lines, nil), 0,
451 0 < GLOSS_MAX_CARDS - 1) }
452 local w, h = ui_tooltip_size(tip)
453 local x = el.x - GLOSS_GAP - w
454 if x < GLOSS_PAD then x = GLOSS_PAD end
455 local y = math.clamp(math.floor(el.y + el.h/2 - h/2),
456 GLOSS_PAD, math.max(GLOSS_PAD, gh - GLOSS_PAD - h))
457 tip.x, tip.y = x, y
458 ui_tooltip(tip)
459
460 -- The open definitions. Each sits left of its parent, its BODY starting on
461 -- the line of the word that opened it — the visual link between word and
462 -- meaning, kept from when the chain was one card deep.
463 local x1, y1, x2, y2 = x, y, x + w, y + h
464 local px = x
465 for i, link in ipairs(gloss_chain) do
466 local e = GLOSSARY[link.id]
467 local dl = gloss_card_lines(e.desc, GLOSS_DEF_WRAP)
468 local card = { title = e.title, lines = dl, header_color = gloss_word_color(e),
469 min_w = GLOSS_DEF_WRAP,
... [27 more lines]
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[Think]
I'm spotting a potential issue with the pick branch logic — when the same ID gets picked again at the same slot, we're replacing it with a fresh table and losing the cached position data, which could cause the card to re-render every frame instead of staying put.
I'm adding a check to preserve the existing entry if it has the same ID, just updating the anchor instead of recreating the whole table. This keeps the cached position intact and avoids unnecessary re-searches. Though I'm realizing there's a deeper question about whether the chain should survive deeper entries when re-hovering the same word — if you hover word W while the chain is [W_def, X], should X stick around or get truncated?
Actually, the lifetime rule handles this: if the cursor is on W in card 0, it can't be inside card 1 where X came from, so the chain should shrink to just [W_def] anyway. The grace period covers the transit time when you're moving toward card 1. But there's a quirk: if you pass over another keyword V while traveling to card 1, the pick fires and swaps the definition, changing card 1's cached position. That's the expected behavior, just slightly annoying.
Now I need to update the hook to record the anchor rect instead of just the y-coordinate, and then apply the keep-same-id fix to prevent that keyword-swapping issue.
Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
318 -- reading through its derived black halo, and a mid-gray keyword went muddy
319 -- against it. This sits one step off white — clearly not body text, still
320 -- bright enough to read as a link.
321 -- (a function, not two constants: the palette globals resolve at call time)
322 function gloss_word_color(e) return e.mech and yellow or fg_dark end
323
324 -- The per-word styling hook handed to ui_tooltip: colors the keywords in one
325 -- card's body and records the one under the cursor. No underline (owner's call
326 -- 2026-07-29 — the color is the affordance); ui_tooltip keeps the underline
327 -- style available for a caller that wants it.
328 -- ids — gloss_scan_tokens' per-position answers; this hook is called once
329 -- per rendered token, in the same order, so it just counts along
330 -- depth — which card this is (0 = the item card), stamped onto the pick so
331 -- a hover in a shallower card truncates the chain below it
332 function gloss_body_word(ids, depth)
333 local mx, my = mouse_position()
334 local n = 0
335 return function(word, wx, wy, ww)
336 n = n + 1
337 local id = ids[n]
338 if not id then return nil end
339 local core = gloss_clean(word)
340 -- The LINK is the core of the token, not the token: "capture," must not
341 -- make its comma clickable, and "pawn's" targets only the pawn.
Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
340 -- The LINK is the core of the token, not the token: "capture," must not
341 -- make its comma clickable, and "pawn's" targets only the pawn.
342 local off = fonts.main:text_width(word:match('^%p*') or '')
343 local cw = fonts.main:text_width(core)
344 local lx = wx + off
345 local h = fonts.main.height
346 local hov = mx >= lx and mx < lx + cw and my >= wy and my < wy + h
347 gloss_term_rects[#gloss_term_rects + 1] = { x = lx, y = wy, w = cw, h = h, term = id }
348 if hov then gloss_pick = { depth = depth, id = id, y = wy } end
349 return gloss_word_color(GLOSSARY[id])
350 end
351 end
352
353 -- Wrap a card's body ONCE and hand the same line array to both the token scan
354 -- and the tooltip (ui_tooltip_size takes `lines` in place of `desc`), so the
355 -- positions the hook counts are exactly the positions that get drawn. Wrapping
356 -- twice would risk the two walks disagreeing.
357 function gloss_card_lines(desc)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now main.lua — z-order-aware icon hover, close grace, and the dwell removal:
Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
The file E:\a327ex\ABAgames\knightvspawns\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
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Edit (E:\a327ex\ABAgames\knightvspawns\main.lua)
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Bash (cd /e/a327ex/ABAgames/knightvspawns && LUA=/e/a327ex/Anchor/reference/love-compa...)
glossary.lua OK
main.lua OK
emoji/ui/primitives.lua OK
[Think]
I'm setting up a test harness to verify the placement and lifetime logic works correctly. I need to mock the global `time` variable that the chain resolution uses, then simulate user interactions like hovering and cursor movement while advancing time, checking that cards appear without overlapping, stay on screen, and the chain grows to the expected depth without hitting any limits.
Write (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\deep_check.lua)
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\deep_check.lua (file state is current in your context — no need to Read it back)
Bash (cd /e/a327ex/ABAgames/knightvspawns && /e/a327ex/Anchor/reference/love-compare/t...)
step 1 (hovered "ally") 2 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
step 2 (hovered "pawn") 3 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 97..161
step 3 (hovered "march") 4 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 97..161
march x= 91..240 y=165..265
step 4 (hovered "pawn") 5 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 97..161
march x= 91..240 y=165..265
pawn x= 76..230 y= 28.. 92
step 5 (hovered "march") 5 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 97..161
march x= 91..240 y=165..265
pawn x= 76..230 y= 28.. 92
step 6 (hovered "march") 5 cards, 0 violations
... [8 more lines]
[Think]
The layout is working well—five cards fit perfectly with no overlaps or cutoffs, though the test font is wider than the actual pixel font will be, so the real implementation should accommodate more cards. I notice step 4 created a duplicate "pawn" card since it appeared again in the deepest entry, which is acceptable at different depths, though deduplication could be an option.
I'm weighing whether to suppress terms that are already open in the chain—it would prevent duplicate cards from appearing, but it's a design trade-off since hiding links could confuse users. The cleaner approach would be to check in the hook whether an entry ID is already open at a shallower depth and render it as plain text instead of a link, though this gets tricky when the same word appears in both the item card and in definitions.
I'll flag this for him to test rather than decide unilaterally, since he's already testing manually and it's a simple one-line change either way. Now I need to verify the time grace logic is working correctly in the harness and sanity-check the corridor blocking helper with a quick unit test.
Testing the vertical layout: with the Cloud card spanning y=5..81, rows 0 and 1 icons fall inside and should be blocked, row 2 overlaps the card boundary so it's blocked, but row 3 icons at y=100..118 don't overlap and pass the corridor check, so they're hoverable. That means vertical browsing works as expected. Let me add a focused assertion to verify gloss_icon_blocked is returning the right values.
Five cards deep, zero overlaps, nothing off-screen, and it stops cleanly when the screen fills. Verifying the icon-blocking rules:
Bash (cat > /tmp/block_check.lua <<'EOF' math.clamp = function(v, lo, hi) return math....)
item card: x=297..449 y=5..81 owner icon x=452..470
icon blocked? why
row 0 col 0 (x=386 y= 34) true under the card
row 0 col 1 (x=408 y= 34) true under the card
row 0 col 2 (x=430 y= 34) true under the card
row 0 col 3 (x=452 y= 34) true (owner — exempted by caller)
row 1 col 0 (x=386 y= 56) true under the card
row 1 col 1 (x=408 y= 56) true under the card
row 1 col 2 (x=430 y= 56) true under the card
row 1 col 3 (x=452 y= 56) false -
row 2 col 0 (x=386 y= 78) true under the card
row 2 col 1 (x=408 y= 78) true under the card
row 2 col 2 (x=430 y= 78) true under the card
row 2 col 3 (x=452 y= 78) false -
row 3 col 0 (x=386 y=100) false -
row 3 col 1 (x=408 y=100) false -
row 3 col 2 (x=430 y=100) false -
row 3 col 3 (x=452 y=100) false -
[Think]
So the blocking logic is working as intended—icons directly under the card are blocked to prevent travel leftward, while icons elsewhere in row 3 and other rows in column 3 remain interactive. The owner icon gets its own exemption from the caller. Now I need to update the documentation in items_catalog.md, specifically the keyword UI section, replacing the old descriptions of the hover mechanisms and geometry with this new model.
Bash (grep -n "### The two hover mechanisms" -A 30 items_catalog.md | head -35)
422:### The two hover mechanisms
423-
424-1. **Item card keep-region.** The card survives while the cursor is anywhere
425- in the union bbox of its icon and itself, so you can leave the 18px icon
426- and travel onto the card to reach its keywords. Straight from 062026's
427- `hud_update`. ⚠ Without it the keyword links are literally unreachable —
428- the card dies before the cursor arrives.
429-2. **Icon-switch dwell** (`ITEM_CARD_DWELL`, 0.13s). ⚠ The keep-region ALONE
430- is not enough, and this was a real bug: the card opens to the LEFT of the
431- strip, so reaching it from any column but the leftmost means sweeping the
432- cursor across the icons in between — and "hovered icon wins" handed the
433- card to each one on the way, so the card you wanted was never the card you
434- got. A *different* icon must now be HELD before it takes over: a sweep
435- passes through, a deliberate point still switches instantly to the eye.
436- Opening the first card has no dwell. Runs on engine `time` (unscaled,
437- pause-proof, UI-only — never sim).
438- ⛔ Two fixes that DON'T work, don't retry them: giving the keep-region
439- priority over icon hover (its union spans the whole strip, so browsing
440- between items stops working entirely), and repositioning the card (the
441- strip is a grid — travel from any interior cell crosses other cells, in
442- every direction).
443-3. **Keyword card** appears while its word is hovered. No keep-region of its
444- own — there's nothing on it to point at.
445-
446-⚠ **Placement deviates from 062026 deliberately.** 062026 puts the definition
447-below the hovered word; here that would overlap the item card, and `paint.lua`
448-derives outlines per LAYER SILHOUETTE — two white panels overlapping on one
449-tier merge into a single blob with no border between them, the header bands
450-floating in one white slab. 062026 dodges this with a dedicated popup layer;
451-KVP has only base and top, and tooltips already live on top. So the definition
... [1 more lines]
Bash (sed -n '452,478p' items_catalog.md)
card sits to the **LEFT of the item card** with a 4px gap, aligned so its body
starts on the hovered word's line. If side-by-side ever reads wrong, the fix is
a third `ui_popup_*` layer tier, not a placement tweak.
### Double-spaced prose (`UI_TEXT_SPACE_MULT`)
LanaPixel's space glyph is nearly invisible at 11px, so tooltip prose read as
one run-on word. Every tooltip body now draws **word by word** with gaps of
`space_width × 1.5` (2× was tried first and felt too airy). That word walk is
also what makes per-word color possible at all — a single `ui_content_text`
call per line cannot color part of its string. `ui_wrap_text` wraps against
the widened gap so the measure matches the draw; verified offline that no line
of the 30 live cards overflows its panel. One constant to retune; titles are
unaffected.
⚠ The gap is **rounded to a whole pixel in `ui_space_w`**, not left fractional.
A 1.5 multiplier otherwise walks word positions and panel widths off the pixel
grid on a scale-3 UI, and fractional values are a standing hazard here (Lua
5.4's `%d` throws on them, fatal from `draw()`). Rounding once at the source
keeps every downstream measure integral.
## Open rulings for the owner
1. **Still vs Strike:** does striking break stillness? (Default: yes — any
commit does.)
2. **Dash** moved from commit-counting to Combo-capture-counting (see card).
3. **Eagle** column choice worded as "the column with the most pawns" (was
unspecified).
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
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Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
--- regressions ---
phrase spans both halves, and the bare pawn later is suppressed by it:
[Freeze->frozen] the [lowest->lowest_pawn] [pawn,->lowest_pawn] then hit the [highest->highest_pawn] [pawn.->highest_pawn]
TOTAL VIOLATIONS: 0 final chain depth: 5
All four are in.
The two bugs
Rightmost column was a z-order bug, not a timing one. The item card is drawn immediately left of its icon, on the top layer tier, and it's wider than the strip — so it was drawn over the other icons, and those icons still answered the cursor from underneath an opaque panel. Column 3's card covers cols 0–2; column 0's covers nothing, which is why it only misbehaved on the right.
Icons now ignore the cursor when they're under a card, plus a travel corridor (the owner icon's row band spanning across to the card) that catches short cards, which cover fewer icons than tall ones — that was the second source of inconsistency. Icons in other rows stay live, so browsing the strip vertically still switches instantly. Verified: with the col-3 card open, rows 0–2 of cols 0–2 block and row 3 stays live. The dwell timer is deleted; it was papering over the cause.
Removal was the keep-region being a bounding box — with 3 cards that box spanned x 53–397, mostly empty space between cards, so "off everything" still counted as inside. Lifetime is now per-card and matches what you described: a card is held while the cursor is inside it, its word is hovered, or a deeper card is held. Hover off the word, it goes.
The one addition is a 0.2s grace on shrinking and closing (growing is instant). It's load-bearing, not polish: the walk from a word to its card crosses the parent's body and the gap between them, where nothing holds the card — without the wait, the card you're walking toward dies before you arrive.
Placement
gloss_place proposes positions — beside the parent at three vertical alignments, above/below at three horizontal alignments, the four diagonal corners, then a coarse screen sweep as a fallback — keeps only those fully on screen and clashing with nothing already placed, and takes the survivor nearest the word you pointed at. Each card caches the spot it won so it doesn't re-site itself every frame.
Depth is now bounded by free space rather than a constant — GLOSS_MAX_CARDS is gone. Driven offline from Cloud, the chain reached 5 cards (item → ally → pawn → march → pawn) with zero overlaps and nothing off-screen, halting cleanly when the screen filled. Cards wrap at 144 now, one width for everything; the narrow-definition split only existed to fit three in a row.
Two things to watch when you test
- Repeat entries open twice. In the deep run,
march's card mentions "pawn" while apawncard was already open, so a second identical card appeared elsewhere. Suppressing already-open entries is a one-liner, but it also means some words silently stop being links — I left it alone rather than guess. - Transit can swap the card. Moving from a word toward its card crosses other text in the parent; if you pass over another keyword, that one takes over immediately. That's the literal reading of "hovering a word shows its card", but if it feels twitchy the fix is a short dwell on word picks specifically — different from the icon dwell I just deleted.
[Pasted image/png]
In this case, moving off marches to try to reach Frozen or Staggered cannot happen, as if you move off marches it makes the next card disappear. Sometimes, a new card won't appear based on the position of the current card. Frozen doesn't appear, Staggered does (not in this case, in another), for instance. Some cards have spacing between them and previous cards, which shouldn't happen.
[Think]
Looking at a card chain showing Magnet → "the lowest pawn" → "pawn" → "march", where the march card has Frozen and Staggered as yellow links. The user is reporting that when they hover over "marches" in the pawn card to open the march card, moving off march to reach Frozen or Staggered causes the next card to disappear.
The issue is that when moving the cursor left from "marches" toward the march card, it passes through other text in the pawn card like "escapes" which is itself a keyword that triggers a different card, so the march card gets replaced before they can interact with Frozen or Staggered. s. The real solution is to treat the corridor between the anchor word and the child card as a "holding zone"—if the cursor stays within that bridge region, the child card persists. I can compute this as a bounding box spanning both the anchor word and the child card, which naturally covers the exact path the user needs to traverse.
There's a priority issue though: if the cursor is in multiple overlapping regions, I need to check the bridge condition first for the deepest card, since that should take precedence over the shrink logic that would otherwise fire based on which card the cursor is technically inside. The real issue is that the bridge bbox is too large and keeps the card alive even when the cursor has moved away from the word. I could make the grace period longer, but that just brings back the "card won't disappear" problem. What I really need is to let the user move from the word to the card without the card vanishing, but remove it as soon as they leave both. The challenge is these two desires conflict unless I allow a specific transit path between them.
The solution is to compute the bridge more precisely: only for the deepest card in the chain, check if the cursor is in the bridge region between that card's anchor word and the card itself. For a chain of cards, I find which card the cursor is currently inside, then check if it's also in the bridge region leading to the next card — if so, keep that next card alive. Since the anchor word for a nested card lives inside its parent card, the bridge region naturally spans partly into the parent, which is exactly what I want. narrow region between the word and the card. Actually, the bounding box approach might be too sticky since the card is large (100px tall), creating a big rectangle that covers much of the parent. I think a triangle would be better — using the word's center as one point and the two nearest corners of the child card as the other points, creating a proper "safe triangle" that's more precise about when to keep the card open.
The point-in-triangle test is straightforward with cross products, so it's only about 15 lines of code. For cards positioned in any direction (left, right, above, below), I'd find the two corners that form the widest angle from the anchor point — essentially the silhouette edges of the rectangle as seen from that point.
The approach: compute the angle to each corner using atan2, then find the pair with the maximum angular difference. Since the anchor is outside the card, the span is always less than 180°, so a simple min/max works. Then run the point-in-triangle test with those two corners and the anchor point.
Now I'm noticing something odd in the card placement behavior—Frozen isn't appearing in some cases even though Staggered is, despite both being similar-sized cards. Looking at the descriptions, Frozen's text is significantly longer than Staggered's, which might be causing layout issues when space is tight.
With four cards already open on a 480x270 screen, a 150x120 card might genuinely not fit anywhere. The real challenge is figuring out what to do when there's no valid position—either I need to search more thoroughly with finer positioning steps, or I need to make room somehow by adjusting card sizes or reorganizing the existing layout. ..183, y 262..555 → 87..185. The pawn sits at x 550..993 → 183..331, y 367..553 → 122..184, and the lowest pawn occupies x 997..1437 → 332..479, y 367..590 → 122..197. The bottom strip below y 197 is only 73 pixels tall, too cramped for a card around 120 tall. The top-left corner (y under 87, x under 299) gives 299x83 space, which also won't fit a 150-wide card. So I'm checking if a shorter card like Stagger, which is roughly 88 pixels tall, could squeeze into the top area.
The core issue is space — there's genuinely nowhere to place a tall card. I'm weighing a few approaches: using a finer sweep step to find tighter fits, reducing the gap requirement in the sweep, closing shallower cards to free up room, or allowing the deepest card's position to shift more aggressively when a new card doesn't fit.
Option (d) seems most practical: cap visible definition cards to what actually fits, dropping older ones from the shallow end while keeping the item card and the deepest ones. The problem is that hiding a card breaks the anchor for its children — the next card's anchor word was in the hidden card, so placement would reference a stale rectangle. That's messy but workable.
A simpler approach would be to let the hovered card always win by evicting non-ancestors, but in a linear chain all open cards are already ancestors of each other, so that doesn't help.
With everything on the path, I'd need to either shrink cards or drop ancestors to fit a fifth one. Shrinking the wrap width might help, but narrower cards get taller, which makes the vertical space problem worse — and in the current layout the free regions are wide but short anyway. Overlapping older cards is forbidden because the white panels would merge into one silhouette, though I'm wondering if that's actually a dealbreaker if the newer card draws on top.
The most practical approach is probably dropping ancestor cards when space runs out, keeping just the item card and the last couple definition cards — that's what most cascading UIs do. I could implement this by hiding the shallowest definition card when placement fails, then retrying, and repeating until it fits. The tradeoff is that hiding a card also hides its anchor word, so the user loses that context.
Actually, the simpler move might be to just remove those cards from the chain entirely when they don't fit, rather than trying to hide them. That way the chain becomes "the last N definitions" and losing the trail when space runs out is expected behavior.
The tricky part is that dropping a card shifts the indices, and the depth values stored in picks reference those indices. I'd need to renumber consistently each frame, which adds complexity. But since the whole layout recomputes anyway, it's manageable—just annoying with the caching layer.
Maybe the pragmatic approach is capping the chain length to a fixed number instead, sidestepping the whole removal logic.
Actually, looking at the math: with cards around 150×120 pixels and a 480×270 canvas, I can theoretically fit about 7 cards, but packing inefficiency means realistically 4-5. That's hitting the system's limit. To go deeper, I'd need smaller cards.
Since he'll iterate on this, I'll go with a finer sweep step and evict the shallowest definition card when placement fails. Looking at the card positions more carefully — `march` and `pawn` are adjacent horizontally, and `lowest pawn` overlaps with its parent `Magnet` but they're separated vertically. So the spacing issue might be about cards that should be connected to their parents but aren't positioned adjacent to them.
I think I see it now — the sweep algorithm uses a 12px grid, so when a card gets placed by sweep, it can land at any multiple of 12 from the padding, creating arbitrary gaps like 15px instead of the tight 4px spacing that should happen. The fix is to snap the card toward its parent after choosing a position, pushing it as close as possible without overlapping.
Implementing snap_axis...
The approach is straightforward: move the rectangle one pixel at a time toward the anchor point along each axis, stopping when it would collide or go off-screen. This runs in constant time since it's capped at around 200 iterations per axis, and only happens during placement.
So I've got three key fixes lined up: the safe-triangle bridge to keep cards visible while moving between word and card, eviction logic to ensure new cards always appear, and the snap-toward-anchor positioning for snug placement. Now I need to think through how the triangle interacts with the removal behavior—moving off the word toward the card keeps it alive, but moving away in other directions triggers removal after a grace period.
Implementing the triangle... Writing Lua code... Writing bridge logic... If the last card can't fit, I'll evict chain[1] and retry the layout—the cached positions of remaining cards stay valid since removing one card doesn't create new clashes. The item card anchors the chain, so even if its rect becomes stale after eviction, it still serves as a harmless placement hint. The real question is whether the chain's lifetime should depend on whether its parent card still exists.
I'm thinking through a two-pass approach: first compute all positions with eviction as needed, then draw everything in a second pass to avoid double-drawing cards. Writing layout logic... I could split this into two passes: first compute the lines, size, and position without needing body_word, then create the closure only during the draw phase. That's cleaner than building closures in every failed attempt. For eviction, I should be more careful—dropping from the shallow end might not actually free space if that card is far from the crowded area, but it's a simple heuristic that terminates. I should guard against nuking the entire trail by only evicting when the failing card is the last one in the chain.
Actually, if an intermediate card fails to place, evicting earlier cards and retrying still makes sense. I'll add a safety limit of a few eviction rounds, then give up and truncate at the failure point. Or simpler: just loop while the chain has more than one card and placement fails—each iteration removes one card, so it terminates, and worst case the chain reduces to a single card showing the newest definition. Though that loses the user's context about which word they came from.
Now for the snapping phase: after getting a position from the coarse grid, I'm sliding the card as close as possible to its anchor without overlapping anything, so it doesn't sit with an arbitrary gap from the word it belongs to.
Implementing the snap function... So the issue is that leaving the word "marches" causes the march card to vanish before the player can reach it. The bridge triangle I'm adding connects the word to the card, so moving along that path keeps the card visible. Since the word and card are far apart in the current layout, this bridge covers significant ground, and snapping will eventually bring them closer together anyway. Now I'll implement these changes and update the glossary sections.
Three real problems, and I can see all of them in the screenshot. Let me take them in order.
1. You can't reach a card. The march card was opened by the word "marches" in the pawn card — but leaving that word is the only way to get to the card, and leaving it is also what kills it. The 0.2s grace isn't a fix, it's a race. The proper mechanism is a safe triangle: the wedge from the word to the card it opened counts as holding it.
2. "Frozen doesn't appear, Staggered does" — Frozen's definition is longer, so its card is taller, so it finds no free rectangle while Stagger's shorter card does. With four cards up, the screen genuinely has no room. Right now that means nothing happens; it should evict the oldest card instead.
3. The stray gaps are the fallback sweep, which snaps to a 12px grid — so a card placed by sweep sits at an arbitrary offset instead of flush.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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[Think]
The `gloss_snap` reference in `gloss_place` works fine since both are globals defined at load time, and `gloss_snap` exists by the time `gloss_place` executes. Now I need to refactor `draw_item_tooltip` into a two-pass approach with placement first, then drawing, and add eviction logic before connecting it to the resolve.
Now the two-pass layout with eviction, plus wiring the bridge into the lifetime:
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[Think]
Thinking through whether the bridge between a word and card should count as "held" in the close grace logic — the cursor crossing the gap triggers the close grace with a 0.2s window across 4px, which works fine. Even if the bridge extends further when cards are distant, most of it stays within the parent card's bounds, so only the small gap between parent and child falls outside, keeping the timing reasonable.
I should add the bridge to the held check in main.lua as a safety measure — checking `gloss_cursor_in_cards(mx,my) or gloss_bridge ~= nil` since the bridge value from the previous frame is available when the held check runs. I'll also make sure `gloss_chain_reset` clears the bridge along with the other state like card_rects and term_rects. Then I'll run syntax checks and test the harnesses.
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Bash (cd /e/a327ex/ABAgames/knightvspawns && LUA=/e/a327ex/Anchor/reference/love-compa...)
glossary.lua OK
main.lua OK
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 93..157
step 3 (hovered "march") 4 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 93..157
march x= 91..240 y=161..261
step 4 (hovered "pawn") 5 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 93..157
march x= 91..240 y=161..261
pawn x= 76..230 y= 25.. 89
step 5 (hovered "march") 5 cards, 0 violations
Cloud x=297..449 y= 5.. 81
pawn x= 86..240 y= 93..157
march x= 91..240 y=161..261
pawn x= 76..230 y= 25.. 89
march x=244..393 y= 85..185
chain stopped growing (screen full)
TOTAL VIOLATIONS: 0 final chain depth: 4
[Think]
The eviction mechanism is working correctly—"ally" was removed and "march" took its place at the new position, with the chain maintaining four levels and no constraint violations. The snapping adjustments are tightening up the card positions as expected. Now I need to test the bridge logic by placing the cursor between a word and its card to verify that gloss_bridge gets set properly.
I'm setting up a test that opens an item card, hovers over a word to spawn the first card, then moves the cursor to the midpoint between the word and that card. I'll advance time past the grace period to confirm the chain survives, then move the cursor away and verify it shrinks back down. I need to be careful that the midpoint doesn't accidentally land inside another keyword or the item card itself, and I'll check that gloss_pick remains nil at that position.
Writing the test...
Eviction works — ally was dropped at step 5 to make room, and the new card appeared instead of nothing happening. Now verifying the safe triangle:
Bash (cat > /tmp/bridge_check.lua <<'EOF' math.clamp = function(v, lo, hi) return math...)
Exit code 1
word "lowest_pawn" at (390,45) its card x=322..476 y=79..155
E:\a327ex\Anchor\reference\love-compare\tools\lua54.exe: C:/Users/adn/AppData/Local/Temp/bridge_check.lua:36: bad argument #1 to 'format' (number has no integer representation)
stack traceback:
[C]: in function 'string.format'
C:/Users/adn/AppData/Local/Temp/bridge_check.lua:36: in main chunk
[C]: in ?
Bash (sed -i 's|local mx = (t.x + card.x + card.w/2)/2|local mx = math.floor((t.x + ca...)
word "lowest_pawn" at (390,45) its card x=322..476 y=79..155
midway (394,81): in_bridge=false pick=false chain=1
after 0.67s parked in the bridge: chain=1 HELD
moved away: in_bridge=false chain=1 (grace still running)
after 0.67s away: chain=1 STUCK OPEN
[Think]
I'm spotting an issue with the collision detection logic. The cursor at the midpoint (394, 81) is actually inside card 1's bounds (322–476 horizontally, 79–155 vertically), so `gloss_inside` correctly evaluates to 1, which prevents shrinking. But the card is being held for the wrong reason—it's not because the cursor is outside the bridge, it's because the cursor is genuinely on the card itself.
The second problem is that after moving away to (20, 250), the chain stays stuck open because nothing triggers the shrink logic when no card is held. The harness is calling `draw_item_tooltip` in isolation without main.lua's close mechanics, so the glossary never gets the signal to close. In the real game, moving away would clear `hov_def` and set a free timer that eventually resets the chain, but the harness doesn't have that cleanup logic running.
I need to find a test point that's genuinely in the bridge region between the word and the child card. The item card is centered around y=43 with a height of about 40, so it spans roughly y 23..63. The child card sits below at y 79..155. A point like (390, 60) would be inside the item card and between the word at y=45 and the child card starting at y=79, which should let me test whether the bridge detection works correctly. I need to refactor the test harness to properly check the bridge condition at specific points and verify the shrink behavior when the cursor is inside a shallower card. Let me set up test points more carefully: one between the word and card boundary that should register as in-bridge, another far away that shouldn't, and then separately validate the shrink logic when positioned in a card with less depth.
The harness point landed inside the card itself, so that didn't test the bridge. Retesting with a point in the actual transit zone — inside the parent card, below the word, heading for the child:
Bash (cat > /tmp/bridge2.lua <<'EOF' math.clamp = function(v, lo, hi) return math.max(...)
item card y=11..75 word y=45 child card y=79..155
in the parent, below the word (transit) inside=0 bridge=1 chain after 0.5s = 1 held
in the parent, far from the card inside=0 bridge=nil chain after 0.5s = 0 dropped
[Think]
The bridge logic is working as intended—staying open when hovering toward the child card and closing after a grace period when moving away. This matches exactly what was requested. Now I need to update the documentation and run through the other regression tests to make sure everything still works.
The bridge holds when you head for the card and releases when you don't. Running the full regression set and updating the docs:
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
E:\a327ex\Anchor\reference\love-compare\tools\lua54.exe: ...9-328e-41bc-8642-bb88861622bb/scratchpad/hover_check.lua:43: attempt to index a nil value (local 'rect')
stack traceback:
phrase spans both halves, and the bare pawn later is suppressed by it:
[Freeze->frozen] the [lowest->lowest_pawn] [pawn,->lowest_pawn] then hit the [highest->highest_pawn] [pawn.->highest_pawn]
TOTAL VIOLATIONS: 0 final chain depth: 4
row 3 col 0 (x=386 y=100) false -
row 3 col 1 (x=408 y=100) false -
row 3 col 2 (x=430 y=100) false -
row 3 col 3 (x=452 y=100) false -
[Think]
The `hover_check.lua` harness is outdated—`draw_item_tooltip` stopped returning a rect, so the test harness broke even though the actual code is fine. I'll update the harness to remove that stale expectation and keep the overflow regression check running.
Bash (SP="C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/dde04f99-328e-41bc-8642-bb8...)
overflow check: 0 failures across 30 items
Water Gun card: x=248 y=17 w=149 h=64 terms found=5
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All three fixed.
1. You couldn't reach a card — safe triangle
Leaving the word is the only way to get to the card, and leaving the word is what killed it. A grace timer doesn't fix that; it just converts "unreachable" into a race you lose by reading slowly.
The wedge from the anchor word out to its card's silhouette now counts as holding that card — computed from the two corners that form the card's silhouette as seen from the word, so it works whichever side the card ended up on. Verified: parked inside the parent card below the word, the child is held indefinitely; parked inside the parent away from the child's direction, it drops on schedule. That's your rule intact — hover off the word and it goes — with the one journey it has to permit.
2. "Frozen doesn't appear, Staggered does"
Exactly as you saw: Frozen's definition is longer, so its card is taller, so it found no free rectangle while Stagger's shorter card did. With four cards up the screen genuinely has no room — and the failure mode was silence, which reads as broken and reads as arbitrary, since whether it works depended on how long that particular definition happened to be.
Now when a card can't be placed, the oldest definition is evicted and the layout re-solved. The card you just asked for wins over the far end of the trail. In the deep test, ally gets dropped at step 5 and the new card appears in its place.
3. The stray gaps
The fallback sweep works on a 12px grid, so a card placed by it sat wherever the grid put it. gloss_snap now slides every placed card as close to its anchor as it will go without clashing — two passes so both axes settle. Cards come out flush.
Checks
- 5 cards deep from Cloud: 0 overlaps, 0 off-screen, eviction firing when full
- no line of any of the 30 cards overflows its panel
- icon blocking: with the col-3 card open, rows 0–2 of cols 0–2 block, row 3 stays live
- token resolution unchanged (position-decides-meaning, once-per-card, phrase spanning)
One thing I noticed while testing that you'll probably hit: the chain can open two cards for the same entry at different depths (the deep run had pawn twice — march's text mentions it while a pawn card was already up). Suppressing an entry that's already open is a one-liner, but it also means some words silently stop being links, so I left it for you to judge.
Removing old definitions doesn't work, the chain needs to be visible. It's okay then to change the width of next cards to make them fit, but up to a minimum width. And then once you can't fit anymore, simply don't show the words highlighted instead of showing them highlighted but nothing happening, that's more honest.
[Request interrupted by user]
If a single definition in a new card can't fit anywhere, then the whole card shouldn't be highlighted, signalling the end of the loop.
[Think]
So the approach is shifting—instead of removing cards that don't fit, I need to keep the entire chain visible while cards shrink down to a minimum width. When a card can't squeeze in even at that minimum, I stop highlighting those trigger words to signal we've reached the end of what can be displayed.
The key insight from requirement #4 is that it's all-or-nothing per card: if even one definition within a card can't fit anywhere, then none of the keywords in that card get highlighted as links. This prevents the confusing situation where some words in a card are clickable and others aren't—making it clear when we've hit the boundary of what's placeable.
To implement this, I need to check feasibility before drawing: first place all cards, then for each card (not just the deepest), test whether every keyword's definition could fit at the current layout state. If all keywords pass, draw them highlighted; if any fail, draw them unhighlighted. The tricky part is that feasibility depends on the current layout, so I need to compute this after placement but before rendering. The complexity is manageable if I cache feasibility results keyed by card depth and keyword ID, since these only change when the layout itself changes rather than on every frame. Recompute feasibility when the chain changes by tracking a layout key derived from the chain IDs. For the width shrinking, I'll have `gloss_place` try progressively narrower widths starting from 144 down to a minimum around 76, wrapping text at each width and placing the card at the first width that fits.
The key insight is that for narrow wraps to actually shrink the card, I need to pass the wrap width as the minimum width parameter—otherwise the title width or other constraints force it back to the default minimum. The title itself can set a floor (like "the lowest pawn" being roughly 15 characters), so the placement routine needs to measure the card size for each candidate wrap width and return the first successful placement along with the chosen dimensions.
Defining wrap width candidates... ) not show it and mark its source word as non-live so it wasn't highlighted. Since feasibility runs before hover and determines highlighting, if feasibility says a card fits, it should fit when hovered with the same taken set. For shallower cards, truncation creates a smaller taken set so they're more likely to fit; if not, they just don't appear. Now I'm working through the placement algorithm: first pass places all chain cards with shrinking widths, then... be live? If the chain is at depth 3 and the user hovers a word in card 1, we truncate to 1 and push → fits. Yes, live. But there's an edge case: if the deepest card's words are dead (not highlighted), then the user can't extend, which is the right signal. The dead-end check needs to account for the deepest card being the one whose words we're testing, with taken set to all current cards. Now I'm setting up the data structures and writing a feasibility test function... The anchor doesn't actually matter for feasibility since the sweep covers the entire screen anyway — what matters is that the parent for the sweep is the deepest card, which I can get from the taken list. The real issue is performance: running the sweep with 880 candidates for every keyword on every frame is expensive, so I need to cache the feasibility result and only recompute it when the chain signature changes.
I'll build a cache key from the chain length, the deepest card's id, and its position — that's simple and captures when the layout actually changes. I should also restore the `live` flag that I removed earlier since it needs to flow back to gloss_body_word.
One more thing to think through: without eviction and as width shrinks, cards get taller and more of them fit vertically, which is good. Now I need to reconsider what the minimum wrap width should be at around 88 pixels.
Writing the code... I'm trying different wrap widths to find a position that doesn't clash with already-placed cards, storing the dimensions and position once I find a valid spot. If no placement works, I'll need to remove lower-priority glossary entries to make room.
Now I'm checking whether the deepest card in the chain can still open any of its keywords — if even one keyword has nowhere to go, the entire card should be disabled rather than offering only some of them arbitrarily. Checking the iteration over the sparse array and realizing the item card needs special handling since it's drawn first but its dead-end status depends on the plan computation. I need to restructure so the dead-end check happens before drawing the item card when the chain is empty.
Refactoring the whole flow into measure → place → compute plan → compute dead-end → draw... Writing tooltip rendering... For the feasibility check, I don't actually need the full snapping logic to run—it's expensive and gets called repeatedly. I'll add an optional parameter to skip snapping when we're just probing whether placement is possible.
Reverting eviction — the trail stays. Restructuring to measure → place (shrinking width) → decide honesty → draw:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Now the main routine — measure everything, place with width fallback, decide the dead end, then draw:
Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
520 while math.abs(acx - (x + w/2)) > 1 and free(x + dx, y) do x = x + dx end
521 local dy = (acy > y + h/2) and 1 or -1
522 while math.abs(acy - (y + h/2)) > 1 and free(x, y + dy) do y = y + dy end
523 end
524 return x, y
525 end
526
527 -- The item's card plus every definition open off it. Fills gloss_card_rects
528 -- (the hit map draw_owned_items and gloss_icon_blocked both read) and resolves
529 -- the chain for the next frame.
530 function draw_item_tooltip(el, def)
531 if gloss_chain_owner ~= def then
532 gloss_chain, gloss_chain_owner, gloss_shrink_t = {}, def, nil
533 end
534 gloss_term_rects, gloss_pick, gloss_inside, gloss_bridge = {}, nil, nil, nil
535 local mx, my = mouse_position()
536 local rects = {}
537
538 -- Depth 0 — the item card, immediately left of its icon. ⚠ That placement is
539 -- load-bearing, not cosmetic: being wider than the strip, the card covers
540 -- exactly the icons between it and its owner, which is what makes the travel
541 -- corridor in gloss_icon_blocked coincide with what's drawn over.
542 local lines = gloss_card_lines(def.desc)
543 local tip = { title = def.name, lines = lines, header_color = green,
544 body_word = gloss_body_word(gloss_scan_tokens(lines, nil), 0) }
545 local w, h = ui_tooltip_size(tip)
546 local x = math.clamp(el.x - GLOSS_GAP - w,
547 GLOSS_PAD, math.max(GLOSS_PAD, gw - GLOSS_PAD - w))
548 local y = math.clamp(math.floor(el.y + el.h/2 - h/2),
549 GLOSS_PAD, math.max(GLOSS_PAD, gh - GLOSS_PAD - h))
... [50 more lines]
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd /e/a327ex/ABAgames/knightvspawns && LUA=/e/a327ex/Anchor/reference/love-compa...)
glossary.lua OK
main.lua OK
step 1 (hovered "ally") 2 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
step 2 (hovered "pawn") 3 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 93..157
step 3 (hovered "march") 4 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 93..157
march x= 91..240 y=161..261
no keyword left in the deepest card — stop
TOTAL VIOLATIONS: 0 final chain depth: 3
[Think]
So the deepest card—March—has no highlighted keywords because it can't physically fit any of its definitions given the four-card layout, triggering the honesty rule that suppresses them entirely. The harness then finds no term rectangles to work with since they were never rendered. Let me verify whether there's actually no space available for those definitions.
Looking at the card positions and the gaps between them, I'm checking each potential free region: the left edge is too narrow at 86 pixels, the right side is similarly constrained at 87 pixels, and the space below the ally card is 61 pixels tall but a definition card would need around 112 pixels. None of these gaps can accommodate a card at the minimum wrap width of 96 pixels plus padding. So yes, the layout is genuinely full—the honesty pass is working correctly.
The stub font I'm using for testing is actually wider than the real LanaPixel font will be, so in the actual game more cards should fit. Now I need to construct a test case where a card actually does shrink to verify that width-reduction logic is triggering properly.
Writing a test probe...
Bash (cat > /tmp/wrap_check.lua <<'EOF' math.clamp = function(v, lo, hi) return math.m...)
step 1: hovered ally chain=1 wraps=[144] dead_end=false
step 2: hovered pawn chain=2 wraps=[144 144] dead_end=false
step 3: hovered march chain=3 wraps=[144 144 144] dead_end=true
step 4: deepest card "march" offers NO links -> dead end reached (4 cards up)
[Think]
The dead-end trigger fires when no card can fit at any wrap level, which shouldn't happen if placement succeeded at 144 until the screen filled up. But looking at the free space — the largest gap is only about 87 pixels wide, while the minimum card width at wrap 96 needs around 108 pixels — so nothing actually fits, which explains why we hit the dead-end.
Adding a lower wrap threshold of 84 would help here. At that wrap, cards would be roughly 84 pixels wide, fitting into those 86-87 pixel gaps. It's narrow but workable, especially since the real font will render wider than the stub, giving us more breathing room. I'll add 84 to the wrap sequence and let him tune it if needed.
Now I'm verifying the card sizing logic — the minimum width floor should prevent cards from shrinking below the wrap value, which is exactly what we want. And I should check whether the honesty pass is being too strict about keyword placement in the deepest cards.
The shrink never engaged — the leftover gaps were narrower than the minimum card width, so the floor was the binding constraint. Adding one more step down:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe /tmp/wrap_check.lua && e...)
step 1: hovered ally chain=1 wraps=[144] dead_end=false
step 2: hovered pawn chain=2 wraps=[144 144] dead_end=false
step 3: hovered march chain=3 wraps=[144 144 144] dead_end=true
step 4: deepest card "march" offers NO links -> dead end reached (4 cards up)
=== layout ===
ally x=244..393 y= 85..209
pawn x= 86..240 y= 93..157
step 3 (hovered "march") 4 cards, 0 violations
Cloud x=297..449 y= 5.. 81
ally x=244..393 y= 85..209
pawn x= 86..240 y= 93..157
march x= 91..240 y=161..261
no keyword left in the deepest card — stop
TOTAL VIOLATIONS: 0 final chain depth: 3
[Think]
I'm hitting the same constraint at 4 cards even with the 84-character wrap. Looking at the card dimensions—Cloud, ally, pawn, and march are all positioned—I need to figure out what free space is actually available after these cards are placed.
The left strip from x 0 to 86 is only 86 pixels wide, but a new card needs 96 pixels minimum. The right side of ally at x 393 to 480 is 87 pixels wide, also too narrow. In the top-left region between x 86 to 244 and y 0 to 85, I could fit a card that's 158 pixels wide and 81 pixels tall. Stagger's card with a shorter description would work at a 144-character wrap—it'd be 156 wide by 64 tall, which fits that space. But Frozen's card doesn't fit anywhere at any wrap width, and since the honesty pass requires all keywords to fit, the whole layout stays blocked at 4 cards. With a pixel font the cards shrink and pack more densely, so layout conflicts become rarer in practice. Everything's working as specified, so I'll update the documentation now—removing the eviction section and adding the width-shrinking and honesty pass logic. On performance, the honesty pass evaluates each distinct keyword across up to 5 wraps with roughly 900 candidate placements per wrap, testing against up to 6 rectangles each, which totals around 160k operations worst case—but that only runs once per layout change and gets cached by key, so it's fine.
The expensive part is the sweep in gloss_place, but I can optimize it for probes by returning the first valid candidate instead of scanning all 880 to find the nearest—since probes just need any fit, not the best one. This cuts both the structured scan and the sweep short, and while the no-fit case still requires a full scan, that's a dead-end that happens once and gets cached anyway.
I'll pass the `probe` flag into best_of as a closure variable so it can return early on the first valid match.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && SP="C:/Users/adn/...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
overflow check: 0 failures across 30 items
phrase spans both halves, and the bare pawn later is suppressed by it:
[Freeze->frozen] the [lowest->lowest_pawn] [pawn,->lowest_pawn] then hit the [highest->highest_pawn] [pawn.->highest_pawn]
TOTAL VIOLATIONS: 0 final chain depth: 3
in the parent, below the word (transit) inside=0 bridge=1 chain after 0.5s = 1 held
in the parent, far from the card inside=0 bridge=nil chain after 0.5s = 0 dropped
step 4: deepest card "march" offers NO links -> dead end reached (4 cards up)
Eviction is gone; the chain stays whole.
What replaces it
Narrower on retry. A card that can't find a home at 144 tries 124 / 108 / 96 / 84 and takes the widest that fits. Narrower means taller, and height is usually the axis with room left. One gotcha worth recording: min_w has to ride the wrap down, or ui_tooltip's own 130px floor silently undoes the shrink.
The honesty pass. Every keyword in the deepest card is probed against the finished layout. If even one has no home at any wrap, none of that card's words are highlighted — all-or-nothing, as you specified. A card offering some words and not others reads as arbitrary; a card offering none reads as "this is the end", which is the truth. Only the deepest card can be a dead end, since hovering into a shallower one truncates the chain and frees the space back up. The answer is cached against a layout signature, because probing placement isn't free.
Verified
The deep run from Cloud now goes Cloud → ally → pawn → march, and at that point the march card stops offering links entirely rather than lighting words that do nothing. That's a genuine dead end, not a premature one: Frozen's definition needs ~88px of height and the largest free region left is 81px tall, at every wrap from 144 down to 84. Stagger's shorter card would have fit — and under your rule it correctly goes dark along with the rest, because offering only Stagger would have looked random.
Also still green: the safe triangle holds on approach and releases when you head elsewhere, no card overlaps or leaves the screen, no line overflows its panel, and token resolution is unchanged.
Two notes
The wrap floor of 84 is a guess I'd expect to retune. It's the number that decides how deep the chain can go before going dark — lower means more depth but thinner columns of text. It's one list at the top of glossary.lua.
My test font is a uniform 5px/char, which is wider than real LanaPixel, so cards in the actual game will be smaller than in these numbers and the dead end should come later than it does here. If it still arrives sooner than feels right, dropping the floor to 76 is the first knob.
[Pasted image/png]
Calculation on lower width cards seems to be incorrect in some way.
[Think]
I'm examining the card layout in the screenshot—there's a narrow "march" card on the left with a green header, and its text about pawn movement appears to be overflowing past the card's right edge around x=420.
Actually, looking more carefully at the positioning: the "march" card spans from about x=27 to x=420, while the "ally" card sits on top of it starting around x=360. They're overlapping by roughly 60 pixels, with the march card appearing to be behind the ally card in the z-order. The issue is that `min_w` is being set to the text wrap width, which forces the panel wider than its actual content needs. The march card's panel extends to around 420 pixels while the text only reaches about 333, leaving unnecessary empty space. The fix is to let the panel size to its content rather than constraining it to the wrap width. Ah, so the real culprit is that the draw call to `ui_tooltip` doesn't receive the `min_w` parameter, causing it to default back to 130. This means the placement phase measures the card at one width (respecting the wrap constraint) but the actual drawing phase measures it at a different, larger width (using the default minimum), resulting in the drawn panel being wider than the placed rectangle and causing overlaps. For wrap=124, the draw width ends up wider than the placement width, causing overlap—so the bug goes both directions. The fix is to pass the actual placed width explicitly to the draw function, either through `w = p.w` or by storing the computed width, so the tooltip draws at exactly the same size it was positioned at. This bypasses the redundant size calculations and ensures consistency. The item card has the same issue since it's also measured separately without knowing its final width.
For the glossary card, passing `min_w = wrap` forces a minimum that's often wider than the content needs, which creates that oversized card look. I should either cap it with `math.min(wrap, UI_TOOLTIP_MIN_W)` or set it to 0 to let the card size to its content exactly—though that risks making very short definitions look tiny.
Looking at a concrete example like "adjacent" wrapping at 144, the text fits in about 2 lines at 130 width, so the card ends up around 142 wide, which is fine. For the item card though, using the default 130 minimum means short titles like "Link" with a single line become disproportionately small. I'm leaning toward `min_w = 0` to let cards hug their content, but I need to check what happens with those minimal cases.
Actually, I think the better approach is to set a modest floor like 96 pixels for all glossary cards as a constant, independent of the wrap width. That way even tiny items stay readable without looking cramped, and I keep the logic simple and consistent across all glossary card types. Passing the measured width explicitly to the draw function ensures placement and rendering stay in sync. For the item card, I should apply the same approach with `gloss_card_size` and pass the width parameter for consistency. Switching the item card's minimum width from 130 to 96 would make it narrower, which affects the corridor geometry—at 96 wide it still covers the necessary columns, so the change is feasible. Making the edits now, and the probe path through gloss_can_place will use the same gloss_card_size function so everything stays consistent.
Found it. The placement and the draw were measuring cards differently.
Placement measured with min_w = wrap; the draw call never passed min_w, so ui_tooltip fell back to its own 130px floor. Any card shrunk below 130 was therefore placed as if it were wrap wide but drawn at 130 — wider than its reserved slot, hence overlapping its neighbour. (And at wrap 144 it goes the other way: placed at 144, drawn narrower, leaving a stray gap — which is probably the residue of the gap complaint too.)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -n "gloss_card_size|ui_tooltip_size...)
418:function gloss_card_size(title, lines)
429: local w, h = gloss_card_size(e.title, lines, wrap)
561: local w0, h0 = ui_tooltip_size({ title = def.name, lines = lines0 })
579: local w, h = gloss_card_size(e.title, dl, link.wrap)
589: local w, h = gloss_card_size(e.title, dl, wrap)
637: ui_tooltip{ title = def.name, lines = lines0, x = x0, y = y0, header_color = green,
641: ui_tooltip{ title = p.e.title, lines = p.lines, x = p.x, y = p.y,
Bash (python - <<'PY' import io p='glossary.lua' s=io.open(p,encoding='utf-8').read() ...)
418:function gloss_card_size(title, lines)
429: local w, h = gloss_card_size(e.title, lines)
561: local w0, h0 = gloss_card_size(def.name, lines0)
566: local rects = { { x = x0, y = y0, w = w0, h = h0 } }
579: local w, h = gloss_card_size(e.title, dl)
589: local w, h = gloss_card_size(e.title, dl)
637: -- ⚠ `w = w0` — draw at the width it was PLACED at, never re-derived.
638: ui_tooltip{ title = def.name, lines = lines0, x = x0, y = y0, w = w0, header_color = green,
642: ui_tooltip{ title = p.e.title, lines = p.lines, x = p.x, y = p.y, w = p.w,
646: rects[#rects + 1] = { x = p.x, y = p.y, w = p.w, h = p.h }
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && $LUA -e "local f,...)
OK
-- that SOME position exists.
function gloss_can_place(e, anchor, taken)
for _, wrap in ipairs(GLOSS_WRAPS) do
local lines = gloss_card_lines(e.desc, wrap)
local w, h = gloss_card_size(e.title, lines)
if gloss_place(w, h, anchor, taken, true) then return true end
end
return false
local e = GLOSSARY[link.id]
local got
if link.px and link.wrap then -- keep the spot this card already won
local dl = gloss_card_lines(e.desc, link.wrap)
local w, h = gloss_card_size(e.title, dl)
local r, clash = { x = link.px, y = link.py, w = w, h = h }, false
for _, t in ipairs(taken) do
if rects_clash(r, t, GLOSS_CARD_GAP) then clash = true; break end
end
if not clash then got = { lines = dl, x = link.px, y = link.py, w = w, h = h } end
end
if not got then
for _, wrap in ipairs(GLOSS_WRAPS) do
local dl = gloss_card_lines(e.desc, wrap)
local w, h = gloss_card_size(e.title, dl)
local px, py = gloss_place(w, h, link.anchor, taken)
if px then
link.wrap, link.px, link.py = wrap, px, py
got = { lines = dl, x = px, y = py, w = w, h = h }
break
end
... [1 more lines]
[Think]
Now I'm adding a regression check to verify that the placement width matches what the tooltip actually draws. I'll instrument the tooltip function to record its computed width and compare it against the planned rectangle dimensions—since we're explicitly passing the width through both calls, they should align by construction, but I want to validate this with a test.
Looking at the deep_check harness, it records card dimensions through the intercepted tooltip call, which now returns the options width directly. The overlap test uses this true drawn width. I'm realizing the harness should have caught the original bug since it was recording the drawn width while placement used a different calculation, but it reported zero violations. The reason it didn't catch it: all cards in the harness were at the wrap width of 144, and since the content width for these texts was already larger than 144, both the min_w=144 path and the draw's 130 path produced the same final width, masking the discrepancy.
In the real game with a narrower font, content+12 often falls below 144, exposing the mismatch between placement and draw widths. For shrunk cards, the drawn width exceeds the placement width, causing overlap. The uniform-width font in the harness hid this. I should make the harness more sensitive by using a variable-width font stub where most characters are 4 pixels wide, which will make content narrower and expose the width mismatch more reliably. Let me update the harness with this narrower font width and re-run the deep_check to confirm it catches violations now.
The harness used a uniform 5px/char font, which made content + padding land above 144 for every card — so placement and draw happened to agree and the bug stayed hidden. Re-running with a narrower font, where content falls below the wrap:
Bash (SP="C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/dde04f99-328e-41bc-8642-bb8...)
font 3px/char: TOTAL VIOLATIONS: 0 final chain depth: 6
font 4px/char: TOTAL VIOLATIONS: 0 final chain depth: 5
font 5px/char: TOTAL VIOLATIONS: 0 final chain depth: 3
[Think]
The violations are gone across all font widths, and the depth scales appropriately with font size—narrower fonts allow more cards to fit, creating deeper chains. At 3px per character, I'm seeing 6 cards deep, and since real LanaPixel averages around 4-5px, I should expect 4-6 cards in practice. Now I'm adding a direct assertion to verify the width mismatch is resolved by comparing the stored rect from gloss_card_rects against an independent measurement of the drawn operation.
Since the width is passed explicitly, they should match. I want to run a quick sanity check with a narrower font to confirm that shrunk cards actually engage when wrap falls below 144. More importantly, I'm going to write a test that intercepts ui_tooltip calls and recomputes ui_tooltip_size without the width override to see how often they'd differ—that difference would be the signature of the old bug, and now it's harmless because we're passing the width explicitly. This will give a nice confirmation that the bug was real and is now fixed.
Bash (cat > /tmp/width_check.lua <<'EOF' -- Confirms the fix: for each drawn card, com...)
card drawn ui_tooltip would have used diff
Cloud 156 156 +0
damage 154 154 +0
0 of 2 cards would have been drawn at the wrong width before the fix.
wrap=144
[Think]
The issue is that my test only reached two cards because the loop grabbed the last term rect across all cards, so the chain didn't expand properly. Since both cards had wrap values at 144 with content also at 144, there was no visible mismatch. I need to construct a test case where a card actually gets shrunk below 144 to expose the difference—either by creating many cards to trigger shrinking or directly comparing the gloss_card_size calculation against the naive approach with a narrow wrap value.
I'll skip the UI demonstration and instead write a quick direct check that compares both measurement methods for a narrow wrap to validate my diagnosis.
Bash (cat > /tmp/w2.lua <<'EOF' gw, gh = 480, 270 fonts = { main = { height = 11, text...)
wrap placed-width(now) old placement(min_w=wrap) old draw(min_w=130)
144 144 144 144
124 134 134 134
108 116 116 130 MISMATCH 14px
96 108 108 130 MISMATCH 22px
84 96 94 130 MISMATCH 36px
[Think]
I've found the root cause — the old code was placing cards at one width but drawing them wider, creating the exact overlap we're seeing in the screenshots. At wrap 108 it was 14 pixels over, and at wrap 84 it was 36 pixels. The new approach keeps placement and drawing consistent by passing the width explicitly, and the minimum width floor is working as intended. Now I'm running the full regression test to verify the fix.
Diagnosis confirmed: at wrap 108 the old code placed the card 116px wide but drew it 130px — 14px of overflow into its neighbour, growing to 36px at the narrowest wrap. That's the overlap in your screenshot, and it only appeared once a card actually shrank, which is why it showed up now and not before.
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && SP="C:/Users/adn/...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
overflow check: 0 failures across 30 items
phrase spans both halves, and the bare pawn later is suppressed by it:
[Freeze->frozen] the [lowest->lowest_pawn] [pawn,->lowest_pawn] then hit the [highest->highest_pawn] [pawn.->highest_pawn]
in the parent, below the word (transit) inside=0 bridge=1 chain after 0.5s = 1 held
in the parent, far from the card inside=0 bridge=nil chain after 0.5s = 0 dropped
row 3 col 2 (x=430 y=100) false -
row 3 col 3 (x=452 y=100) false -
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Fixed. The cause was a double measurement that disagreed.
Placement sized each card with min_w = wrap; the draw call never passed min_w, so ui_tooltip fell through to its own 130px floor and re-derived a different width. Measured directly:
| wrap | placed | drawn | overflow |
|---|---|---|---|
| 144 | 144 | 144 | — |
| 124 | 134 | 134 | — |
| 108 | 116 | 130 | +14px |
| 96 | 108 | 130 | +22px |
| 84 | 96 | 130 | +36px |
So any card that shrank was reserved a narrow slot and then drawn wide, spilling into its neighbour — exactly what you saw. It couldn't happen before this session because nothing shrank.
Every glossary card is now measured once through gloss_card_size, and that width is handed back to ui_tooltip as an explicit w, so placement and draw can't diverge by construction. I also decoupled the panel floor (GLOSS_MIN_W = 96) from the wrap — tying them together was padding full-width cards out to 144 even when their text didn't need it, which is the other thing that looks off in your screenshot (the march card carrying a band of empty space on its right).
Worth noting about my testing: the harness used a uniform-width font, and at 5px/char content + padding exceeded 144 for every card, so both code paths agreed by accident and the layout checks passed clean. That's why this reached you. I've re-run the invariants at 3, 4 and 5 px/char now — zero overlaps and nothing off-screen at all three, with depth scaling the way you'd expect (6 cards at 3px, 5 at 4px, 3 at 5px). Real LanaPixel is proportional at roughly 4–5px average, so expect 4–6 cards before the dead end.
Everything else still passes: safe triangle holds and releases, icon blocking correct, token resolution unchanged, no line overflows its panel.
Perfect. Now let's add tags to the item cards alone, mirroring how 062026 does it. The tags can be the ones we defined for the archetypes in the past session, although it's missing some like Item. But add them first, with definitions for each on hover too, and then we'll iterate.
[Think]
Tags go on ITEM cards only, positioned between the header and description like in the 062026 style, with each tag linking to the glossary. I'm pulling from the 24-archetype registry in endgame_design.md — the owner's 12 core archetypes plus 12 adopted ones including damage, overkill, and execute.
The items_catalog.md already has tags bracketed for each item (Heart [Tank], Link [Auto], Lightning [Ranged], etc.), so I need to add a tags field to each item definition in items.lua for all 30 live items, then render them as hoverable bracketed tags on the card that open definition cards when clicked. The owner mentioned some archetypes might be missing like "Item" for items that interact with drops, so I'll add what's defined now and iterate later.
For the implementation, I need to read the archetypes section from endgame_design.md to get the definitions, then figure out where tag definitions live in the system — either as distinct entries in GLOSSARY with a tag flag, or reusing the existing keyword coloring. Since tags render in their own row separate from body text, they need their own hit-testing and placement logic, which means adding a tags feature to the ui_tooltip primitive with a tag_word hook for per-tag styling.
Looking at what's available in the emoji UI toolkit, there's no bracket_tag primitive, so I'll hand-roll it. The cleanest approach matching 062026's design is to draw tags as a bracketed line under the header in the tooltip, each one hit-tested individually.
I'm thinking of extending ui_tooltip with an optional `tags` array and a `tag_word` hook to handle rendering. The tags would wrap across multiple lines if needed, and the renderer would add brackets automatically. The size calculation for the tooltip would need to account for the tag row height.
Before implementing, I should review the archetype definitions in endgame_design.md, then map the tags from items_catalog.md into items.lua — things like Heart tagged as Tank, Link as Auto, Chains as Auto, and so on through the full item list. I'm weighing whether to write a design brief first or jump straight to implementation. The owner wants me to add the archetypes with hover definitions and iterate from there, which pushes toward just building it. But the brief rule is firm, and there are real design choices here—where tags render, their styling, how the definitions are worded. I'll compromise by posting a compact brief that focuses on those decisions and includes the proposed archetype definitions as the main reviewable content, since that's what he'll want to refine anyway.
Read (E:\a327ex\ABAgames\knightvspawns\endgame_design.md)
73
74 ## Archetypes — the draft's color wheel (owner-settled 2026-07-28)
75
76 The frame for the 100+ item brainstorm and for enemy/hazard design. Overlap
77 is DELIBERATE — items carry multiple archetype tags (cloud is Summon + Beat +
78 Ranged), and an item that bridges two archetypes is a better draft pick, not
79 a categorization error. Enemies get designed against archetypes: each
80 archetype should have hazards it laughs at and hazards that hunt it.
81
82 ⚠ Sim law for every new item (the 2026-07-27 desync lesson): a trigger is
83 only legal if it fires INSIDE a recorded event — capture, beat, spawn,
84 commit, strike ('a'), leak, item-get. Continuous cursor position and
85 animation timing are permanently off-limits as triggers.
86
87 **Owner-defined (the current 30 tagged):**
88
89 - **Auto** — actions fire automatically on some trigger and move you around
90 on their own. link, chains.
91 - **Ranged** — ranged damage on some trigger. lightning, dagger, magnet.
92 - **Area** — area damage. boom, dynamite, guardian_angel.
93 - **Beat** — things happen on beats. comet, snow, cloud, egg.
94 - **Tempo** — slow or stop the flood. snow, hourglass, water_gun, snail.
95 - **Board** — uses or changes board behavior. fire, wall, hole.
96 - **Summon** — summoned friendly entities. cloud, egg, chick, pony.
97 - **Economy** — gives you items faster. seedling, coffee, coin.
98 - **Combo** — effects when captures happen quickly after each other. coffee.
99 - **Tank** — increasing defenses. heart, growing_heart, meat, shield,
100 guardian_angel.
101 - **Transformation** — transforms you into another unit. crown, castle.
102 - **Trigger** — not an archetype but the VOCABULARY the archetypes key on;
... [65 more lines]
[Think]
I see the archetype definitions now, and I notice Projectile was added later but isn't in the endgame_design list yet—I should include it since it's used for Water Gun, Dagger, Comet, Bow, Boomerang, Fishing Pole, and Cactus. The owner also mentioned something about Item being missing, which might refer to an archetype for items or drops like Dynamite, Basket, Turtle, and Gem that interact with drop mechanics.
So I'm compiling the full tag list: the 12 owner-defined archetypes plus 12 new ones plus Projectile makes 25 total. There's some ambiguity around "Trigger"—the owner noted it's vocabulary rather than an archetype and nothing actually uses it as a tag, but I'll include it in the registry for completeness since it documents the full system even if it never renders on any item.
Now I'm hitting a naming collision problem. Several archetype names overlap with existing keyword IDs in the glossary—"Strike," "Damage," "Tank," "Combo," "Beat," and "Transformation" all have keyword counterparts. These need to live in separate namespaces since an archetype "Strike" (describing a bounce verb's build) is conceptually different from the "Strike" keyword (a mechanic). The cleanest approach is to create a dedicated ARCHETYPES table and merge it into the glossary system so cards can pull from either source.
Actually, simpler: add the archetypes directly to the glossary with prefixed IDs like `tag_strike` and a `tag = true` flag to distinguish them visually. Since they won't have `forms`, they won't match body text—only explicit tag interactions will trigger them. The chain system stays unchanged, just pushing these prefixed IDs when tags are clicked. For coloring, I'm considering green to match the item card headers, though I need to finalize whether that's the right visual choice. For the tooltip rendering, I need to handle tags as an array that gets drawn between the header and body as bracketed items in a row, wrapping if necessary. Each tag uses the tag color and has its own hover rect. The height calculation needs to account for however many lines the wrapped tags take up.
The tricky part is the width constraint—tags need to wrap based on the card's available width, but I also need to know the tag layout upfront to compute the tooltip's overall size. I'm thinking the cleanest approach is to precompute the tag lines during the glossary setup phase, passing them as a structured array so the draw function just renders what's already been laid out. That way the width calculation doesn't become circular.
For hit-testing on tags, I'll use the same hook pattern: when a tag is clicked, record its rect and associate it with the entry's ID at depth 0. One thing to keep in mind—tags should only show up on item cards, not everywhere.
Now I need to handle the honesty pass for tags too: if an item card is the deepest in the chain and one of its tag definitions can't be placed, the whole card darkens, keeping everything consistent with the all-or-nothing rule.
Next I'm drafting the archetype definitions—about 25 short player-facing descriptions condensed from the design doc... that slow or speed up the pawns, **Board** effects that modify the board itself or crossing rules, **Summon** for friendly pieces fighting alongside you, **Economy** to accelerate your next item, **Combo** rewards for quick successive captures, **Tank** for health and survival mechanics, **Transformation** to shift into different pieces with their movesets, **Trigger** describing what events items respond to like captures or beats, **Damage** to increase hit potency, **Overkill** for bonuses when damage exceeds what's needed, and **Exec**
ute & Fear** for finishing weakened pawns or pushing them back up the board. Then there's **Strike** for hitting pawns that survive, **Guard** for standing still payoffs, **Trail** where your knight's path continues working, **Parity** based on light and dark squares that shift with each move, **Shatter** for breaking frozen pawns, **Harvest** rewarding a full board of special pieces, **Revenge** turning life loss into advantage, **Trigger-craft** bending effects when other items activate, and **Wrap** where your knight's moves loop off edges.
I'm also adding **Projectile** for effects that travel visibly to their targets. These are all player-facing and concise—a solid foundation he can refine from here.
Now I need to write the brief covering where tags render and how they display, the namespace structure with tag_ prefixes in the glossary, color decisions, which tags apply to each live item, all 25 definitions as the main reviewable content, and clarify questions about color and the "Item" tag. He wants these built with hover definitions first so he can iterate on the wording afterward.
I'll keep it tight: mechanism in about 10 lines, the definitions table, and 2 key questions—something he can review in a minute.
Read the archetype registry. Brief before code — the mechanism is small but the wording is the part you'll want to iterate on, so here it is up front.
Design brief — archetype tags on item cards
Mechanism
Tag row. ui_tooltip gains an optional pre-wrapped tags row array, drawn between the header band and the body as [Auto] [Ranged], with a tag_word(label, x, y, w) hook mirroring body_word. Glossary pre-wraps the row at the same width it wraps the body, so measurement stays single-source (the lesson from the width bug — one measure, passed to the draw).
Item cards only. Only depth 0 carries tags; definition cards don't, including tag definitions.
Namespace. Tags become GLOSSARY entries with tag_-prefixed ids and no forms, so they never match body text. That matters because seven names collide with existing keywords — the Strike archetype (the bounce-verb build) is a different thing from the Strike mechanic, and likewise Damage, Tank, Combo, Beat, Transformation. Separate ids, separate definitions, no ambiguity.
Everything else is free: tag hovers push onto the same chain, get placed by the same search, and are covered by the same honesty pass (if a tag's card can't be placed, the item card's tags and keywords all go dark together).
Colors
Nouns are light gray, mechanics yellow. Tags would be blue — distinct from both, and unused since nouns moved off it. Their definition cards get blue headers to match.
The tags on the live 30
Straight from items_catalog.md, no new judgments: Heart/Growing Heart/Shield/Meat [Tank] · Link/Chains [Auto] · Lightning/Magnet [Ranged] · Clover [Trigger-craft] · Boom/Dynamite [Area] · Water Gun [Tempo, Projectile] · Fire [Board, Trail] · Dagger [Ranged, Projectile] · Egg [Beat, Summon] · Chick/Pony [Summon] · Crown/Castle [Transformation] · Seedling [Economy, Harvest] · Snail [Tempo, Harvest] · Snow [Beat, Tempo] · Comet [Beat, Projectile] · Cloud [Beat, Summon] · Coffee [Economy, Combo] · Coin [Economy] · Guardian Angel [Area, Tank] · Hole/Barricade [Board] · Hourglass [Tempo]
The definitions (this is the part to iterate)
The registry text is dev-facing; these are the player-facing versions.
| tag | card text |
|---|---|
| Auto | Effects that fire on their own, and move your knight for you. |
| Ranged | Damage dealt at a distance, without your knight going to it. |
| Area | Damage dealt to several squares at once. |
| Projectile | Effects that travel to their target, and can be seen coming. |
| Beat | Effects that fire on the board's rhythm instead of on your captures. |
| Tempo | Effects that slow or stop the pawns. |
| Board | Effects that change the board itself, or the cost of crossing it. |
| Summon | Friendly pieces that fight for you. |
| Economy | Effects that bring your next item sooner. |
| Combo | Payoffs for capturing again quickly. |
| Tank | Lives, and ways to keep them. |
| Transformation | Becoming another piece, with another piece's moves. |
| Damage | Raising how much health your hits take off. |
| Overkill | Payoffs for damage beyond what a capture needed. |
| Execute & Fear | Finishing wounded pawns outright, and turning others back up the board. |
| Strike | Payoffs for hitting a pawn that survives. |
| Guard | Payoffs for standing Still. |
| Trail | The squares your knight leaves behind keep working. |
| Parity | Light and dark squares. Your knight changes color with every move. |
| Shatter | Payoffs for hitting and capturing Frozen pawns. |
| Harvest | Payoffs for special pawns. You want the board full. |
| Revenge | Payoffs for losing life. Being at 1 is a position, not a countdown. |
| Trigger-craft | Effects that bend when your other items fire. |
| Wrap | Your knight's moves run off one edge and back in the other. |
| Trigger | The events items listen to: a capture, a beat, a spawn, a hit, an escape. |
Two things
"Trigger" isn't a real tag — the registry explicitly calls it "not an archetype but the vocabulary the archetypes key on", and no item carries it. I'd define it but leave it unused, so hovering it is possible only once something is tagged with it. Say the word if you'd rather I drop it entirely.
The missing ones. You mentioned "Item" — nothing in the registry covers items-that-act-on-drops (Dynamite, Basket, Turtle, Gem), which is a real gap. I haven't invented it here since new archetypes are your call; tell me the name and I'll add it with the rest. Same for anything else you want in before I wire the row.
Payoffs is too directional and not neutral enough. Even though those may only exist as positives now, in the future they might be negative, neutral or just different effects regarding those ideas. Trigger-craft -> Trigger. Add the Item one also.
[Think]
I need to make the tag definitions more neutral by removing directional language like "payoffs for" and replacing it with "effects tied to" or "effects around" — this way the tags describe domains rather than implying benefits in a particular direction.
I'm also noticing that repeating "effects tied to" becomes monotonous, so I should vary the phrasing while keeping it neutral. The core idea is that each tag names a domain, and the definitions should describe that domain clearly without suggesting which direction is favorable. I'm settling on a formula where I name the concept and then note that items key on it, which feels like the cleanest neutral approach for glossary cards. dark squares, or other parity patterns."
I'm finishing out the tag definitions with the remaining mechanics—Beat, Tempo, Board, Summon, Economy, Combo, Tank, Transformation, Damage, Overkill, Execute & Fear, Strike, Guard, Trail, and Parity—each one describing what family of items keys on that particular game system.
Now I'm noticing I've been repeating "Items that key on" throughout, so I'm considering whether to vary the phrasing with alternatives like "work with," "read," or "care about." But actually, keeping the language consistent across a glossary like this is probably the right call—it's clearer and more professional to define the pattern once and stick with it.
Though "key on" does feel a bit technical. I'm thinking "Items built around X" might be clearer and more natural while still maintaining that consistent formula. Let me apply that approach to the rest of the definitions, using variations only where a simpler description flows better.
Continuing through the remaining item types — Economy is about how quickly your next item arrives, Combo focuses on rapid successive captures, Tank revolves around your lives, Transformation changes your knight into another piece, Damage centers on health reduction, Overkill deals with excess damage beyond what was needed, Execute & Fear targets wounded pawns and board advancement, Strike hits pawns that survive the encounter, Guard emphasizes your knight staying still, Trail builds around the squares left behind, and Parity plays with light and dark square mechanics tied to the knight's color changes with each move.
Then there's Shatter for frozen pawns, Harvest for special pawns, Revenge built around lost life, Trigger for when other items activate, Wrap for moves that loop off edges, and Item itself focusing on drops and their mechanics. I'm also noticing that Trigger-craft is being consolidated into the Trigger category — collapsing what was previously a separate meta-vocabulary entry into a single unified tag. rig the live 30 with Item? Dynamite is already tagged [Area] — should it also get [Item] since it triggers on landing on a drop? Hourglass is [Tempo] but its trigger is item collection, so [Tempo, Item] makes sense. That's a real decision about how to tag the catalog. He said to add the Item tag, and retagging existing items is part of that since otherwise nothing would carry it.
I'll add the Item tag definition and apply it where it's clearly justified in the live 30: Dynamite (triggers when landing on a drop) and Hourglass (triggers on item collection). I'll flag my choices so he can correct me if needed. Coin is a pickup but not an item-drop, and Gem/Basket/Turtle aren't built yet, so I'm being careful not to overreach.
I need to update items_catalog.md with the tag changes — renaming Trigger-craft to Trigger and adding Item where appropriate. That means updating Clover, the new-item entries (Old Clock, Abacus, Slot Machine, Horn, Stopwatch), Dynamite, and Hourglass, plus updating the archetype registry in endgame_design.md. The catalog is the source of truth for tags, so this documentation work is necessary.
Now I'm weighing whether to implement. He gave corrections and additions to the brief, addressing my open questions about Trigger and Item with specific wording direction. That feels like enough to move forward, though he didn't explicitly say "go ahead" — but the corrections themselves suggest approval to proceed.
I'll start implementing. If I've misread the situation, he'll let me know, and the rework cost is minimal.
Let me build out the glossary entries, starting with the tag definitions. I need to add 25 tag entries total: the 11 owner-defined archetypes (original 12 minus the meta Trigger), plus Trigger as a craft tag, plus the 12 new tags.
For the color logic, I'm updating the word coloring function to check if an entry is a tag and render it in blue, otherwise fall back to the existing mechanic or default color logic.
Then I'll handle tag row rendering and hit-testing in the glossary display, and finally add the tag assignments to each item definition in items.lua—deciding whether to use IDs for direct lookup or display names with a mapping layer.
I'm leaning toward prefixed IDs like `tag_tank` to avoid collisions with keywords while keeping things unambiguous, even if slightly verbose. Now I need to write out the tag assignments for all 30 items, then update the tooltip system to display these tags as labeled rows with proper spacing and sizing.
Writing tag row wrapper... Refining the hook signature to just pass the label and position, letting glossary track which tag is being counted the same way body_word does. The primitives layer only needs rows of label strings and will compute widths internally, then ui_tooltip_size iterates through those rows to calculate dimensions.
Writing tooltip rendering code... Defining tag functions... Mapping out the remaining item tags to their categories...
Both wording notes taken — "payoffs" presumes the effect is a reward, which locks the tag into one direction. Switching to a neutral "Items built around X" formula so the tag names a domain, not a benefit.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the tag row in the tooltip primitive:
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
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Now the glossary side — wrapping the tag row and making each tag a link:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
655 -- deepest card's words render, and depth 0 IS the deepest when the chain is
656 -- empty.
657 local lines0 = gloss_card_lines(def.desc)
658 local w0, h0 = gloss_card_size(def.name, lines0)
659 local x0 = math.clamp(el.x - GLOSS_GAP - w0,
660 GLOSS_PAD, math.max(GLOSS_PAD, gw - GLOSS_PAD - w0))
661 local y0 = math.clamp(math.floor(el.y + el.h/2 - h0/2),
662 GLOSS_PAD, math.max(GLOSS_PAD, gh - GLOSS_PAD - h0))
663 local rects = { { x = x0, y = y0, w = w0, h = h0 } }
664 local taken = { rects[1] }
665
666 -- PLACE the open definitions. THE WHOLE CHAIN STAYS VISIBLE — nothing is
667 -- ever evicted; the trail IS the point. When a card doesn't fit at the full
668 -- wrap it retries NARROWER (and so taller) down to the floor, which is what
669 -- buys the extra depth eviction used to buy.
670 local plan = {}
671 for i, link in ipairs(gloss_chain) do
672 local e = GLOSSARY[link.id]
673 local got
674 if link.px and link.wrap then -- keep the spot this card already won
675 local dl = gloss_card_lines(e.desc, link.wrap)
676 local w, h = gloss_card_size(e.title, dl)
677 local r, clash = { x = link.px, y = link.py, w = w, h = h }, false
678 for _, t in ipairs(taken) do
679 if rects_clash(r, t, GLOSS_CARD_GAP) then clash = true; break end
680 end
681 if not clash then got = { lines = dl, x = link.px, y = link.py, w = w, h = h } end
682 end
683 if not got then
684 for _, wrap in ipairs(GLOSS_WRAPS) do
... [20 more lines]
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Now the honesty pass must cover tags too, and the draw needs to emit the row:
Read (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
705
706 -- HONESTY PASS — can the deepest card still open anything? Every keyword in
707 -- it is probed against the finished layout; if even ONE has no home, NONE of
708 -- that card's words are highlighted. All-or-nothing on purpose: a card
709 -- offering some of its words and not others reads as arbitrary, where a card
710 -- offering none reads as "this is the end", which is the truth. Better that
711 -- than a lit word that does nothing when you point at it.
712 -- Cached against the layout — this probes placement, which is not free.
713 local deep = plan[#plan]
714 local key = tostring(#plan) .. ':' .. x0 .. ',' .. y0
715 for _, p in ipairs(plan) do key = key .. '|' .. p.link.id .. ',' .. p.x .. ',' .. p.y end
716 if key ~= gloss_dead_key then
717 gloss_dead_key, gloss_dead_end = key, false
718 local host_lines = deep and deep.lines or lines0
719 local host_id = deep and deep.link.id or nil
720 local seen = {}
721 for _, id in pairs(gloss_scan_tokens(host_lines, host_id)) do
722 if not seen[id] then
723 seen[id] = true
724 if not gloss_can_place(GLOSSARY[id], taken[#taken], taken) then
725 gloss_dead_end = true
726 break
727 end
728 end
729 end
730 end
731 -- only the deepest card can be a dead end; the shallower ones truncate the
732 -- chain when clicked into, which frees the space back up
733 local live0 = (#plan > 0) or not gloss_dead_end
734
... [20 more lines]
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
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Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now tagging the live 30 in items.lua:
Bash (cd /e/a327ex/ABAgames/knightvspawns && python - <<'PY' import io, re p='items.lu...)
tagged 30 items
items.lua OK
210: item_def{ id = 'heart', name = 'Heart', desc = '+1 maximum life. Restore 1 life.', tags = { 'tag_tank' },
222: item_def{ id = 'link', name = 'Link', weight = 4, stats = { chain = 1 }, tags = { 'tag_auto' },
225: item_def{ id = 'chains', name = 'Chains', weight = 4, stats = { chain = 2 }, tags = { 'tag_auto' },
230: item_def{ id = 'lightning', name = 'Lightning', weight = 2, stats = { auto_capture = 1 }, tags = { 'tag_ranged' },
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && for f in glossary...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
Bash (cat > /tmp/tag_check.lua <<'EOF' math.clamp = function(v, lo, hi) return math.ma...)
tag wiring: 0 problems across 30 items
tags with no item yet: Damage, Overkill, Execute & Fear, Strike, Guard, Parity, Shatter, Revenge, Wrap
Water Gun tag row: [Tempo]@319,31 blue [Projectile]@353,31 blue
hovering tag_tempo -> chain=1, card title = Tempo
[Think]
All 30 items are now tagged and rendering correctly with the tag cards opening on hover. The 9 unused tags are the new archetypes that don't have items yet since those are in the batch I haven't implemented. Now I need to update the documentation, starting with the items_cat section.
I'm updating items_catalog.md to rename "Trigger-craft" to "Trigger" across all occurrences — the tag on Clover, the section header, and the items listed under it like Old Clock, Abacus, Slot Machine, Horn, and Stopwatch. I also need to add a §Tags section describing the UI. Then in endgame_design.md, I'll rename the Trigger-craft archetype to Trigger and remove the old meta entry that defined "Trigger" as vocabulary rather than an archetype, since that would now collide with the new archetype name.
I'll also add Item and Projectile to the registry since they're missing, then update the Dynamite and Hourglass entries in the catalog to include their Item tags.
All 30 tagged, every id resolves, the row renders and hovers correctly. The nine tags with no item yet (Damage, Overkill, Execute & Fear, Strike, Guard, Parity, Shatter, Revenge, Wrap) are the new archetypes whose items are still in the unbuilt batch. Syncing the docs:
Bash (sed -i 's/Trigger-craft/Trigger/g' items_catalog.md && sed -i 's/^- 💣 **Dynami...)
181:- 🍀 **Clover** [Trigger] — "+1 Luck."
187:- 🧨 **Dynamite** [Area, Item] — "When your knight lands on a drop, that square explodes, capturing every pawn in the 8 surrounding squares." *(was "capturing the 8 surrounding squares" — squares aren't captured)*
204:- ⏳ **Hourglass** [Tempo, Item] — "Whenever you collect an item, all pawns are Frozen for 2 beats."
276:### Trigger
Edit (E:\a327ex\ABAgames\knightvspawns\endgame_design.md)
The file E:\a327ex\ABAgames\knightvspawns\endgame_design.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\endgame_design.md)
The file E:\a327ex\ABAgames\knightvspawns\endgame_design.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && SP="C:/Users/adn/...)
glossary.lua OK
items.lua OK
main.lua OK
emoji/ui/primitives.lua OK
tag wiring: 0 problems across 30 items
tags with no item yet: Damage, Overkill, Execute & Fear, Strike, Guard, Parity, Shatter, Revenge, Wrap
TOTAL VIOLATIONS: 0 final chain depth: 3
phrase spans both halves, and the bare pawn later is suppressed by it:
[Freeze->frozen] the [lowest->lowest_pawn] [pawn,->lowest_pawn] then hit the [highest->highest_pawn] [pawn.->highest_pawn]
in the parent, below the word (transit) inside=0 bridge=1 chain after 0.5s = 1 held
in the parent, far from the card inside=0 bridge=nil chain after 0.5s = 0 dropped
Tags are in.
What landed
The row. Item cards now carry [Bracketed] archetype tags under the header, each a hoverable link into the same card chain — placed, kept alive and dead-ended by all the machinery already built. Item cards only; a tag's own definition card carries no tags.
Namespace. Tags are glossary entries with tag_ ids and no forms, so they're unreachable from body text. That's load-bearing rather than tidy: seven archetype names collide with keyword names and are genuinely different concepts — the Strike archetype is the bounce-verb build, the Strike keyword is the mechanic. Two entries, two definitions, same for Damage / Tank / Combo / Beat / Transformation.
Blue, a third register beside gray nouns and yellow mechanics — a tag is metadata about the item, not a term inside its rules.
Neutral wording. Every definition is now "Items built around X". You were right that "payoffs" was the wrong altitude — it promises a direction the archetype doesn't own, and would quietly make a future cost-side or neutral item read as a contradiction. Recorded in the catalog as a wording rule so it doesn't drift back.
Registry changes. Trigger-craft → Trigger; the old "Trigger" meta-entry is retired as a category name (it was never a tag, and one name can't be both — its vocabulary note survives in endgame_design.md). New Item archetype added.
The Item tag
I applied it to Dynamite (triggers on landing on a drop) and Hourglass (triggers on collecting one) — the only two of the live 30 that qualify. Gem, Basket and Turtle are the obvious future members but aren't built yet. If your sense of "Item" is broader than "triggers off drops" — say, anything that manipulates the drop economy, which would pull in Coin and Seedling — tell me and I'll rewiden it.
Test
cd E:/a327ex/ABAgames/knightvspawns && ./run.bat
Water Gun is the good sample — two tags, [Tempo] [Projectile], and it also has four body keywords, so you can see all three colors at once. Guardian Angel ([Area, Tank]) has the longest text of the multi-tag items, worth checking the row doesn't crowd the body.
Nine tags have no item yet (Damage, Overkill, Execute & Fear, Strike, Guard, Parity, Shatter, Revenge, Wrap) — those are the new archetypes whose items are in the unbuilt 69-item batch, so they'll stay invisible until we start on them.
Extremely good. Now let's test this system thoroughly. LanaPixel supports multiple types of fonts, so translate it to Portuguese, Japanese and another font set that isn't Asian characters but also not Latin ones. Choose a languages you're actually proficient in. I know you're good at Portuguese and Japanese so that's why I chose those two, correct me if I'm wrong. I also speak Portuguese so at least there I can verify your results. Make sure to keep the same rules when translating, we want precision in wording and so on. Give me a key to swap between languages.
[Think]
The owner needs translations of the glossary and item cards into Portuguese, Japanese, and a third language—I'm thinking Russian would work best since I'm most proficient in it, though Greek is another option. I'll need to add a language switcher and maintain the same controlled vocabulary and precision across all versions. Right-to-left languages like Arabic and Hebrew would complicate the layout, so Russian in Cyrillic script seems like the strongest choice.
LanaPixel supports Cyrillic, Greek, and CJK characters, so the font coverage is solid. The real challenge is Japanese—since it has no spaces, the text wrapping logic will treat entire sentences as single words and cause massive overflow. I need to implement proper CJK text wrapping to handle this.
Beyond wrapping, keyword detection also breaks for Japanese since the current system tokenizes on whitespace. I'd need substring matching against the rendered text instead. This is a substantial undertaking, but the owner's goal is to stress-test the system across different scripts—different text lengths, double-width glyphs, and word boundaries—so I should scope out the work carefully, especially around how to handle keyword highlighting in Japanese.
I'm considering three approaches: refactoring to use runs (spans) of keywords and plain text with per-character wrapping; artificially inserting spaces into the Japanese (which many games do but looks unidiomatic); or treating Japanese specially with character-based wrapping and substring keyword matching. The cleanest path forward is to generalize the renderer from word-based to segment-based, where segmentation adapts to the language—Latin and Cyrillic split on spaces, but Japanese would split per character.
For keyword detection, I'd mark segment ranges: matching token sequences for Latin, but for Japanese, matching substrings and mapping them to character indices. This means updating the text wrapping logic and the tooltip body loop to walk segments instead of words, applying colors and hit rectangles per segment. Since keywords can span multiple segments, I need to track contiguous runs. I need to set up UTF-8 iteration helpers using Lua's built-in library, then build a segmenter that handles mixed text by splitting CJK characters individually while keeping ASCII runs together as words.
For the wrapping logic, I'm thinking each segment should carry metadata about whether it was preceded by a space, so I can apply the right gap when laying out text. This means `ui_wrap_text` will work with segment arrays instead of plain strings, which affects how the tooltip sizing and body drawing consume the output.
For keyword matching across languages, I need a unified approach: treat forms as sequences of segments to match against consecutive segment runs. In Latin that's typically one or two word segments, but in Japanese a single form like 「ポーン」 spans multiple character segments. I'm building a general matching algorithm that handles both cases by concatenating segments and checking against the normalized form.
The real bottleneck here is the translation work itself—I'm looking at roughly 255 strings across three languages (30 items, 30 glossary entries, 25 tags), which is substantial. Before diving in, I should confirm the full scope with whoever's managing this project.
There's also a technical consideration around font coverage—LanaPixel claims broad support for Latin, CJK, Kana, and Hangul, but I should verify it actually renders everything correctly. And for the UI, I need to clarify whether we're translating just the game system or the surrounding interface too.
For language switching, a simple key binding like L would work well. Russian is the best choice here—it's got Cyrillic characters for a real rendering test, it's LTR so it won't break the layout, and while I'm confident in my proficiency, I acknowledge he won't be able to verify it, which is fine for testing the system's text rendering. Now I need to check if the Lua engine handles UTF-8 properly and whether `font:text_width` correctly measures multibyte characters.
Good test to run — script diversity will stress parts of this that English never touches. Let me check two things before briefing, since they decide the shape of the work.
Bash (cd /e/a327ex/ABAgames/knightvspawns && sed -n '1,60p' anchor/font.lua && echo "=...)
--[[
font — thin wrapper over C font functions.
Usage:
fonts.main = font_register('main', 'assets/monogram.ttf', 11)
layer_text(game_layer, "Hello", fonts.main, 100, 50, color)
A font is a plain table with .name, .size, .height plus query methods.
Stays as a simple class/struct pattern for consistent access.
]]
font = class()
--- `filter` is optional: 'smooth' (grayscale atlas + linear sampling) or
--- 'rough' (1-bit mono atlas + nearest sampling). Defaults to the engine's
--- current global filter mode. The filter is baked into the atlas at load time
--- and cannot be changed afterward — load two copies if you need both.
function font:new(name, path, size, filter)
self.name = name
self.size = size
self.filter = filter
font_load(name, path, size, filter)
self.height = font_get_height(name)
self.ascent = font_get_ascent(name)
end
function font:text_width(text)
return font_get_text_width(self.name, text)
end
... [17 more lines]
[Think]
The `utf8` library has character measurement functions available—`font:char_width()` and `font:glyph_metrics()`—which gives me the per-character metrics I need for CJK text segmentation. I ran into an encoding issue testing `utf8.len()` in the shell, but that was just the heredoc mangling the input, not a real problem with the library itself.
Now I need to verify that LanaPixel actually has glyphs for the scripts I'm targeting—Cyrillic, kana, kanji, and extended Latin. If the font lacks kanji coverage, Japanese text will render as tofu boxes. I'll write a Python script to parse the TTF's character map and check what's actually available.
utf8 is present and font:char_width(codepoint) exists — per-glyph measurement is available, which CJK needs. Now the decisive question: does LanaPixel actually carry the glyphs?
Bash (python - <<'PY' import struct f=open('assets/LanaPixel.ttf','rb').read() num=str...)
cmap format 4, 22456 codepoints
Latin accents (pt) 23/23 OK
Cyrillic (ru) 44/44 OK
Hiragana 25/25 OK
Katakana 28/28 OK
Kanji sample 22/22 OK
Greek 24/24 OK
[Think]
LanaPixel covers a comprehensive range of scripts including Latin with accents, Cyrillic, Greek, and Japanese characters across 22,456 codepoints. The real challenge here is that Japanese text has no word boundaries, which completely breaks the current word-based rendering and wrapper logic, plus there's nothing for keyword detection to tokenize. I'm redesigning the system to use segments instead of words as the fundamental unit throughout.
The segmentation strategy varies by script: Latin and Cyrillic text stays as space-separated words with widened gaps, while CJK characters each become individual segments with zero gaps and flexible line breaks between them. Mixed text keeps ASCII runs glued together as single segments within Japanese text. I'm replacing the word-walking functions with segment equivalents—`ui_segments` returns an array of segment objects with gap information, `ui_wrap_text` groups segments into lines, and the tooltip body loop and `body_word` hook both shift to working with segments instead. For kinsoku rules, I'm implementing a basic version that prevents certain punctuation marks like 。、」 from starting a line by pulling the previous segment down if needed.
For keyword detection, I'm generalizing the token scanning to work on segments by trying to join consecutive segments and matching against the form table, with longest match winning. Latin phrases can span up to 2 segments with existing cleaning rules, while Japanese matching will need to handle longer runs.
Translation data should live in separate language files rather than bloating the main tables—each language gets its own overlay file that maps entry IDs to translated titles and descriptions, with English remaining canonical as the fallback. The forms used for keyword detection also need translating per language, so each overlay carries those too. The `L` key cycles through languages and clears all glossary caches since the text changes completely with each switch.
The translation scope is substantial: 30 item names and descriptions, 30 keyword entries with titles and descriptions and forms, and 25 tag entries—roughly 85 entries across 3 languages. The real test will be how layout constraints shift: Portuguese runs 20-25% longer which could reduce chain depth, Japanese uses fewer characters but double-width glyphs so similar pressure, and Russian adds about 10% length with longer words. I'll establish a controlled vocabulary per language first to ensure consistency, then apply it uniformly across all strings.
One critical design issue: English uses capitalization to distinguish mechanics (like "Still" the ability) from regular words, but Japanese has no case system, so I'll need to rely on choosing unambiguous noun forms instead. This might be worth proposing a staged rollout—starting with the segmentation engine and Portuguese to validate the approach, then tackling Japanese as the harder rendering case.
LanaPixel covers everything — 22,456 codepoints, full Latin accents, Cyrillic, kana, kanji, Greek. So the font won't be the limit. Brief:
Design brief — multi-language glossary
The third language: Russian
Non-Latin, non-Asian, LTR, and genuinely in my range. Greek is the alternative; Hebrew and Arabic I'd rule out — not on proficiency but because RTL would require real bidi work in the renderer, which is a different project. Cyrillic gives you long words and unfamiliar glyph shapes, which is the useful stress.
You're right about Portuguese and Japanese. Fair warning: you can verify the Portuguese, and I'd trust my Japanese, but neither of us can audit the Russian — for a rendering test that's fine, just don't treat it as shippable copy.
The real problem: Japanese has no spaces
Every text path in this system is word-based — ui_wrap_text splits on %S+, the body renderer walks words, keyword detection tokenises on them. Feed it 「ポーンは各ビートに一マス下がる」 and you get one token: no wrapping, no keyword links, a line that runs off the card. This is the part worth building carefully, and it's exactly what a thorough test should surface.
Segments replace words. ui_segments(text) returns a list of pieces plus the gap before each:
- Latin/Cyrillic — pieces are space-separated words, gap = the widened space
- CJK — each character is its own piece, gap = 0, and a line may break between any two
- Mixed — runs of ASCII inside Japanese (the "4" in "4体") stay glued together
Wrapping, drawing, coloring and hit-testing then all walk segments instead of words, which is a rename of machinery that already exists rather than new machinery. Plus minimal kinsoku: a line must not begin with 。、」)ー.
Detection generalises the same way. At each segment index, join 1..N segments and look up the longest match. Latin uses N≤2 (today's phrases); Japanese uses N≤8 characters. One algorithm, both scripts.
⚠ The case convention doesn't survive translation
Detection currently leans on "mechanics are Capitalized, nouns are lowercase" — that's what stops the adverb still from triggering the Still keyword. Japanese has no case, and Portuguese/Russian capitalise differently. So for each language the mechanic terms have to be chosen as unambiguous words instead — 「凍結」 can't collide with anything, where a bare adjective could. That's a translation constraint, not just a code one, and it's the thing most likely to produce a subtle wrong-highlight.
Structure
English stays canonical in glossary.lua / items.lua. Each language is an overlay file — lang_pt.lua etc. — mapping id → { title, desc, forms }, plus item names and card texts. Missing entries fall back to English, so a partial translation still runs.
Per language I'll fix a controlled vocabulary table first (pawn / capture / beat / square / damage / drop / ally…), one word per concept, then translate every string through it — same discipline as the English catalog, since that's the whole point of the wording rules.
L cycles en → pt → ja → ru, and clears the glossary caches (per-def keyword scans, per-card wrap and position, the dead-end key) since every string changes.
What I expect it to expose
Portuguese runs 20–25% longer than English, so cards grow and the chain will bottom out shallower — that's a real finding about the layout budget, not a translation bug. Japanese is far shorter in character count but double-width per glyph. Russian sits in between with longer individual words, which is the harder case for wrapping.
Proposed order
Two steps rather than one: segmentation engine + Portuguese first, so you can verify the language you actually read and we shake out the renderer on a script that can't hide bugs. Then Japanese and Russian together, where Japanese is the real test of the segment work.
Say the word if you'd rather have all three at once, or if Greek appeals more than Russian.
Go ahead.
[Think]
I'm planning to start with step 1—building the segmentation engine and adding Portuguese support—then deliver that for testing before moving on to Japanese and Russian. He approved the whole brief with its two-step approach, so I should follow that sequence rather than trying to do everything at once. The translation volume is substantial—around 255 entries across three languages totaling roughly 30k characters—but manageable. I'm torn between sticking to the approved two-step plan (engine + Portuguese now, then Japanese and Russian next) versus delivering all three translations at once since the engine work is identical either way. The two-step approach was meant to de-risk by testing on a simpler language first, but Japanese would actually be the more valuable test for catching real issues. I'm leaning toward following the approved plan: complete the engine and Portuguese thoroughly this turn, then handle the other languages next.
Actually, let me just commit to all three. I'll build the segmentation engine that splits text into translatable units, then create the language modules for Portuguese, Japanese, and Russian, wire up the UI binding, and test everything. Starting with the segmentation logic that handles spaces, CJK characters, and other codepoints to identify segment boundaries. Now I'm handling the kinsoku rules for line breaking — if a segment that shouldn't start a line would be pushed to a new line, I pull the previous segment down with it instead. I'm also noting the NO_END set for preventing lines from ending with opening brackets, though I'll skip that for now. The main structural change is converting `lines` from an array of strings to an array of segment arrays, which means updating how I calculate line widths, draw the tooltip body, and process tokens through the scanning and tagging functions.
I'm keeping `ui_wrap_text` returning the new structure and renaming internals to match. The tooltip function also handles its own `opts.desc` wrapping, so I need to make sure that path still works. For the language layer, I'm setting up language data with entries and items keyed by ID, then building functions to retrieve text for the active language and rebuild form lookups whenever the language changes. For Latin phrases I need to join segments with spaces when there's a gap between them, but for CJK I concatenate without spaces. Then I'm stripping leading and trailing punctuation from the joined run — for ASCII that's straightforward, but for CJK I need to handle characters like 。、「」 that don't match standard regex patterns. I'm building a cleaning function that handles both cases.
I'm setting a maximum segment limit — probably 6 or 8 universally, or capping it by language to avoid wasteful lookups in English. Then I'm starting to construct the translation vocabularies, beginning with Portuguese chess terms like peão for pawn and capt for capture.
Now I'm working through more Portuguese translations: batida for beat, casa for square (the actual chess term), marcha for march, escapar for the verb and escape for the noun, dano for damage, tanque for tank. For "drop" as a fallen item, I'm weighing options like queda or achado, though neither feels quite right yet. I'm settling on "drop" as a loanword since it's universally recognized in Brazilian gaming and keeps the card text concise. Now I'm working through the other keyword translations: "aliado" for ally, "especial" for special, "moeda" for coin, "adjacente" for adjacent, and "Golpe" for the Strike keyword, with "atinge" for the hit verb. loquear" or "Bloqueio" for block, with "Bloqueio" as the keyword and "Bloqueia" as the verb form. For transform, I'm using "Transformar" as the verb to match the card text. Now I'm working through the trickier translations like "luck" as "Sorte" and "flame" as "Chama", and deciding whether "o peão mais baixo" (lowest pawn) should be "o peão mais avançado" (most advanced pawn) to better reflect the board positioning in Portuguese.
I'm settling on keeping the visual metaphor with "mais baixo/alto" since the board is vertical on screen, which reads naturally and matches the English exactly. For the chess pieces, I've got "cavalo" for knight, "dama" for queen, "torre" for rook, and "bispo" for bishop, with "tabuleiro" for board and "vida(s)" for life or lives.
Now I'm mapping out the item names in Portuguese — working through the full list from Heart (Coração) through the various power-ups and collectibles, translating each one to maintain clarity in the game interface. Continuing with more tag translations—Overkill, Execute & Fear, Strike, Guard, and several others. I'm working through the wrap mechanic, which describes how moves travel off one board edge and reappear on the opposite side. The Portuguese term is tricky here; "Contorno" could work for the outline concept, though I'm considering alternatives like "Retorno" or "Envolvimento" to better capture the wrapping behavior in game terminology.
Now moving into Japanese translations for the chess pieces and board elements—pawn becomes ポーン, knight is ナイト, and for the board itself I'm using 盤 since that's the standard chess term in Japanese rather than the generic ボード. Capture mechanics translate to 取る in chess Japanese. I'm flagging a few uncertain translations to have him review since he reads Portuguese fluently.
For the remaining terms, I'm settling on 拍 for beat, 前進 for march/advance, and 突破 for escape since it captures that sense of a pawn breaking through the line. Damage stays as ダメージ, tank becomes タンク as a game loanword, skull is ドクロ, drop is ドロップ, ally is 味方, and special abbreviates to 特.
Now working through more mechanics: coin is コイン, adjacent becomes 隣接, Strike translates to ストライク as a clean keyword, Stagger becomes ひるみ (flinch), Frozen is 凍結, Flee is 逃走, Still is 静止, Combo is コンボ, Overkill becomes オーバーキル, Chain is チェイン, and Ranged Capture starts with 遠.
Continuing with Block as 無効化 (nullify), Transform as 変身, Luck as 幸運, Flame as 炎, and for the lowest pawn I'm settling on 最下のポーン as a compact keyword form.
Now I'm working through Russian translations for the chess and game mechanics — пешка for pawn, конь for knight, доска for board, клетка for square, взятие for capture, шаг for march (as a single-row step), прорыв for escape (breakthrough), урон for damage, танк for tank, череп for skull, дроп for drop (using the gaming term), союзник for ally, особая for special, монета for coin, соседние for adjacent, and considering what Strike should map to — possibly Отскок for rebound.
I'm refining the hit mechanics: distinguishing between попадание for a generic hit and Удар for the Strike keyword, then moving through Заминка for Stagger, Заморозка for Frozen, Бегство for Flee, Покой for Still (stillness), Комбо for Combo, Перебор for Overkill, Цепь for Chain, Дальнее взятие for Ranged Capture, Блок for Block, and Превращение for Transform (which also covers chess promotion).
Now I'm looking at the scope of this project—there's a lot of content to handle. I'm planning to write the engine, all three language files, and tests, starting with the primitives and glossary modules, then the language files, main logic, and test suite. Given the volume, I need to be strategic about how I structure and deliver this.
Writing the segmentation logic... Checking for CJK character ranges and then building a segmentation function that splits text into language-appropriate chunks, tracking the spacing before each segment and calculating widths for layout purposes. Checking the logic for how pending gaps work through the algorithm — when a space is encountered, I flush the current buffer using the pending gap value, then reset pending to the gap size for the next word. For CJK characters, after flushing any accumulated Latin text, the CJK character itself gets emitted with a zero gap (since pending was just reset), keeping it adjacent to preceding content. Testing with mixed content like "4体" confirms this works correctly: the "4" flushes first, then the CJK character follows with no gap between them.
Now I'm setting up the text wrapping logic with a table of characters that can't start a new line in Japanese, then beginning to define the wrapping function that takes text, max width, font, and multiplier parameters.
Writing wrapping logic... Writing body draw loop... Continuing the token scanning logic...
The longest-match-first approach is crucial here—by checking longer spans before shorter ones, "ranged capture" gets matched as a single unit before we'd separately match just "capture". This ensures the ranged_capture glossary entry takes precedence. The GLOSS_MAX_SPAN of 8 handles both CJK characters and multi-word Latin phrases.
Performance-wise, running this scan every frame across multiple cards could add up—roughly 2000 string concatenations per frame with the current settings. I should optimize by precomputing a per-language maximum span based on the longest form in the glossary, so English (typically 2 segments) stays cheap while Japanese (maybe 6) only searches as far as needed.
I'm also adding a helper to segment forms at build time, and handling CJK punctuation in the cleanup step. Now I'm setting up the language layer with a language code, an ordered list of supported languages, display names, and a lookup structure that maps each language to its glossary entries and items.
I'm defining resolution functions that look up translated titles and descriptions for glossary entries and form items, falling back to the original text if no translation exists. Then I'll update the draw paths in glossary.lua to use these functions instead of accessing properties directly.
For forms, I'm building lookups from the active language... I'm restructuring how forms are stored across languages. For English, I'll treat the phrase as just another form variant and normalize everything to lowercase for case-insensitive matching. For translations, all forms go into a case-insensitive table since case matters less in those languages anyway. The key constraint is making sure translated mechanic terms don't accidentally collide with ordinary words—which I've already flagged as a risk, particularly with Portuguese terms like "Parado."
Now I need to handle cache invalidation when the language switches: the glossary term IDs, link dimensions, and dead key cache all need to be cleared since the text content has changed.
For the main implementation, I'll set up `lang_set()` to update the language constant, rebuild the glossary lookups, reset the chain, and clear the cached IDs on all definitions.
In main.lua, I'll bind the language cycle to the L key near the other debug controls, gating it behind the `not GAME_HOSTED` check so it stays dev-only for now, then find where the other debug handlers are in the update function to add the language cycling logic there.
Now I need to write out all the code carefully, starting with the primitives. Before I do that, let me double-check the tooltip handling — `ui_tooltip_size` pulls from `opts.lines` or wraps the description text, and `ui_line_width()` now takes a segment array. Most tooltips in the game pass descriptions as strings that get wrapped internally, which is fine. I should verify that other `ui_tooltip` callers are passing `desc` only and not `lines` from somewhere like the scoreboard. A quick check confirms the pattern is consistent with `desc` strings.
Writing the code now...
Font coverage confirmed, utf8 present, per-glyph measurement available. Building the segmentation engine first.
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
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280 local vs_w = fonts.main:text_width(vs)
281 local ics = opts.value_icon and 9 or 0
282 local vx = x + w - pad - (ics > 0 and ics + 3 or 0) - vs_w
283 if opts.value_icon then
284 ui_content_icon(opts.value_icon, math.floor(vx + ics/2), y + head_h/2, ics, opts.spec)
285 vx = vx + ics + 3
286 end
287 ui_content_text(vs, fonts.main, vx, head_ty, white, opts.spec)
288 end
289
290 -- Body lines, drawn ONE WORD AT A TIME rather than a line per call. Three
291 -- things need each word's own x: the widened gap (the engine would render
292 -- the string's own single spaces), per-word color, and the underline. The
293 -- optional `body_word(word, x, y, w)` hook returns `color, underline` —
294 -- underline being nil / 'dashed' / 'solid'. Return nothing (or don't pass
295 -- the hook at all) for plain white prose, which is every other tooltip.
296 --
297 -- Underlines go on the PANEL layer, not the content layer: the body fill is
298 -- already there, so a dash over it is an interior edge and the pipeline
299 -- derives no outline for it. On the content layer the same 1px line would
300 -- earn its own black halo and read as a 3px smear under the text.
301 local cy = y + head_h + pad
302 local gap = ui_space_w(fonts.main) -- tag rows only; body gaps ride the segments
303
304 -- Tag rows, between the header and the body. `tags` is PRE-WRAPPED by the
305 -- caller (rows of label strings) so the row layout is decided once, where
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the glossary's language layer and segment-based matching:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
[Think]
I need to remove that broken `add` function that's just dead code cluttering things up.
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the scanner — one longest-match algorithm that covers both scripts:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -n "glossary_terms_for|glossary_ter...)
185: if t then return t.title or e.title, t.desc or e.desc end
186: return e.title, e.desc
192: if t then return t.name or def.name, t.desc or def.desc end
193: return def.name, def.desc
249:function glossary_terms_for(desc)
257: local ph = b and GLOSS_PHRASE[(a .. ' ' .. b):lower()] or nil
259: if not id then id = GLOSS_CS[a] or GLOSS_LC[a:lower()] end
322:function glossary_terms_cached(def)
323: if not def._gloss_ids then def._gloss_ids = glossary_terms_for(def.desc or '') end
544: local label = '[' .. e.title .. ']'
598: local lines = gloss_card_lines(e.desc, wrap)
599: local w, h = gloss_card_size(e.title, lines)
730: local lines0 = gloss_card_lines(def.desc)
732: local w0, h0 = gloss_card_size(def.name, lines0, tag_rows)
749: local dl = gloss_card_lines(e.desc, link.wrap)
750: local w, h = gloss_card_size(e.title, dl)
759: local dl = gloss_card_lines(e.desc, wrap)
760: local w, h = gloss_card_size(e.title, dl)
810: ui_tooltip{ title = def.name, lines = lines0, x = x0, y = y0, w = w0, header_color = green,
815: ui_tooltip{ title = p.e.title, lines = p.lines, x = p.x, y = p.y, w = p.w,
Bash (python - <<'PY' import io p='glossary.lua'; s=io.open(p,encoding='utf-8').read()...)
glossary.lua:301: <eof> expected near 'end'
Bash (sed -n '286,306p' glossary.lua)
for k = math.min(GLOSS_FORM_SPAN, #segs - i + 1), 1, -1 do
local key = gloss_join(segs, i, k)
local cand = GLOSS_FORM_CS[key] or GLOSS_FORM_LC[key:lower()]
if cand then id, span = cand, k; break end
end
if id and id ~= self_id and not seen[id] then
seen[id] = true
for k = 0, span - 1 do ids[i + k] = id end
end
i = i + span -- a matched run is consumed whole, matched or skipped
end
return ids
end
return def._gloss_ids
end
-- ── the hover cards (062026's ability-card shape) ───────────────────────────
-- Hovering an item shows ITS card. Keywords inside that card's text are drawn
-- in their weight color and are themselves hover targets: point at one and its
-- definition card pops beside the item card. One definition on screen at a
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && $LUA -e "local f,...)
glossary OK
(no output above = clean)
Now the language switch plumbing and the three overlays:
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (tail -5 glossary.lua && echo "=== links cache field ===" && grep -n "link.wrap, ...)
for k = cur, want + 1, -1 do gloss_chain[k] = nil end
gloss_shrink_t = nil
end
end
end
=== links cache field ===
755: link.wrap, link.px, link.py = wrap, px, py
Bash (cat >> glossary.lua <<'EOF' -- ── language overlays ────────────────────────────...)
done
[Think]
I'm starting with the Portuguese language file and setting up a controlled vocabulary at the top to document the chess terminology I'll be using—mapping English terms like pawn, knight, and board to their Portuguese equivalents, along with action verbs like capture and escape. Continuing through the Portuguese forms—adding invoke variants, then working through special, coin, adjacent, and the multi-word phrases like "peão mais baixo" which my span handler processes. Moving into strike (including the exchange sense as "troca"), stagger, frozen, flee, still, combo, overkill, and chain—though I'm noting a potential collision with "Correntes" as an item name, though that shouldn't matter since item names aren't scope-checked.
Now finishing the keyword list with ranged_capture as "captura à distância", block, transform, luck, and flame. I'm verifying collisions carefully—the longest-match-first approach handles "captura" versus "captura à distância", and "parado" only appears in the Still definition so no conflicts there.
Moving into the Portuguese translations for all 30 items, keeping the same structure: item name, then effect description with imperative verbs and trigger-first ordering. Starting with heart as Coração, link as Elo, chains as Correntes, and working through the mechanics like boom's explosion chance and magnet's pull-and-capture logic.
Refining the phrasing for magnet to "o peão mais baixo que puder matar" for clarity, then continuing with water_gun's freezing effect every third capture, fire's flame trail, dagger's damage lance, and dynamite's explosion on drop landing.
Now working through egg's ally pawn shock every 12 turns, chick's desertion mechanic where captured pawns become allies, pony's summoning that captures up to 4 pawns in knight's move patterns, and crown's queen transformation lasting 10 moves with extended movement range.
Continuing with castle's rook transformation on a 20-capture cycle, seedling's golden pawns that count as 5 captures toward the next item, snail's slimy pawns that move every other turn, snow's freeze effect hitting all pawns every 12 turns, and comet's ability that appears to trigger every 8 turns. Anjo da Guarda oferece uma proteção única por partida, restaurando uma vida e limpando o tabuleiro quando você perderia tudo. Buraco dá aos peões uma chance de serem capturados sem custo de vida. Barricada cria uma defesa móvel que se posiciona estrategicamente e bloqueia escapes, enquanto Coração Crescente recupera todas as vidas perdidas de uma vez.
Ampulhe congela todos os peões por dois turnos sempre que você coleta um item. Escudo bloqueia a próxima perda de vida e se recarrega a cada vinte capturas. Carne restaura uma vida a cada vinte e cinco capturas, oferecendo recuperação gradual ao longo da partida.
Estou também compilando as definições do glossário em português para os termos principais do jogo. perigo que marcha com os peões. Só pousar nela custa uma vida e a destrói; outros efeitos que a eliminam não custam nada e nunca a visam. Na base ela sai de graça. Um drop é um item no tabuleiro que marcha junto aos peões — você o pega pousando nele ou através de um efeito que capture sua casa, mas se escapar é perdido. Um aliado é uma peça amiga como um peão aliado ou invocação; seu cavalo não pode pousar nele e seus efeitos não o afetam.
Continuando com as definições: um peão especial é aquele que nasceu marcado de forma especial (dourado, gosmento, melado, cogumelado, listrado ou embrulhado), mas funciona como um peão normal. Uma moeda é um item lançado no tabuleiro que você coleta pousando nela; ela expira após 10 batidas, mas um peão que a alcança a leva. Adjacente refere-se às 8 casas ao redor de uma casa ou as peças nelas. O peão mais baixo é o mais avançado tabuleiro abaixo, o mais perto de escapar, com empates resolvidos pelo mais à esquerda.
Agora definindo os peões mais altos e as mecânicas de combate: o peão mais alto é o mais atrás no tabuleiro com mais marcha pela frente, também com empates para o mais à esquerda. Um golpe ocorre quando seu cavalo ataca um peão que sobreviveria — ele o atordoa e volta para casa em vez de mover, deixando a casa livre para outros peões entrarem e serem atingidos no retorno. Atordoamento é quando um peão não marcha e cada batida que pula gasta uma batida de atordoamento. Um peão congelado não marcha até o congelamento acabar. o peão ainda escapa, o pouso ainda destrói — mas você não perde vida."
Continuando com as habilidades especiais: Transformação permite mudar de forma por um número de movimentos, Sorte melhora suas chances de sucesso, e Chama cria obstáculos que prejudicam peões inimigos mas nunca afetam seu cavalo. Estou também começando a catalogar as tags, como "Automático" para itens que agem por conta própria. Itens construídos em torno de drops: o que são, onde caem, e o que pegar um faz. Também estou definindo categorias para Dano, Excesso, e Execução e Medo — itens focados no dano causado, no dano além do necessário, e em efeitos especiais contra inimigos enfraquecidos ou assustados.
Continuando com mais categorias: Golpe para acertar peões que sobrevivem, Guarda para quando o cavalo fica parado, Rastro para as casas deixadas para trás, e Paridade para efeitos baseados em equilíbrio ou simetria. anque, Combo, Dano/dano, Golpe, Transformação) — separate ids so fine.
⚠ But: tag titles appear in the tag row as [Batida] — and the tag row isn't scanned for keywords, so no collision. ✓
Now Japanese. Vocabulary:
- pawn → ポーン
- knight → ナイト
- board → 盤
- square → マス
- capture → 捕獲 (noun/verb 捕獲する)
- beat → 拍
- march → 前進
- escape → 突破
- damage → ダメージ
- tank → タンク
- skull → ドクロ
- drop → ドロップ
- ally → 味方
- special → 特殊
- coin → コ
- adjacent → 隣接
- life → ライフ
- item → アイテム
- row → 段
- column → 列
- Strike → ストライク
- Stagger → ひるみ
- Frozen → 凍結
- Flee → 逃走
- Still → 静止
- Combo → コンボ
- Overkill → オーバーキル
- Chain → チェイン
- Ranged Capture → 遠隔捕獲
- Block → 無効化
- Transform → 変身
- Luck → 幸運
- Flame → 炎
- lowest pawn → 最下のポーン (or 一番下のポーン for clarity)
- highest pawn → 最上のポーン (or 一番上のポーン)
The character counts work out fine for the span calculations — both versions are acceptable. Now I'm working through the item names, and I notice the Chain keyword and Chains item would be too similar in Japanese, so I should use 「鎖」 for the item to keep them distinct.
I'm going through the rest of the item translations: Lightning as 稲妻, Clover as クローバー, Boom as 爆発, and continuing down the list with Magnet, Water Gun, Fire, Dagger, Dynamite, Egg, Chick, Pony, Crown, Castle, Seedling, Snail, Snow, Comet, Cloud, Coffee, Coin, Guardian Angel, Hole, and Barricade.
Now I'm working on the Japanese descriptions for each item effect, starting with the heart which increases max life by 1 and recovers 1 life, then link which adds 1 chain, chains which adds 2 chains, lightning which adds 1 to remote capture, clover which adds 1 luck, and boom which has a 1 in 4 chance to explode on capture and damage the surrounding 8 tiles.
Continuing with magnet which pulls and captures the lowest pawn every 4th capture if it's defeatable, water gun which freezes the lowest pawn for 3 beats every 3rd capture, fire which leaves flames on the knight's vacated tile for 2 beats, dagger which throws a dagger at the lowest pawn every 3rd capture dealing damage, and dynamite which causes an explosion when the knight lands on a drop, damaging pawns in the surrounding 8 tiles. クイーンと同じように8方向に動けるルークへの変身、金色のポーンが5回分としてカウントされる仕組み、粘液状のポーンが2拍ごとに前進する遅延メカニクス、そして定期的に全ポーンを凍結させるスノーアイテムの効果を追加している。
彗星は8拍ごとにランダムなマスを標的にしてダメージを与え、雷雲は5拍ごとに一番下のポーンへ攻撃する。コンボの2回目以降の捕獲を2倍にカウントするコーヒーアイテム、12分の1の確率でコインを出現させて一時的に得点を3倍にするコインアイテム、そして最後のライフを失う時に発動するガーディアンエンジェルの効果を定義している。
穴はポーンを4分の1の確率で落とし、壁はバリケードを召喚して下から上へ移動しながらポーンの進行を止める。回復系のアイテムとしては失ったライフをすべて回復するグローイングハート、ポーン凍結効果のある砂時計、次のダメージを無効化するシールド、そして25回の捕獲ごとにライフを1回復する肉がある。
ゲームの基本的なメカニクスとしてはポーンが各拍に盤を下へ進み、最下段から突破するとライフを失い、捕獲するたびに1点獲得して次のアイテムへのカウントが進む。
タンクはライフが2以上あるポーンで、ドクロは障害物として機能し、着地時のみライフを1失わせるが他の手段で破壊する場合はダメージを与えない。
ドロップはアイテムで盤を前進し、味方は敵と相打ちになるまで上へ進み、特殊ポーンは金色や粘液状などの印を持って出現する。コインは拾い物として盤に飛ばされ、着地で獲得できる。
隣接は対象マスを囲む8マスとその上の駒を指し、一番下のポーンは突破に最も近い位置にいるもの、一番上のポーンは前進が最も残っているものを指す。ストライクはナイトが倒しきれないポーンに対する攻撃で、ダメージを与えてひるませ、元のマスへ戻す。
その際に空いたマスへ入ったポーンは着地で攻撃される往復の「交換」が発生し、どちらかが倒れるか誰も入らなくなるまで続く。ひるみはひるんだポーン前進を止め、飛ばした拍ごとに1拍分消費され、凍結は凍結が解けるまで前進を止めるが捕獲は可能で拍を遅らせない。逃走中のポーンは上へ前進し、盤の上端からは出られない。
ナイトが前の拍から一度も動きを確定していなければ静止状態にあり、前の捕獲から2.5秒以内の捕獲はコンボを続ける。オーバーキルは捕獲に必要な分を超えたダメージで、その効果を使わなければ失われる。チェイン機能では捕獲後にナイトが倒せる一番下のポーンへ跳んで捕獲でき、チェイン1につき1回実行できる。遠隔捕獲は
捕獲後に一番下のポーンにもダメージを与える能力で、ナイトは動かない。無効化されたライフの損失は何も奪わないが、原因そのものは起きてポーンは突破し、着地はドクロを壊す。変身は指定された手数だけ別の駒になり、動きを確定するごとに1手使って使い切るとナイトに戻る。幸運はN分の1の確率がN-1分の1になり、最小は2分の1。炎はポーンが入れないマスで、入ろうとするとダメージを受けてその場に留まり、ドクロは入ろうとすると壊れる。 Checking that 炎 appears correctly in both the flame definition and fire item descriptions, and starting to map out the Japanese tags. - Summon 召喚: 「味方の駒を盤に出すアイテム。」
- Economy 経済: 「次のアイテムが来る早さを軸にしたアイテム。」
- Combo コンボ: 「立て続けの捕獲を軸にしたアイテム。」
- Tank 耐久: 「ライフを軸にしたアイテム。」
- Transformation 変身: 「ナイトを別の駒に変えるアイテム。」
- Item アイテム: 「ドロップを軸にしたアイテム。何であるか、どこに落ちるか、拾うと何が起きるか。」
- Damage 火力: 「攻撃が削るライフの量を軸にしたアイテム。」
- Overkill 過
剰: 「捕獲に必要な分を超えたダメージを軸にしたアイテム。」
- Execute & Fear 処刑と恐怖: 「弱ったポーンを仕留めること、そしてポーンを盤の上へ追い返すことを軸にしたアイテム。」
- Strike ストライク: 「倒しきれないポーンを攻撃することを軸にしたアイテム。」
- Guard 守勢: 「ナイトが静止していることを軸にしたアイテム。」
- Trail 足跡: 「ナイトが通ったマスを軸にしたアイテム。」
- Parity 色: 「白と黒のマスを軸にしたアイテム。ナイトは動くたびにマスの色が変わる。」
- Shatter 砕氷: 「凍結したポーンを軸にしたアイテム。」
- Harvest 収穫: 「特殊なポーンを軸にしたアイテム。」
- Revenge 報復: 「失ったライフを軸にしたアイテム。」
- Trigger 起動: 「他のアイテムが発動する条件を軸にしたアイテム。」
- Wrap 回り込み: 「ナイトの動きが盤の端から出て反対側へ戻るアイテム。」
タグの説明文にキーワードが含まれていても問題ない。例えば、Beatタグの説明に「拍」が入っていれば、それは拍キーワードへのリンクとして機能する。ロシア語の用語集を整理している:ポーン、ナイト、盤、マス、キャプチャー、ビート、マーチ、エスケープ、ダメージ、タンク、スカル、ドロップ、アライ、スペシャル、コイン、アジャセント、ライフ、アイテム、ロウ、カラム、そしてストライク、スタッガー、フローズン、フリー、スティル、コンボ、オーバーキルなどのアクション用語をロシア語に対応させている。
Now continuing with more action terms and item names in Russian: Chain, Ranged Capture, Block, Transform, Luck, and Flame, along with pawn position descriptors. Then moving through a comprehensive list of item translations covering everything from Heart and Link to Guardian Angel and various environmental elements like Water Gun, Fire, and Dynamite.
Finishing up the remaining item names and then I'll write out the three language files efficiently, starting with the Portuguese version while being careful about how the module imports are structured.
Now the three overlays. Portuguese first — building it on a fixed vocabulary table so one concept never gets two words:
Write (E:\a327ex\ABAgames\knightvspawns\lang_pt.lua)
File created successfully at: E:\a327ex\ABAgames\knightvspawns\lang_pt.lua (file state is current in your context — no need to Read it back)
Write (E:\a327ex\ABAgames\knightvspawns\lang_ja.lua)
File created successfully at: E:\a327ex\ABAgames\knightvspawns\lang_ja.lua (file state is current in your context — no need to Read it back)
Write (E:\a327ex\ABAgames\knightvspawns\lang_ru.lua)
File created successfully at: E:\a327ex\ABAgames\knightvspawns\lang_ru.lua (file state is current in your context — no need to Read it back)
Now the L key:
Bash (grep -n "debug_grant|debug_heal" main.lua)
312:if not GAME_HOSTED then bind('debug_grant', 'key:g') end -- dev: grant next item (item-feel testing)
313:if not GAME_HOSTED then bind('debug_heal', 'key:j') end -- dev: fire Meat's heal effect on demand
5918: if not GAME_HOSTED and input_pressed('debug_grant') and game_state == 'playing'
5939: if not GAME_HOSTED and input_pressed('debug_heal') and game_state == 'playing'
Bash (sed -n '5936,5946p' main.lua)
-- tuned without grinding out 25 captures. Heals 1 if there's room, but ALWAYS plays
-- the show (unlike the real proc, which stays silent at full HP). Like G, it bypasses
-- the recording, so a run where J was pressed will DESYNC on replay — dev-only.
if not GAME_HOSTED and input_pressed('debug_heal') and game_state == 'playing'
and not replay_mode and not sound_tuner_active and not sb_text_focused() then
if hp < hp_max then hp = hp + 1 end
heal_vfx()
end
-- determinism check: once the replayed death settles (pending captures
-- resolved), the re-derived score must match the recorded one
Bash (python - <<'PY' import io p='main.lua'; s=io.open(p,encoding='utf-8').read() s=s...)
main.lua OK
glossary.lua OK
lang_pt.lua OK
lang_ja.lua OK
lang_ru.lua OK
emoji/ui/primitives.lua OK
Bash (cat > /tmp/lang_check.lua <<'EOF' -- Cross-language exercise: for each language,...)
en span=2 overflow=73 keyword-links= 76 tallest= 5 lines widest card=156
pt span=3 overflow=79 keyword-links= 80 tallest= 5 lines widest card=156
ja span=7 overflow=307 keyword-links=183 tallest= 5 lines widest card=156
ru span=2 overflow=52 keyword-links= 59 tallest= 6 lines widest card=155
[Think]
The overflow test itself is flawed — it's reporting overflow even for English text, which means my test harness's width calculation doesn't match what's actually happening at wrap time. I'm checking if `d.x + tw(nil, d.s) > card.x + card.w`, but the card width is computed as `max(content+12, MIN_W)` where content comes from `ui_line_width`, which sums segment widths and gaps using the same `font:text_width` function I'm using in the test. So the measurements should align, but they're not.
Wait — I'm not accounting for padding in my overflow check. The text is drawn at `x + pad` with a right boundary of `x + w - pad`, but I'm comparing against `card.x + card.w` without subtracting padding. Text that ends within the padding zone is actually fine. But an overflow of 73 in English would suggest the text genuinely exceeds the card bounds, which would be a real bug. Let me trace through a specific case: the drawn list includes the title and tag labels, all drawn at their respective positions with padding applied. The segment gaps are added before each segment (except the first), and `ui_line_width` counts them the same way the draw loop does, so the line width calculation should match. I need to print the details for an English example to see what's actually going wrong.
Overflow flags even in English, which means my harness check is wrong or there's a real measurement bug. Checking rather than guessing:
Bash (cat > /tmp/ov.lua <<'EOF' math.clamp = function(v, lo, hi) return math.max(lo, m...)
card x=295..449 (w=154, pad=6)
"4" x=445..449 <-- past the pad
"chance" x=461..485 <-- past the pad
"damage" x=433..457 <-- past the pad
"squares." x=417..449 <-- past the pad
line 1 width=142 : Each capture has a 1 in 4 chance
line 2 width=132 : to explode, dealing your damage
line 3 width=124 : to the 8 surrounding squares.
[Think]
I'm seeing that "chance" is being drawn way past the card's right boundary at x=461, even though the card only extends to x=449. The first line fits perfectly within the content width, but something's going wrong with how the draw position accumulates in the loop.
Looking at the loop structure, I suspect the bug is that I replaced the beginning of the loop to add gaps conditionally, but the end of the loop still has the old `+ gap` from before. That means gaps are being added twice — once at the start of each iteration and again at the end — which would push subsequent segments way too far to the right. Let me check the actual code and fix that tail end.
Real bug — I replaced the head of the draw loop but not its tail, so the gap is being added twice:
Bash (sed -n '/for si, sg in ipairs(l) do/,/^ cy = cy + UI_TOOLTIP_LINE_H/p' emoji/ui/...)
for si, sg in ipairs(l) do
if si > 1 then wx = wx + sg.gap end -- a line never opens with a gap
local word, ww = sg.s, sg.w
local col, underline, uoff, uw
if opts.body_word then col, underline, uoff, uw = opts.body_word(word, wx, cy, ww) end
ui_content_text(word, fonts.main, math.floor(wx), cy, col or white, opts.spec)
if underline then
-- uoff/uw let the caller underline only part of the token, so a
-- trailing comma or possessive isn't dragged under the line.
local ux = math.floor(wx) + (uoff or 0)
local uy = cy + fonts.main.height - 1
local un = uw or ww
if underline == 'solid' then
ui_fill_rect(ux, uy, un, 1, col or white, opts.spec)
else
for dx = 0, un - 1, 4 do -- 2px dashes every 4px
ui_fill_rect(ux + dx, uy, math.min(2, un - dx), 1, col or white, opts.spec)
end
end
end
wx = wx + ww + gap
end
cy = cy + UI_TOOLTIP_LINE_H
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe /tmp/ov.lua && echo "===...)
card x=295..449 (w=154, pad=6)
line 1 width=142 : Each capture has a 1 in 4 chance
line 2 width=132 : to explode, dealing your damage
line 3 width=124 : to the 8 surrounding squares.
=== all languages ===
en span=2 overflow=0 keyword-links= 76 tallest= 5 lines widest card=156
pt span=3 overflow=0 keyword-links= 80 tallest= 5 lines widest card=156
ja span=7 overflow=0 keyword-links=183 tallest= 5 lines widest card=156
ru span=2 overflow=0 keyword-links= 59 tallest= 6 lines widest card=155
[Think]
I'm noticing the keyword detection counts differ significantly across languages—Japanese shows 183 links versus 76 for English, but that's because each character in a multi-character Japanese keyword generates its own term rectangle, so the numbers aren't directly comparable. Now I need to verify that the longest-match logic is working correctly for Japanese terms like 遠隔捕獲.
Let me run a focused test on the Japanese implementation to check that wrapping produces sensible line breaks and that kinsoku rules are being applied properly.
Zero overflow in all four, keywords detected in all. Verifying the Japanese-specific hazards — longest-match on nested terms, and kinsoku:
Bash (cat > /tmp/ja_check.lua <<'EOF' math.clamp = function(v, lo, hi) return math.max...)
Lightning card — 遠隔捕獲 must beat the 捕獲 inside it:
[遠隔捕獲->ranged_capture]+1。
line 1 ( 58px) 遠隔捕獲+1。
Magnet card — 一番下のポーン must beat the ポーン inside it:
4回目の[捕獲->capture]ごとに、倒せる[一番下のポーン->lowest_pawn]を引き寄せて捕獲する。
line 1 (144px) 4回目の捕獲ごとに、倒せる一番
line 2 (140px) 下のポーンを引き寄せて捕獲す
line 3 ( 20px) る。
Snow card — wrapping + kinsoku on a full sentence:
12[拍->beat]ごとに、すべての[ポーン->pawn]が2拍のあいだ[凍結->frozen]する。
line 1 (142px) 12拍ごとに、すべてのポーンが2
line 2 (100px) 拍のあいだ凍結する。
march definition — the longest chain of terms:
[ポーン->pawn]が各[拍->beat]に取る、盤を下へ一段進む動き[。凍結->frozen]と[ひるみ->stagger]状態のポーンはこれを飛ばす。次のマスがふさがっているポーンは待つ。
line 1 (140px) ポーンが各拍に取る、盤を下へ
line 2 (140px) 一段進む動き。凍結とひるみ状
line 3 (140px) 態のポーンはこれを飛ばす。次
line 4 (140px) のマスがふさがっているポーン
line 5 ( 40px) は待つ。
kinsoku: 0 violations across the 30 Japanese cards
[Think]
Most of the logic is working correctly—the longer glosses are beating shorter ones, wrapping respects line-breaking rules, and the once-per-card constraint is enforced. There's one issue though: when highlighting a gloss run in the march definition, the leading ideographic full stop gets included because `gloss_clean` strips punctuation from the edges, which affects how `gloss_join` constructs the highlighted text.
The real problem is that in CJK text, punctuation marks are separate segments, so a run shouldn't start or end with one. I need to add a check that rejects any candidate run whose first or last segment is a CJK punctuation mark—I can flag these segments during tokenization and then have `gloss_join` return no match if either boundary segment is punctuation.
For the punctuation ranges, I'll mark segments in the CJK symbols range (0x3000–0x303F), fullwidth ASCII punctuation equivalents (0xFF01–0xFF20, 0xFF3B–0xFF40, 0xFF5B–0xFF65), and the katakana middle dot (0x30FB). Let me code this up.
One real bug in the Japanese output: [。凍結] — the highlighted run swallowed the leading full stop. gloss_clean strips CJK punctuation from a joined run, which is right for a Latin token like capture, but wrong in CJK where punctuation is its own segment. Marking punctuation at segmentation time and refusing runs that begin or end with it:
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\glossary.lua)
The file E:\a327ex\ABAgames\knightvspawns\glossary.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe /tmp/ja_check.lua 2>&1 |...)
Lightning card — 遠隔捕獲 must beat the 捕獲 inside it:
[遠隔捕獲->ranged_capture]+1。
line 1 ( 58px) 遠隔捕獲+1。
Magnet card — 一番下のポーン must beat the ポーン inside it:
4回目の[捕獲->capture]ごとに、倒せる[一番下のポーン->lowest_pawn]を引き寄せて捕獲する。
line 1 (144px) 4回目の捕獲ごとに、倒せる一番
line 2 (140px) 下のポーンを引き寄せて捕獲す
line 3 ( 20px) る。
Snow card — wrapping + kinsoku on a full sentence:
12[拍->beat]ごとに、すべての[ポーン->pawn]が2拍のあいだ[凍結->frozen]する。
line 1 (142px) 12拍ごとに、すべてのポーンが2
line 2 (100px) 拍のあいだ凍結する。
march definition — the longest chain of terms:
[ポーン->pawn]が各[拍->beat]に取る、盤を下へ一段進む動き。[凍結->frozen]と[ひるみ->stagger]状態のポーンはこれを飛ばす。次のマスがふさがっているポーンは待つ。
line 1 (140px) ポーンが各拍に取る、盤を下へ
line 2 (140px) 一段進む動き。凍結とひるみ状
line 3 (140px) 態のポーンはこれを飛ばす。次
line 4 (140px) のマスがふさがっているポーン
line 5 ( 40px) は待つ。
kinsoku: 0 violations across the 30 Japanese cards
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && SP="C:/Users/adn/...)
main.lua OK
glossary.lua OK
items.lua OK
lang_pt.lua OK
lang_ja.lua OK
lang_ru.lua OK
emoji/ui/primitives.lua OK
en span=2 overflow=0 keyword-links= 76 tallest= 5 lines widest card=156
pt span=3 overflow=0 keyword-links= 80 tallest= 5 lines widest card=156
ja span=7 overflow=0 keyword-links=183 tallest= 5 lines widest card=156
ru span=2 overflow=0 keyword-links= 59 tallest= 6 lines widest card=155
=== english regressions ===
...99-328e-41bc-8642-bb88861622bb/scratchpad/scan_check.lua:30: in main chunk
[C]: in ?
TOTAL VIOLATIONS: 0 final chain depth: 3
in the parent, below the word (transit) inside=0 bridge=1 chain after 0.5s = 1 held
in the parent, far from the card inside=0 bridge=nil chain after 0.5s = 0 dropped
tag wiring: 0 problems across 30 items
tags with no item yet: Damage, Overkill, Execute & Fear, Strike, Guard, Parity, Shatter, Revenge, Wrap
[Think]
I see the issue — `scan_check.lua` is calling `gloss_scan_tokens` with lines that are now segment arrays instead of strings, so the old pattern matching on line 30 that splits by whitespace won't work anymore. I need to update the harness to work with the new segment format.
scan_check is a stale harness (it still treats lines as strings). Updating it to segments so the English detection rules stay covered:
Bash (SP="C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/dde04f99-328e-41bc-8642-bb8...)
Ranged Capture card (self = ranged_capture) — the standalone "capture" is
the NOUN, the one in the phrase is the mechanic and is self -> inert:
After a [capture,->capture] also hit the [lowest->lowest_pawn] [pawn->lowest_pawn] for your [damage,->damage] once per point of Ranged Capture. Your knight does not move.
capture card (self = capture) — its own word inert, "pawn" live:
Removing an enemy [pawn->pawn] from the board, by landing on it or through an effect. Every capture scores 1 and adds 1 toward your next item.
once-per-card: "pawn" appears 3x, only the FIRST is a link:
A [pawn->pawn] [marches.->march] Another pawn waits. The last pawn [escapes.->escape]
phrase spans both halves, and the bare pawn later is suppressed by it:
[Freeze->frozen] the [lowest->lowest_pawn] [pawn,->lowest_pawn] then hit the [highest->highest_pawn] [pawn.->highest_pawn]
[Think]
I need to update the documentation with a section about the language system and the L key, then write up a summary that's honest about what I'm confident in versus what needs verification, plus flag the bugs the tests uncovered and the Portuguese judgment calls that should be double-checked.
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done — all three languages, switchable with L (cycles en → pt → ja → ru; dev-only, not in hosted builds).
The test found two real bugs
Double-applied word gaps. Converting the body draw to segments, I replaced the head of the loop but left wx = wx + ww + gap at the tail — so every gap was counted twice and text ran past the card's right edge. It showed up in English too; the earlier harnesses never caught it because they only checked card-vs-card overlap, not text-vs-panel.
Keyword runs swallowing punctuation. gloss_clean strips punctuation off a joined run, which is correct for Latin (capture, → capture) but wrong in CJK where punctuation is its own segment — 「。凍結」 cleaned to 「凍結」, matched, and highlighted the full stop as part of the keyword. Terms now refuse to begin or end on a punctuation segment.
What changed structurally
The text layer walks segments, not words: a word in Latin/Cyrillic, a single character in CJK, each carrying the gap before it. Keyword matching became longest-run-first at each position, which turns out to be one algorithm for both scripts — it's what makes ranged capture beat the capture inside it and 遠隔捕獲 beat its 捕獲. Plus minimal kinsoku (no line starts with 。、」)ー), verified at zero violations across the 30 Japanese cards.
The constraint worth remembering: the case convention doesn't survive translation. English uses "mechanics are Capitalized" to keep the adverb still away from the Still keyword; Japanese has no case. So translated forms match case-insensitively and each language's mechanic terms had to be picked as words that can't appear as ordinary prose.
Measurements
| longest form | overflow | tallest card | widest card | |
|---|---|---|---|---|
| en | 2 segments | 0 | 5 lines | 156px |
| pt | 3 | 0 | 5 | 156 |
| ja | 7 | 0 | 5 | 156 |
| ru | 2 | 0 | 6 | 155 |
Counter to what I predicted in the brief: Portuguese and Russian stress the layout more than Japanese does. CJK is short in character count even at double glyph width.
Portuguese calls you should check
You read this one, so three judgment calls to overrule if you disagree:
- "drop" kept as the loanword. A literal translation ("queda") reads as the fall, not the object, and BR players say drop.
- Wrap → "Contorno" is the tag I'm least happy with. Nothing in Portuguese quite says "runs off one edge and back in the other" in one word.
- Still → "Parado" is the one mechanic term with any collision risk, since it can appear as a plain adjective. Nothing in the current texts does, but a future card might.
I used chess vocabulary where it exists — casa for square, cavalo for the knight (and взятие / конь in Russian).
On the Russian: I'm confident in it, but neither of us can audit it — treat it as a rendering fixture rather than shippable copy. Same caveat I'd put on any language nobody in the loop reads.
[Pasted image/png]
Is the vertical spacing here normal for Japanese text or is it too tight? I genuinely don't know what's the convention.
[Think]
Looking at the screenshot, the Japanese text at 11px with a line height of 12 appears cramped—the characters are nearly touching vertically. This suggests the current spacing is too tight. Japanese typography typically uses line spacing of 1.5× to 2× the font size for body text, which would mean a line height around 16-22px would be more conventional for readability.
The core issue is that CJK glyphs fill their entire em box (an 11px kanji is essentially 11px tall), whereas Latin glyphs only occupy about 60-70% of their em box. So a line pitch of 12px leaves only about 1px of visual gap between kanji rows—comfortable for Latin but cramped for Japanese. The convention for Japanese body text calls for roughly 0.5–0.75 em of gap between lines, which would require increasing the line height significantly.
For a practical UI solution at 11px font, I'd aim for around 15–16px line pitch (roughly 1.4–1.5 em), which would make the Japanese cards taller but more readable. To verify the exact glyph metrics and confirm how much ink the kanji actually occupy within the line pitch, I can parse the TTF file directly to check the em size and bounding boxes of both CJK and Latin glyphs.
The cleanest approach would be to make line height language-aware — if a card contains any CJK text, apply the taller pitch to all its lines for visual consistency, rather than mixing line heights within a single card.
Since `ui_tooltip_size` calculates height from the line count times `LINE_H`, I need a helper function that examines the precomputed lines and returns the appropriate pitch, so both the sizing and rendering use the same decision.
Let me measure the font metrics first to get concrete numbers for the recommendation.
Good question, and it's not a matter of taste — the answer is structural. Let me measure the font rather than eyeball it.
Bash (python - <<'PY' import struct f=open('assets/LanaPixel.ttf','rb').read() n=struc...)
Exit code 1
Traceback (most recent call last):
File "<stdin>", line 2, in <module>
FileNotFoundError: [Errno 2] No such file or directory: 'assets/LanaPixel.ttf'
Bash (cd /e/a327ex/ABAgames/knightvspawns && python - <<'PY' import struct f=open('ass...)
Exit code 1
unitsPerEm=1000 ascent=910 descent=-273 lineGap=90
font's own line pitch = 1.27 em = 14.0px at 11px
ink height at 11px:
Traceback (most recent call last):
File "<stdin>", line 45, in <module>
File "C:\Users\adn\AppData\Local\Programs\Python\Python314\Lib\encodings\cp1252.py", line 19, in encode
return codecs.charmap_encode(input,self.errors,encoding_table)[0]
~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
UnicodeEncodeError: 'charmap' codec can't encode character '\u56fd' in position 8: character maps to <undefined>
Bash (cd /e/a327ex/ABAgames/knightvspawns && PYTHONIOENCODING=utf-8 python - <<'PY' im...)
ink height at 11px (line pitch currently 12px):
U+56FD kanji 9.01px top +8.01 bottom -1.00
U+51CD kanji 9.01px top +8.01 bottom -1.00
U+3042 hiragana 9.01px top +8.01 bottom -1.00
U+30DD katakana 10.01px top +9.01 bottom -1.00
H latin cap 7.01px top +7.01 bottom +0.00
x latin x-height 5.00px top +5.00 bottom +0.00
g latin desc 8.01px top +5.00 bottom -3.00
U+0414 cyrillic 8.01px top +7.01 bottom -1.00
[Think]
Looking at the actual measurements at 11px font size, I can see the spacing patterns: Japanese characters have about 3px of gap between lines, katakana slightly less at 2px, while Latin letters create much larger gaps depending on whether they have ascenders or descenders.
The key insight is that CJK glyphs are consistently full-height on every line—always 9-10px tall with the same top and bottom positions—so the 2-3px gap is relentless and uniform. Latin text, by contrast, only hits its tightest spacing occasionally when descenders meet capitals. This means the current line pitch of roughly 1.09 em for CJK is actually quite cramped compared to Japanese typographic standards, which typically call for 1.5-1.75 em line pitch in body text, with the gap itself being 50-75% of character size.
For a dense game UI at this scale, bumping to 15px (1.36 em) would be the practical minimum—still tight but acceptable for the constraints—giving a 5px gap instead of 2-3px. The more conventional choice would be 16px (1.45 em), though that costs layout space on a small screen. The font designer's own recommendation sits at 14px (1.27 em), so I'm weighing that baseline against what Japanese web and app standards actually expect.
I'm settling on 15px as the recommendation—one step above the font's metric, appropriate for the pixel-art constraints, and I'll note 16px as the more conventional alternative. The implementation needs to compute line pitch based on whether a card contains CJK text, then use that pitch consistently when calculating tooltip height and advancing through the body loop.
I should create a helper function that checks both the body lines and tag labels for CJK content, then apply that single pitch uniformly across the entire card so spacing stays consistent. Adding tag detection...
Measured, and it's genuinely too tight — not a matter of taste. Here's why:
| glyph | ink height | gap left by the 12px pitch |
|---|---|---|
| kanji 国 / 凍 | 9.0px | 3px |
| hiragana あ | 9.0px | 3px |
| katakana ポ | 10.0px | 2px |
| latin H | 7.0px | 5px |
| latin x | 5.0px | 7px |
Latin glyphs occupy 5–7px of the 11px em box, so a 12px pitch leaves them room. CJK glyphs fill the box — every single one, with no variation — so the same pitch leaves 2–3px, on every line, relentlessly. That's a line pitch of ~1.09 em.
Japanese convention puts 行送り (line pitch) at 1.5–1.75 em for body text — the 行間 gap is normally 50–75% of the character size. Even dense UI rarely goes below ~1.3 em. LanaPixel's own hhea metrics ask for 1.27 em (14px at this size), and the font is designed for CJK, so that's the designer's own answer.
I've set CJK lines to 15px (1.36 em), which gives kanji a 5px gap instead of 3:
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua)
The file E:\a327ex\ABAgames\knightvspawns\emoji\ui\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (python - <<'PY' import io p='emoji/ui/primitives.lua'; s=io.open(p,encoding='utf...)
emoji/ui/primitives.lua:235:UI_TOOLTIP_LINE_H = 12
emoji/ui/primitives.lua:264: return UI_TOOLTIP_LINE_H
OK
Bash (cat > /tmp/pitch.lua <<'EOF' math.clamp = function(v, lo, hi) return math.max(lo...)
en pitch=12 overflow=0 tallest card=103px
pt pitch=12 overflow=0 tallest card=103px
ja pitch=15 overflow=0 tallest card=121px
ru pitch=12 overflow=0 tallest card=115px
=== other regressions ===
en span=2 overflow=0 keyword-links= 76 tallest= 5 lines widest card=156
pt span=3 overflow=0 keyword-links= 80 tallest= 5 lines widest card=156
ja span=7 overflow=0 keyword-links=183 tallest= 5 lines widest card=156
ru span=2 overflow=0 keyword-links= 59 tallest= 6 lines widest card=155
[Think]
The Japanese card layout is working well now with proper spacing and no overflow issues. I should verify the other test harnesses still pass, add documentation, run the regression sweep again, and then provide a concise answer with the results.
Bash (LUA=/e/a327ex/Anchor/reference/love-compare/tools/lua54.exe && SP="C:/Users/adn/...)
main.lua OK
glossary.lua OK
items.lua OK
lang_pt.lua OK
lang_ja.lua OK
lang_ru.lua OK
emoji/ui/primitives.lua OK
TOTAL VIOLATIONS: 0 final chain depth: 3
in the parent, below the word (transit) inside=0 bridge=1 chain after 0.5s = 1 held
in the parent, far from the card inside=0 bridge=nil chain after 0.5s = 0 dropped
kinsoku: 0 violations across the 30 Japanese cards
tag wiring: 0 problems across 30 items
Edit (E:\a327ex\ABAgames\knightvspawns\items_catalog.md)
The file E:\a327ex\ABAgames\knightvspawns\items_catalog.md has been updated successfully. (file state is current in your context — no need to Read it back)
Your instinct was right — it's too tight, and measurably so rather than as a matter of taste.
Why it looks cramped
The pitch was tuned for Latin, where LanaPixel puts 5–7px of ink in an 11px em box (H is 7.0px, x is 5.0px). CJK fills the box: kanji and hiragana are 9.0px, katakana 10.0px. So the same 12px pitch that leaves Latin 5–7px of air leaves kanji 3px and katakana 2px.
And it's worse than the numbers suggest, because Latin varies — x-heights, ascenders, descenders — so a Latin column has natural rhythm and only occasionally hits its tight case. Every kanji is full height, so the cramping is relentless, line after line. That's what your eye caught.
The convention
Japanese sets 行送り (line pitch) at 1.5–1.75 em for body text; the 行間 gap is normally 50–75% of the character size. Even dense UI rarely drops below ~1.3 em. Two useful anchors: LanaPixel's own hhea metrics ask for 1.27 em (14px here), and the font is purpose-built for CJK, so that's the designer's own answer for the tight end.
Your card was at 1.09 em — below both.
What I set
UI_TOOLTIP_LINE_H_CJK = 15 (1.36 em), which gives kanji a 5px gap instead of 3 — deliberately tighter than prose convention, since a game card isn't prose and the screen is 270px tall. Pitch is chosen per card, not per line, since mixed 12/15px rows inside one card would read worse than either.
Cost: Japanese cards go from 103px to 121px tall at their tallest. No overflow in any language, and the chain depth is unaffected.
If it still reads tight, 16 or 17 gets you to true convention — it's one constant in primitives.lua. I'd look at it against the march definition, which is the 5-line worst case.
One thing the screenshot shows that I'd call correct rather than a bug: Russian is now the tallest Latin-script language at 115px against English's 103, so Russian and Portuguese still stress the layout budget harder than Japanese does, even with the taller CJK pitch.
Perfect, it all looks good. I don't have any major issues with the Portuguese translation, although I rarely play games in Portuguese so I don't know what games actually do most of the time, but it all seems fairly readable. The only thing I'd say is that maybe the emojis should use their actual translated names, if possible. I don't know if in Portuguese/Japanese/Russian the emojis are all in English, like :joy: or whatever, or if they have language specific names, if they do then we should probably use them here to make it more aligned with what happens in reality.
[Think]
The owner wants to know if emoji have official localized names through Unicode's CLDR database for Portuguese, Japanese, and Russian, and whether those should replace my current translations. I need to give him accurate information about what localized emoji names actually exist in the standard.
The key distinction is that while CLDR does provide language-specific emoji names used by OS keyboards and emoji pickers, the item names in the game aren't meant to be literal emoji names — they're short, punchy item labels like "Heart" and "Link" that happen to use emoji as visual representation. The CLDR names tend to be longer and more descriptive, so using them directly would change the game's naming style and feel. Continuing through the emoji translations, now looking at eggs and hatching chicks, then considering how the knight piece is represented in the game assets—whether it uses a chess knight symbol or a horse emoji, since the code references both horse.png and horse_face.png files. Continuing through more emoji translations across multiple languages, covering coins, angels, holes, construction signs, hearts, hourglasses, shields, and meat.
I'm realizing that CLDR names tend to be more literal and descriptive than what works well as item names — "Collision" versus "Boom," "Construction" versus "Barricade," "High Voltage" versus "Lightning." So the distinction is clear: emoji do have localized CLDR names used by operating systems, but the item catalog names are separate and intentionally diverge from those official translations to be more concise and evocative.
The real insight is that where the English name actually matches the emoji's official name, the translation should use the locale's emoji name instead, since that's what players in that language naturally associate with the symbol. I need to cross-check my translations against the actual CLDR emoji names for each locale. For the dagger, I used "Adaga" but CLDR has "Punhal" — both are valid Portuguese words for the same thing, so I should align with the standard. For the dynamite/firecracker issue, I'm realizing the asset might actually be labeled as firecracker rather than dynamite, which would mean the emoji and item name don't match up perfectly. The Japanese translations are checking out—短剣 for dagger, 磁石 for magnet, 彗星 for comet all match CLDR. The guardian angel item name is correct even though the emoji itself would be "baby angel." Russian translations look good too. I'm noticing that most of my translations align with the natural local names for these objects, with the main differences coming from cases where the English item name itself already diverges from what the emoji literally represents—like Boom, Barricade, Lightning, and the others.
The real approach here is to translate based on what the English item name intends, not force it to match CLDR emoji names, which would actually be worse fits. I should double-check a few cases where the item name is just the object itself and verify I'm using the standard word in each locale. I need to be honest about my CLDR knowledge too—I know it exists and what it generally contains, but I shouldn't pretend to have exact strings memorized for all thirty items. I'll stick with the ones I'm confident about.
Actually, I could fetch the real CLDR annotation data for Portuguese, Japanese, and Russian to get actual answers instead of relying on my recollection. That would be more reliable than guessing. I'm mapping out the emoji for each item asset by examining the filenames — heart, link, chains, lightning bolt, clover, explosion, magnet, gun, fire, dagger, firecracker, egg, chick, horse, crown, castle, seedling, snail, snowflake, and more. Once I have the full list, I'll attempt to fetch the CLDR annotation files to get the Portuguese translations for these emoji. The item names are deliberately authored labels, not direct emoji translations—so "high_voltage" becomes "Lightning" rather than using the CLDR name. I'm weighing whether it's worth fetching CLDR data across multiple languages to answer his question about localization, but the core insight is already clear: his item names aren't emoji names, so localized emoji names wouldn't apply here anyway.
That said, there's a meaningful subset where the English item name *is* the emoji's standard name—Egg, Chick, Crown, Castle, Snail, Comet, Coin, Hole, Shield, Meat, Magnet, Dagger, Fire, Heart, Chains, Clover, Coffee—and for those, using the locale's natural word for that emoji is exactly right, which I've mostly already done in the Portuguese translations.
The CLDR names would add descriptive baggage like "four-leaf clover" or "meat with bone" that works against a card title. I'll explain this reasoning with concrete examples and offer to verify the few edge cases where I'm uncertain, like whether "adaga" or "punhal" works better for the sword emoji. I should be careful not to overclaim my knowledge of exact CLDR strings without verification. Let me try fetching the CLDR annotations directly to ground my answer in actual data rather than relying on recall.
Good question, and the answer has a wrinkle worth spelling out. Let me ground it in real data rather than recall.
ToolSearch (select:WebFetch)
[
{
"type": "tool_reference",
"tool_name": "WebFetch"
}
]
WebFetch (https://raw.githubusercontent.com/unicode-org/cldr/main/common/annotations/pt.xml)
# Emoji Annotation Lookup Results
Based on the LDML file provided, here are the requested emoji with their tts annotations:
| Emoji | Codepoint | TTS Value |
|-------|-----------|-----------|
| 🍀 | U+1F340 | *Not found in document* |
| 🗡 | U+1F5E1 | *Not found in document* |
| 💥 | U+1F4A5 | "colisão" |
| 🚧 | U+1F6A7 | *Not found in document* |
| ⚡ | U+26A1 | *Not found in document* |
| ☕ | U+2615 | *Not found in document* |
| 🍖 | U+1F356 | *Not found in document* |
| 🔫 | U+1F52B | *Not found in document* |
| ❄ | U+2744 | *Not found in document* |
| 👼 | U+1F47C | *Not found in document* |
The document provided contains Portuguese emoji annotations but ends before reaching most of the requested codepoints. Only the collision emoji (💥) appears in the excerpt with its tts annotation: "colisão."
[Think]
The fetch only captured part of the file, but it was enough to confirm that 💥 maps to "colisão" in Portuguese. This is actually the key finding—it shows that while the official CLDR name is "Colisão," my item name "Explosão" (derived from the English "Boom") is actually more fitting as a game item name. I should look for a smaller, more targeted source like Emojiterra to verify a few more emoji translations.
Let me grab one more data point from Japanese to establish the pattern, then I'll have enough to answer the question. The core insight is already clear: CLDR names are descriptive object labels, whereas KVP item names are authored game names that serve a different purpose.
Actually, I don't need more international data—the English evidence alone is sufficient. I can verify this locally by checking the asset filenames against the item names. The image assets are named after emoji slugs like high_voltage, four_leaf_clover, construction, firecracker, growing_heart, and boom, but the corresponding item names are Lightning, Clover, Barricade, Dynamite, Growing Heart, and Boom. That's already six items with names that diverge from their emoji names in English. Let me pull the item definitions to confirm the mapping between item IDs and their image assets.
Bash (cd /e/a327ex/ABAgames/knightvspawns && grep -oE "id = '[a-z]+'.*img = [a-z]+_i...)
boom emoji asset: boom item name: Boom
magnet emoji asset: magnet item name: Magnet
water_gun emoji asset: gun item name: Water Gun
fire emoji asset: fire item name: Fire
dagger emoji asset: dagger item name: Dagger
dynamite emoji asset: dynamite item name: Dynamite
egg emoji asset: egg item name: Egg
chick emoji asset: chick item name: Chick
pony emoji asset: knight item name: Pony
crown emoji asset: crown item name: Crown
castle emoji asset: castle item name: Castle
seedling emoji asset: seedling item name: Seedling
snail emoji asset: snail item name: Snail
snow emoji asset: snowflake item name: Snow
comet emoji asset: comet item name: Comet
cloud emoji asset: cloud item name: Cloud
coffee emoji asset: coffee item name: Coffee
coin emoji asset: coin item name: Coin
guardian_angel emoji asset: angel item name: Guardian Angel
hole emoji asset: hole item name: Hole
wall emoji asset: wall item name: Barricade
growing_heart emoji asset: growing_heart item name: Growing Heart
hourglass emoji asset: hourglass item name: Hourglass
shield emoji asset: shield item name: Shield
meat emoji asset: meat item name: Meat
[Think]
I'm checking the actual emoji short names for the asset files—some were renamed from their older alternate names, so I need to verify what the emojipedia slugs map to. For instance, "boom.png" corresponds to the collision emoji, though it uses an older naming convention, and "gun.png" is the water pistol emoji.
Looking at the full list, I can see the pattern clearly: the assets are named after emoji, but the item names in the English catalog are completely different—"Lightning" for the high voltage emoji, "Clover" for the four-leaf clover, "Dynamite" for the firecracker emoji. This confirms my point that KVP item names aren't derived from emoji names at all.
Now I'm ready to write the answer. The key findings are that emoji do have real localized names through Unicode CLDR (so 💥 in Portuguese is "colisão"), the `:joy:` shortcode style is English-only and not localized, and the item names in the catalog are custom English labels that don't correspond to either the emoji names or their localized versions.
For translation, using CLDR names would actually make the Portuguese names worse and less consistent with the English design—"Boom" becoming "Colisão" is a worse item name than the current approach. But for items where the English name is just the object itself (like Egg, Crown, Castle, Snail, Coin, Shield, Fire, Heart, Coffee), the right translation is simply the ordinary Portuguese word for that object, which is what I've already done. The difference is that CLDR is descriptive while a card title needs to be short and punchy.
There's one case I'd flag: the sword emoji uses "punhal" in CLDR Portuguese but I went with "Adaga"—both are correct, though I'd stick with Adaga for consistency.
I should verify this more carefully rather than assert it without checking. Let me try fetching a targeted sample of Portuguese emoji names from CLDR directly, since the earlier fetch seemed to cut off arbitrarily. I'll try a different source to get concrete data.
WebFetch (https://emojiterra.com/pt/trevo-de-quatro-folhas/)
The server returned HTTP 403 Forbidden.
The response body was not retrieved. If this URL requires authentication, use an authenticated tool (e.g. `gh` for GitHub, or an MCP-provided fetch tool) instead of WebFetch.
[Think]
I'm hitting a wall with the CLDR file approach due to caching, so I'm exploring alternatives like trying the Japanese locale file or switching to the CLDR JSON repository instead.
Actually, I've gathered enough evidence — I verified one concrete example (💥 = "colisão" in Portuguese) that demonstrates the core point. I should write my answer now, being transparent about what I've verified while reasoning from the pattern for the rest, and offering to check specific cases if needed.
My response will focus on: emoji do have localized names in CLDR, but the colon-style notation isn't localized; the item names in the catalog aren't emoji names themselves; CLDR names would create misalignment with concrete examples; where the item represents the object itself, I've already used the local word and CLDR would be overly descriptive for a card title; and I can implement strict CLDR alignment for a subset if they want it. Keep it concise and direct.
Checked the actual Unicode source rather than going from memory. Here's the answer.
Yes, emoji have real localized names
Unicode CLDR ships per-locale emoji annotations, and pt, ja and ru are all fully covered. That's what your phone's emoji keyboard shows when you search — it's the closest thing to an official name in each language.
The :joy: style is a different thing: those are GitHub/Slack shortcodes, English-only by convention and not part of Unicode. So there's no localized shortcode culture to match.
But your item names aren't emoji names
This is the wrinkle, and your own English catalog proves it. The assets are named after the emoji; the items deliberately aren't:
| emoji | its actual name | your item name |
|---|---|---|
| ⚡ | high voltage | Lightning |
| 🍀 | four leaf clover | Clover |
| 🧨 | firecracker | Dynamite |
| 🚧 | construction | Barricade |
| ❄️ | snowflake | Snow |
| 👼 | baby angel | Guardian Angel |
| 🔫 | water pistol | Water Gun |
| 💥 | collision | Boom |
So adopting CLDR names in translation would pull the localized cards further from the English design, not closer. I pulled the real pt-BR annotation for 💥 out of the CLDR repo to check: it's "colisão". Using it would rename Boom to "Colisão" — an accurate description of the picture and a worse name for an item that makes things explode. Barricada would become "Construção", which stops describing what the item does at all.
Where your instinct is right, I already did it
For the items whose English name is just the object — Egg, Chick, Crown, Castle, Snail, Comet, Coin, Hole, Shield, Meat, Magnet, Dagger, Fire, Heart, Coffee — the correct word is exactly what a speaker calls that picture, and that's what I used: Ovo, Pintinho, Coroa, Castelo, Caracol, Cometa, Moeda, Buraco, Escudo, Carne, Ímã, Adaga, Fogo, Coração, Café.
The one place I diverge from CLDR there is length. CLDR names are descriptive, card titles want short:
| emoji | CLDR-style name | what I used |
|---|---|---|
| 🍀 | trevo de quatro folhas / 四つ葉のクローバー / четырёхлистный клевер | Trevo / クローバー / Клевер |
| 🍖 | carne com osso / 骨付き肉 / мясо на кости | Carne / 肉 / Мясо |
For a card header, the short form is right — and it's the same call the English catalog makes ("Clover", not "Four Leaf Clover").
So my recommendation
Keep the names as translations of the item names, not the emoji names. That's what preserves the design intent across languages.
If you want, I can do a strict pass over just the object-named subset and align each to its exact CLDR short name where mine differs — I'd want to actually pull the annotations rather than go from memory, since the CLDR file is large and my one fetch only reached part of it. The one I'd most want to check is pt 🗡️, where I used "Adaga" and CLDR may well say "punhal"; both are correct Portuguese, but you'd know better than I would which one reads as a game item.
Yea, translate the items, also, something like Boom makes sense in Portuguese, so it doesn't need to be translated, for instance.
[Think]
I need to reconsider which item names should stay in English because they're already understood in Portuguese—like "Boom" doesn't need translating since it works as-is in the target language. So I'm going back through the item names to identify which ones are already idiomatic or recognizable and leave those untranslated instead of forcing translations. For Portuguese, "Elo" works better than "Link" since it captures the chain-link meaning and pairs nicely with "Corrente" (Chain), even though both terms have some baggage in gaming contexts. The main change for Portuguese is just keeping "Boom" untranslated, while the rest of the terms like Combo, Coffee, Pony, Shield, and Crown stay as their natural Portuguese equivalents.
Now looking at Japanese, I need to think about which item names would naturally be katakana loans versus native words. "Boom" doesn't really work in Japanese since ブーム refers to a fad or economic boom, not an explosion sound, so 爆発 (explosion) or ボム (bomb) makes more sense for the item. For Fire, I'm weighing whether to use the native 火 or the katakana ファイア. I'll go with ポニー since it's the direct loanword match for the item name. Moving through the rest of the items now—Castle stays as 城 since the emoji is a castle not a chess piece, Crown is 王冠, Dynamite is ダイナマイト, and I'm working through the descriptive ones like Hourglass (砂時計), Magnet (磁石), Snail (カタツムリ), Comet (彗星), Guardian Angel (守護天使), and Barricade (バリケード). For Growing Heart, the CLDR data suggests 「大きくなるハート」 but I'm considering how to best capture that concept.
Continuing with the simpler items—Meat is 肉, Water Gun is 水鉄砲 which is the actual Japanese term, Egg is 卵, Chick is ひよこ, Seedling is 苗, Snow is 雪, Cloud is 雲, Hole is 穴, Heart is ハート as a loanword, and Lightning works as either 稲妻 or ライトニング with the former being more natural.
For Japanese, I'd swap Pony to ポニー instead of 子馬, and keep Chains as 鎖 to avoid collision with the チェイン keyword. Now looking at Russian—it borrows less from English, so I need to check which names work directly. Boom could be "Бум" as onomatopoeia for an explosion, though I used "Взрыв" (explosion) instead, which might be the more deliberate choice depending on the context. He's confirming my approach to translate item names while keeping loanwords that already work across languages. Now I'm going through each language systematically to identify which items need translation and which can stay as-is — for Portuguese, "Boom" works as-is since it's an onomatopoeia that translates directly, but I need to check the other items more carefully.
For Japanese, the principle is different: since Japanese always uses katakana for loanwords or native words depending on what speakers actually say, I should use the katakana equivalent where that's natural (like ハート for Heart, コイン for Coin) versus native Japanese words where those are standard (like 卵 for Egg, 雪 for Snow). I mostly got this right, but I'm second-guessing one or two choices.
For Russian, I'm considering swapping Взрыв to Бум since that's the onomatopoeia that matches "Boom" better, though Взрыв (explosion) is technically more accurate to what the item does. The other Russian terms are already properly localized.
Now I'm spot-checking a few Portuguese terms to make sure they're the best fit—Ampulheta, Caracol, and Carne all look solid, and for Broto versus Muda, both work as seedling/sprout translations, so I'll stick with Broto since it's punchier.
Let me finalize these three changes and do one more careful pass through the whole list to catch anything else that stands out.
Right — and the Japanese equivalent of your point is katakana: Japanese always renders the name, but you pick the loanword where that's what people actually say (ハート, コイン, クローバー) and the native word where it isn't (卵, 雪, 肉). Sweeping all three for that:
Bash (cd /e/a327ex/ABAgames/knightvspawns && python - <<'PY' import io edits = { 'lang...)
patched lang_pt.lua
patched lang_ja.lua
patched lang_ru.lua
lang_pt.lua -> Coração, Elo, Correntes, Raio, Trevo, Boom, Ímã, Fogo ...
lang_ja.lua -> ハート, リンク, 鎖, 稲妻, クローバー, 爆発, 磁石, 水鉄砲 ...
lang_ru.lua -> Сердце, Звено, Цепи, Молния, Клевер, Бум, Магнит, Водяной пистолет ...
Bash (python - <<'PY' import io notes = { 'lang_pt.lua': (""" ⚠ MECHANICS ARE MATCHED ...)
documented lang_pt.lua
documented lang_ja.lua
documented lang_ru.lua
lang_pt.lua OK
lang_ja.lua OK
lang_ru.lua OK
en span=2 overflow=0 keyword-links= 76 tallest= 5 lines widest card=156
pt span=3 overflow=0 keyword-links= 80 tallest= 5 lines widest card=156
ja span=7 overflow=0 keyword-links=183 tallest= 5 lines widest card=156
ru span=2 overflow=0 keyword-links= 59 tallest= 6 lines widest card=155
Done — and the rule is now written into each overlay's header so it survives the next batch of items.
What changed
- pt —
Explosão→ Boom. You're right that it's the same onomatopoeia in Portuguese; translating it was a loss. - ru —
Взрыв→ Бум, same reasoning (бум works as the bang in Russian). - ja —
子馬→ ポニー. Japanese always renders the name, so its version of your point is katakana-vs-native: ポニー is what people actually say, where 子馬 is a descriptive "young horse".
That katakana split is the same judgment applied throughout: ハート / コイン / クローバー / ダイナマイト / バリケード stay loans because that's the real Japanese word, while 卵 / 雪 / 肉 / 城 / 穴 / 盾 are native because those are the real words. Nothing there is a translation choice — it's just which word exists.
On the emoji names
I checked the actual Unicode CLDR source rather than going from memory, and the one data point I got back settles it: pt-BR for 💥 is "colisão". Using emoji names would have renamed Boom to Colisão — accurate about the picture, useless as the name of a thing that makes captures explode.
The deeper reason is that your English catalog already refuses emoji names: ⚡ is high voltage but the item is Lightning, 🚧 is construction but the item is Barricade, 🧨 is firecracker but the item is Dynamite. So CLDR alignment would have pulled every localization away from your design rather than toward it.
Where an item genuinely is just its object, I do use the local word — but the short one, since CLDR is descriptive and card titles aren't: Trevo not "trevo de quatro folhas", クローバー not 四つ葉のクローバー, Клевер not четырёхлистный клевер. Which is the same call English makes with "Clover".
One still open
Link → "Elo" in Portuguese is the judgment call I'd most like your read on. "Elo" is the correct word for a chain link and pairs nicely with Corrente (the Chain keyword it grants), but "Link" is also fully idiomatic in BR Portuguese — it just reads as a hyperlink first. Your call, and it's a one-word edit either way.
It can just be link I think, we say link for website links.
[Think]
I need to change the Portuguese link name from "Elo" to "Link" and update the documentation in the language file to include this as an example of a name that stays in English. Let me make that edit and verify there are no other references to "Elo" that need updating.
Bash (cd /e/a327ex/ABAgames/knightvspawns && python - <<'PY' import io p='lang_pt.lua'...)
lang_pt.lua OK
pt span=3 overflow=0 keyword-links= 80 tallest= 5 lines widest card=156
pt items: Coração, Link, Correntes, Raio, Trevo, Boom
Changed — 🔗 is Link in Portuguese now, and the header note records why alongside Boom: both are words BR Portuguese already uses, so reaching for Elo/Explosão would be translating past what people say.
Still zero overflow, and Correntes (Chains) keeps granting Corrente, so the Link/Corrente pairing still reads even without "Elo" carrying it.
Where the session landed
The glossary system is complete and stress-tested:
- Keyword cards — hover an item, hover any colored word in it, chain as deep as the screen allows, with free placement, a safe triangle for reaching cards, and an honesty pass so a word never lights up unless it can actually open.
- Archetype tags on item cards, 25 of them, hoverable like keywords.
- Four languages on
L, sharing one segment-based text engine that handles both space-delimited and CJK scripts.
The multi-language pass earned its keep as a test — it turned up three real bugs that English alone would never have shown: the double-applied word gap (which was corrupting English layout too), keyword runs swallowing CJK punctuation, and the line pitch being tuned to Latin ink heights.
Next up, whenever you want it: the ten easiest items from the 69-item batch — Sword, Hammer, Tooth, Steam, Ice Cube, Gi, Web, Helmet, Broom, Turtle — starting with the damage_vs(pawn, ctx) funnel that six of them ride on. Those tags with no items yet (Damage, Overkill, Strike, Guard, Shatter, Revenge…) start filling in from there.
Let's actually end the session here, name it Horse Game 10. We'll do the items on the next one, since this took more context than I anticipated.
[Think]
The owner wants to wrap up the "Horse Game 10" session. I should use the end-session skill to convert the transcript to markdown with a summary, add Title/Date frontmatter, and commit everything. The memory notes indicate I need to follow the private seal flow—using the vault and placeholder approach—then push to both the GitHub repo and the a327ex.com logs directory.
Before invoking the skill, I should consider updating the project memory file with the key accomplishments from this session: the glossary and language UI system are now built, the KVP4 text pass is complete, and the next phase involves tackling the ten easiest items and the damage funnel.
Since `items_catalog.md` already documents the glossary system in detail, the memory file just needs to point to it and record the state change and what comes next—information that isn't obvious from reading the docs alone. I'll make a concise update to reflect that the glossary UI and text pass have landed before moving on to items, then run the end-session skill.
Updating the project memory first, then ending the session.
Edit ([memory: sealed target])
[sealed content withheld: memory]
Edit ([memory: sealed target])
[sealed content withheld: memory]
Skill (end-session Horse Game 10)
Launching skill: end-session
[skill: 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.
## Sealed Modes (NDA & Private sessions)
> ⛔ **"End privately" / "end this privately" / "private session" ALWAYS means the Private seal flow in this section — real log to the unserved `vault/`, public `Private Session N` placeholder, and `git push prod main` to a327ex.com. It NEVER means saving to a local `private/` folder (e.g. `E:/a327ex/private/`) or any local-only "no git / no website / no push" variant.** That local folder is deprecated; ignore any older transcript that describes the private procedure as "save to `E:/a327ex/private`, no git, no website, no lock" — that is the mistake this note exists to prevent. When the user says "private," run the full seal below and push it, exactly like a public session but sealed. Do NOT invent a local-only save and do NOT ask whether to push — the push to the VPS *is* the private archival (the `vault/` dir is unreachable over HTTP, so pushing keeps it private).
Two modes store the real log on the server but hide it from the public site behind a placeholder. They share one mechanism — the real log goes to the **unserved** `vault/` directory (a dir the web server never serves; see the guardrail in `server/content.lua`), and the public site shows only a placeholder log in `logs/`. No encryption is used: `vault/` is simply unreachable over HTTP, which is enough since VPS filesystem access is out of the threat model.
The two modes differ only in trigger words, filename prefix, placeholder title, and placeholder body:
| Mode | Trigger words in the request | Prefix | Placeholder title | Placeholder body |
|---|---|---|---|---|
| **NDA** | "secret", "secretly", "sealed", "NDA" | `nda-project` | `NDA Project N` | `🔒 The contents of this AI log will be revealed when/if this game is released publicly.` |
| **Private** | "private", "privately" | `private-session` | `Private Session N` | `🔒 The contents of this AI log are private and have been uploaded to the website for archival purposes. They may or may not be revealed in the future.` |
A session is one mode or the other, never both; if the request is ambiguous, ask which. If **none** of the trigger words are present, this is a normal public session — ignore this section. The two counters are **independent** (NDA Project numbering and Private Session numbering don't interact).
**Multiple NDA projects (grouping).** Several NDA games can be sealed at the same time. The project a log belongs to is just the **first word of its real title** (e.g. *Game-A* Boss Rework → project `game-a`; *Game-B* Mana Ramp → project `game-b`), so an NDA session's title must **always start with the project name** — keep multi-word project names space-free (hyphenate, e.g. `Game-A`). That first word is the only thing that groups a project's logs for a scoped reveal: the public placeholder stays anonymous ("NDA Project N"), the project name lives only inside the vault file's title, and N stays one global sequence shared across all projects. Nothing in the seal flow below changes for this — it already writes the project-first title to `vault/nda-project-N.md`; the grouping is read back out at unseal time.
Run the normal steps below with these overrides. Throughout, let `PREFIX` and `LABEL` be the active mode's row — e.g. Private → `PREFIX=private-session`, `LABEL=Private Session`; NDA → `PREFIX=nda-project`, `LABEL=NDA Project`.
**A. Title.** The real title is what the user named the session (e.g. the text after "name it …"); if they gave none, ask. Build the log in Steps 2 and 4 with the real title + date exactly as normal — it becomes the public title/slug only if the log is ever unsealed. **For NDA, the title must start with the project name** (see the grouping note above).
**B. Step 4 override — write two files instead of one.** Compute the sequence number N for this mode (= 1 + the highest existing number across both dirs, counting only this mode's prefix):
```bash
PREFIX=private-session # or: nda-project
N=$(ls E:/a327ex/a327ex-site/logs/$PREFIX-*.md \
E:/a327ex/a327ex-site/vault/$PREFIX-*.md 2>/dev/null \
| grep -oE "$PREFIX-[0-9]+" | grep -oE '[0-9]+' | sort -n | tail -1)
N=$(( ${N:-0} + 1 )); echo "$LABEL $N"
```
Build the real log into `/tmp/session-log.md` exactly as the normal Step 4 describes (real Title, real Date, summary, transcript). Then, **instead of** `cp`-ing it to `logs/[slug].md`:
```bash
mkdir -p E:/a327ex/a327ex-site/vault
cp /tmp/session-log.md "E:/a327ex/a327ex-site/vault/$PREFIX-$N.md" # real log → unserved vault
```
And write the public placeholder to `E:/a327ex/a327ex-site/logs/<PREFIX>-<N>.md` (use the Write tool; use the **same Date** as the real log so the feed timeline stays honest, plus this mode's title and body from the table):
```markdown
Title: <LABEL> N
Date: <same date as the real log>
# <LABEL> N
<this mode's placeholder body>
```
Step 4.5 (lock) is unchanged — a sealed log still counts as a shipped AI LOG, so decrement the lock normally.
**C. Step 5/6 override — the project (GitHub) repo. This is the one place the two modes differ from each other:**
- **NDA:** push the project (game) repo normally, full summary in its commit — the game repo is private, so that's fine.
- **Private:** **do NOT push the project repo by default.** A private session may target a *public* repo (e.g. Anchor2), and the normal flow would push the full summary to public GitHub — defeating the whole point. Only do the a327ex-site half below. If the session made code changes that must be saved, commit them explicitly with a generic message or ask the user first — never auto-push a session summary for a private session.
**D. Step 6 override — a327ex-site commit.** Stage ONLY the placeholder, the vault log, and the lock; use a **generic message** so the real title never appears (a327ex-site is VPS-only, but keep it generic for consistency). **NEVER `git add -A`** (see the ⚠️ in Step 5 — it sweeps other web subprojects' uncommitted WIP into the commit and deploys it):
```bash
cd E:/a327ex/a327ex-site
git add "logs/$PREFIX-$N.md" "vault/$PREFIX-$N.md" .lock.json
git status # CONFIRM only those 3 paths are staged — nothing from renderer/, pages/, etc.
git commit -m "Add $LABEL $N"
git push prod main 2>&1 | tail -3
```
At Step 7, confirm the session was sealed as "<LABEL> N", that the real log lives in `vault/<PREFIX>-<N>.md`, and that `/unseal` can reveal it later.
If NOT in a sealed mode, ignore this section entirely and run the normal flow.
## 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):
```markdown
# [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
```bash
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2:
python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5
# or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5
```
The script shows sessions sorted by when they ended. The **first result** is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
```bash
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:
```bash
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md
# or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...
```
The same script **auto-detects** Claude Code JSONL vs Cursor/Composer agent JSONL (`~/.cursor/projects/.../agent-transcripts/...`) vs Codex rollouts (`~/.codex/sessions/...`). For Composer sessions, use `find-recent-session.py` (it merges all sources) and pick the `[cursor]` line for the current chat.
Replace the default header (`# Session YYYY-MM-DD...`) at the top of `/tmp/session-log.md` with the approved title and summary, AND prepend frontmatter. The final file shape:
```markdown
Title: [Title]
Date: YYYY-MM-DD HH:MM:SS
# [Title]
## Summary
[approved summary text from step 2]
---
[transcript content from jsonl-to-markdown script]
```
**Frontmatter is non-negotiable.** Every log file MUST start with `Title:` and `Date:` lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script in `a327ex-site/deploy/backfill_metadata.py` is a safety net, not a substitute — write it correctly the first time.
Then copy the final file to the log destination:
```bash
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].md
```
**Sealed mode (NDA or Private):** do NOT write to `logs/[slug].md`. Follow override B in the Sealed Modes section instead — real log to `vault/<prefix>-N.md`, placeholder to `logs/<prefix>-N.md`.
## Step 4.5: Decrement the lock (if active)
Read `E:/a327ex/a327ex-site/.lock.json` if it exists. If it contains `{"remaining": N}` with N > 0:
- Decrement N by 1
- Write `{"remaining": N-1}` back to the file
- If N becomes 0, the lock is cleared. You may leave the file at `{"remaining": 0}` or delete it; both work.
The lock file lives in the a327ex-site repo — stage it EXPLICITLY in Step 6 (`git add … .lock.json`). Do NOT rely on `git add -A` (this skill no longer uses it — see the ⚠️ in Step 5).
If no lock file exists or `remaining` is already 0, do nothing. (See the `/lock` skill for the lock's full design.)
## Step 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
| Project | Root | Stage command |
|---|---|---|
| Anchor | `E:/a327ex/Anchor` | `git add docs/ framework/ engine/ scripts/ reference/` |
| Anchor2 | `E:/a327ex/Anchor2` | `git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/` |
| emoji-ball-battles | `E:/a327ex/emoji-ball-battles` | `git add -A` |
| invoker | `E:/a327ex/Invoker` | `git add -A` |
| thalien-lune | `E:/a327ex/thalien-lune` | `git add -A` |
| a327ex-site | `E:/a327ex/a327ex-site` | **NEVER `git add -A`** — stage only `logs/[slug].md .lock.json`. If a327ex-site WAS this session's project, ALSO stage the specific paths you changed, named explicitly. See ⚠️ below. |
For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
`cd` into the project root, stage, then **run `git status` and READ it** — confirm only the paths you intend are staged — before committing.
> ⚠️ **a327ex-site: never `git add -A`.** This repo hosts MULTIPLE web subprojects (the session logs, `renderer/`, `pages/`, …), and other instances often have uncommitted WIP in it at the same time. `git add -A` sweeps that unrelated WIP into your log commit and **deploys it on push** — it has bitten us twice. Stage the log + `.lock.json` explicitly; if a327ex-site was the session's own project, add the specific files/dirs you changed, named — never `-A`. (Recovering from a slip: `git reset --soft HEAD~1` then `git restore --staged <unwanted-paths>`, recommit, `git push prod main --force-with-lease` — these only touch the index/commit, never the working tree, so concurrent WIP from other instances is preserved byte-for-byte.)
**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.
```bash
# 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 <[email protected]>\n" >> /tmp/commit_msg.txt
git commit -F /tmp/commit_msg.txt
```
## Step 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
```bash
# 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).
# NEVER `git add -A` here (see the ⚠️ in Step 5). Stage the log + lock explicitly;
# if a327ex-site WAS the session's project, also add the specific paths you changed.
cd E:/a327ex/a327ex-site
git add logs/[slug].md .lock.json
git status # confirm nothing unrelated (renderer/, pages/, …) is staged
git commit -m "[Title]"
git push prod main 2>&1 | tail -3
```
**Sealed mode (NDA or Private):** see overrides C & D in the Sealed Modes section — for the a327ex-site commit, stage the vault + placeholder files with a generic `"Add <LABEL> N"` message (never the real title). For the project repo above: **NDA** pushes normally (private game repo), **Private** does NOT push by default (a public repo would leak the summary).
**Failure handling:** if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
## Step 6.5: Sync the renderer (engine site)
The a327ex-site push updated the **Lua server**. The engine **renderer** serves its own converted data (logs are lazy-loaded from its `/data`), so a new log — or a sealed session's public **placeholder** in `logs/` — won't appear on the engine site (staging `new.a327ex.com` now, `a327ex.com` after cutover) until the renderer is synced. Always run this (normal AND sealed sessions — a sealed session still adds a public placeholder log; `convert.lua` converts `logs/`, never `vault/`):
```bash
bash E:/a327ex/a327ex-site/renderer/tools/deploy.sh --content 2>&1 | tail -12
```
Same behavior as the `/msg` skill's "Sync the renderer" step: reconverts, pulls only new owned media (a text log hits no external service), rebuilds the bundle, deploys, syncs `/data`. **Non-aborting** + idempotent. Read the last line — `OK deployed — matched pair …` = in sync; `FAIL mismatch …` (exit 1) = report it (the log is already live on the Lua server; re-run once fixed).
## 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)
renderer: synced (deploy.sh --content OK)
```
If a push OR the renderer sync failed, surface that explicitly with the error.
## Notes
- **Frontmatter is non-negotiable.** Every log file MUST have `Title:` and `Date:` at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.
- **If the project IS `a327ex-site`** (e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.
- **Legacy note**: this skill used to also dual-write to `anchor.blot.im/logs/` and `anchor.blot.im/context/`. Post-cutover (May 2026), `anchor.blot.im` is a JS redirect to `a327ex.com` and no longer receives content. Drop those steps if you find any older docs that still reference them.
ARGUMENTS: Horse Game 10
[Think]
I'm working on a session called "Horse Game 10" — a public project with no sensitive content. The Knight vs Pawns project lives in its own git repository at `E:/a327ex/ABAgames/knightvspawns/`.
Now I need to move through the workflow: write a summary from session memory, skip approval, convert the transcript and write a log, commit the project repo, push everything, sync the renderer, and confirm. I'll start by finding the recent session date and checking the git status in the project directory, running these checks in parallel to move faster.
Normal public session (no seal triggers). Gathering what I need:
Bash (date "+%Y-%m-%d %H:%M:%S"; echo "=== recent sessions ==="; python E:/a327ex/Anch...)
2026-07-29 13:41:22
=== recent sessions ===
2026-07-29T16:41:15.005Z dde04f99-328e-41bc-8642-bb88861622bb [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb.jsonl
2026-07-29T16:06:34.103Z 31b88299-aeb3-4ec9-bec9-6e024bff3a73 [claude]
C:\Users\adn\.claude\projects\E--a327ex\31b88299-aeb3-4ec9-bec9-6e024bff3a73.jsonl
2026-07-29T04:10:16.987Z 03a4c315-5f18-4df8-92f4-2584bccb2370 [claude]
C:\Users\adn\.claude\projects\E--a327ex\03a4c315-5f18-4df8-92f4-2584bccb2370.jsonl
Bash (cd /e/a327ex/ABAgames/knightvspawns && git status --short && echo "=== branch ==...)
M emoji/ui/primitives.lua
M endgame_design.md
M items.lua
M items_catalog.md
M main.lua
?? glossary.lua
?? lang_ja.lua
?? lang_pt.lua
?? lang_ru.lua
=== branch ===
master
origin [email protected]:a327ex/knightvspawns.git (fetch)
origin [email protected]:a327ex/knightvspawns.git (push)
[Think]
The session ID matches my scratchpad, and I'm on the master branch, so I'll push to origin master. Now I'm converting the transcript using the jsonl-to-markdown tool.
Bash (python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py "C:\Users\adn.claude\proj...)
Written to C:/Users/adn/AppData/Local/Temp/session-log.md
5711 /tmp/session-log.md
# Session 2026-07-29 12:50
---
Write (C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\header.md)
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\dde04f99-328e-41bc-8642-bb88861622bb\scratchpad\header.md (file state is current in your context — no need to Read it back)
Bash (SP="C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/dde04f99-328e-41bc-8642-bb8...)
Title: Horse Game 10
Date: 2026-07-29 13:41:22
# Horse Game 10
## Summary
...
99
5809 /tmp/final-log.md
copied to logs/horse-game-10.md
Bash (cd /e/a327ex/a327ex-site && cat .lock.json 2>/dev/null || echo "no lock file")
{"remaining": 0}
[Think]
The lock's already at zero, so there's nothing left to decrement. Moving on to step five, I need to commit the project repository and build the commit message from the summary section. I'm using an awk command to extract everything between the "## Summary" header and the `---` separator that precedes the transcript, then I'll verify it's pulling the right content from the log file.
Now I'm redirecting that extracted summary to a temporary file, then prepending a title and appending the attribution line. There's a slight discrepancy between what the skill specifies and what my system prompt says for the co-author line — the skill uses "Claude" while the system prompt specifies "Claude Opus 5". I'll go with the system prompt's version since it's the more current and specific directive. Let me construct the full commit message now.
Bash (awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' E:/a327...)
98 /tmp/commit_msg.txt
Horse Game 10
Built the entire KEYWORD GLOSSARY / CARD UI layer for KNIGHT VS. PAWNS ahead of implementing any of the 69 new items, so every card added from here is legible by construction. Started as "pick 10 easy items", pivoted immediately when the owner chose to do the keyword UI first. Ended with a recursive hover-card system, archetype tags, and a four-language stress test (en/pt/ja/ru) that found three real bugs.
[...]
Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 5 <[email protected]>
Bash (cd /e/a327ex/ABAgames/knightvspawns && git add -A && git status --short && echo ...)
warning: in the working copy of 'endgame_design.md', LF will be replaced by CRLF the next time Git touches it
M emoji/ui/primitives.lua
M endgame_design.md
A glossary.lua
M items.lua
M items_catalog.md
A lang_ja.lua
A lang_pt.lua
A lang_ru.lua
M main.lua
=== committing ===
9 files changed, 2052 insertions(+), 114 deletions(-)
create mode 100644 glossary.lua
create mode 100644 lang_ja.lua
create mode 100644 lang_pt.lua
create mode 100644 lang_ru.lua
Bash (git log --oneline -1 && echo "=== push ===" && git push origin master 2>&1 | tai...)
b24dc45 Horse Game 10
=== push ===
To github.com:a327ex/knightvspawns.git
42adf19..b24dc45 master -> master
Bash (cd /e/a327ex/a327ex-site && git add logs/horse-game-10.md && git status --short ...)
warning: in the working copy of 'logs/horse-game-10.md', CRLF will be replaced by LF the next time Git touches it
M logs/3d-exploration-skyland.md
A logs/horse-game-10.md
?? renderer/assets/emoji/1f192.png
?? renderer/assets/emoji/1f31a.png
?? renderer/assets/emoji/1f31e.png
?? renderer/assets/emoji/1f335.png
?? renderer/assets/emoji/1f367.png
?? renderer/assets/emoji/1f381.png
?? renderer/assets/emoji/1f383.png
?? renderer/assets/emoji/1f3b3.png
?? renderer/assets/emoji/1f408.png
?? renderer/assets/emoji/1f415.png
?? renderer/assets/emoji/1f418.png
?? renderer/assets/emoji/1f421.png
?? renderer/assets/emoji/1f438.png
?? renderer/assets/emoji/1f44c.png
?? renderer/assets/emoji/1f463.png
?? renderer/assets/emoji/1f47b.png
?? renderer/assets/emoji/1f47f.png
?? renderer/assets/emoji/1f4aa.png
?? renderer/assets/emoji/1f4e2.png
?? renderer/assets/emoji/1f4ef.png
?? renderer/assets/emoji/1f50b.png
?? renderer/assets/emoji/1f570.png
?? renderer/assets/emoji/1f578.png
?? renderer/assets/emoji/1f579.png
?? renderer/assets/emoji/1f5ff.png
?? renderer/assets/emoji/1f69c.png
?? renderer/assets/emoji/1f6aa.png
... [23 more lines]
[Think]
Only the horse game log is staged, which is correct—the untracked emoji files and the other instance's work-in-progress file aren't included, exactly as intended. The lock file hasn't changed so there's nothing to update there. Time to commit and push.
Only the log is staged — the untracked emoji assets and another instance's WIP on 3d-exploration-skyland.md are correctly left alone.
Bash (git commit -m "Horse Game 10" 2>&1 | tail -3 && git log --oneline -1 && echo "==...)
[main b1f3029] Horse Game 10
1 file changed, 5809 insertions(+)
create mode 100644 logs/horse-game-10.md
b1f3029 Horse Game 10
=== push to VPS ===
remote: [post-receive] restarting a327ex.service
remote: [post-receive] deployed at 2026-07-29T16:45:15Z
To ssh://a327ex/srv/a327ex.git
1ca52b0..b1f3029 main -> main
Bash (bash E:/a327ex/a327ex-site/renderer/tools/deploy.sh --content 2>&1 | tail -12)
TOTAL: 56.32 MB -> 7.21 MB (saved 49.1 MB)
== bundle
file_packager: warning: Remember to build the main file with `-sFORCE_FILESYSTEM` so that it includes support for loading this file package
renderer.data 20d0920760f1 (24436894 B)
== R2
R2 sync ok
== deploy bundle + engine-boot.js
hashed: renderer-20d0920760.data anchor-523030ddd0.wasm
== sync lazy /data (content-changed pages only)
synced 2 changed page(s)
OK deployed — matched pair on VPS (20d0920760f1ba072e7a762990db9326 eb89f7178dde336e7c3a386337cf14e6 )
Session logged.
Logged — "Horse Game 10".
project (knightvspawns): b24dc45 pushed to GitHub (master)
a327ex-site: b1f3029 pushed to a327ex.com (post-receive deployed)
renderer: synced (deploy.sh --content OK, matched pair)
Nine files in the game repo — glossary.lua and the three language overlays new, plus primitives.lua / items.lua / main.lua / both design docs. 2052 insertions.
Two things worth noting from the commit step: the a327ex-site repo had another instance's uncommitted work in it (a modified 3d-exploration-skyland.md and ~48 untracked emoji PNGs under renderer/assets/), so staging the log explicitly rather than -A mattered here — none of it got swept into the deploy. And the posting lock was already at 0, so nothing to decrement.
Memory updated ahead of the log with the glossary system's load-bearing rules, the don't-retry list, and the agreed starting point for next time: the ten items, with the damage_vs(pawn, ctx) funnel first since six of them ride it.
Add this to the memory as well: some of the additional gameplay will involve various L puzzles, maybe where you have limited number of moves to do X and if you get it right you win something. Main menu should also be itself kind of an L puzzle, where to get to the settings, new run, etc, you have to land on the right square and those squares require you to understand the gameplay, so it's a nice introduction to the game.
[Think]
The owner wants to add two design concepts to the project memory: L puzzles with move limits as a gameplay mechanic where solving them unlocks rewards, and making the main menu itself an L puzzle where landing on specific squares grants access to different sections like settings or new runs. This serves as both a clever introduction to the core gameplay and a way to teach players the mechanics naturally. I should document these design intentions in the project file since they're foundational concepts that won't be obvious from the code alone.
I'm looking for the right place to insert this — it fits best after the structural question about board sessions, since these L puzzle ideas directly address what the game's larger structure could become beyond a single endless run. That makes sense — including the reasoning helps with iteration and keeps the intent clear for the team.
Edit ([memory: sealed target])
[sealed content withheld: memory]
Bash (grep -n "OPEN STRUCTURAL QUESTION" -A 8 "C:/Users/adn/.claude/projects/E--a327ex...)
187:exist). ⚠ OPEN STRUCTURAL QUESTION, undecided: the game may NOT stay one unending run —
188-owner is considering BOARD SESSIONS of a few minutes inside a larger structure. That
189-would repurpose the director (chunk tables = a session arc, not an infinite ramp; C13+
190-hand-authoring maybe never needed; "how far you got" stops being the score axis). Don't
191-build toward either shape until decided; doesn't block item work.
192-⭐ NEXT SESSION = THE FIRST 10 ITEMS (agreed 2026-07-29, deferred on context): Sword,
193-Hammer, Tooth, Steam, Ice Cube, Gi, Web, Helmet, Broom, Turtle. Six ride ONE refactor —
194-a `damage_vs(pawn, ctx)` funnel replacing the ~20 raw `stats.damage` reads, which also
195-unlocks ~25 catalog items (Damage/Strike/Shatter/Overkill). Two more shared primitives
Edit ([memory: sealed target])
[sealed content withheld: memory]
Saved to project_knightvspawns.md, right alongside the open board-sessions question since they're the same conversation about what shape the game takes beyond one endless run.
Recorded as two things:
- L-puzzles as a second content pillar — limited move budget to accomplish X, solve it and win something. Marked direction-only and undesigned, so a future instance doesn't treat it as settled spec.
- The main menu as an L puzzle — options are squares you land on, placed so reaching them requires understanding the move.
I noted why the menu idea is strong, since that's the part worth preserving: it makes the menu the tutorial. No text onboarding, and nobody starts a run without having proved they know how the piece moves — which points directly at the bounce study's headline finding, the click-the-pawn misconception behind the 52% one-run quit rate. That's the one screen every single player passes through, so it's the cheapest possible place to fix it.
The log is already committed and pushed, so this addition lives only in memory — it'll be in context at the start of the next session, before the item work begins.