Mini Looper Card/Mana System
Summary
Implementation session that executed the draft/card-deploy pivot for Mini Looper (decided in the prior "Mini Looper Ideaguying" session) and built + fun-verified the core card/mana deploy loop. Also collapsed the map to a fixed single screen and prototyped (then reverted) a jagged walled arena. Worked one-step-at-a-time with design-brief-before-code per the project's working agreements; the engine was never run by Claude; every Lua change was syntax-checked with lua54.exe loadfile.
Step 1 — Slate-cleaning (removed the dropped RTS loop-economy):
- Deleted
economy.lua(wood pool + per-lap income) andresource.lua(2 wood nodes + allresource_*helpers +wood_spec). building.lua: droppedself.menuand thecell_buildableplacement guard; kept the grid + generic building system per the user — "we may have cards that create buildings in the future, so keep the building system and the grid, remove the 'build only inside the loop' part."building_ui.lua: stripped to the selection panel (mini-icon + name + HP bar + desc); removed placement mode (placement_update/placement_draw/placing), the buy-menu slot rendering, and theresource_at_worldselection fallback.grid.lua: removedbuildable_cells/compute_buildable_cells/cell_buildable/buildable_draw; kept the coordinate/occupancy helpers +grid_draw.main.lua: dropped the resource/economy requires, the extractor spec + Core buy-menu +resource_setup+compute_buildable_cellsin SCENE, the lap-income hook,resource_update,economy_reset, and theresource_draw/placement_draw/economy_draw_hud/buildable_drawdraw calls.
Step 2 — Minimal train + director on:
- Flipped
director_enabled = false → true. - Replaced
setup_ramming_build()(full endgame roster) with a 2-random-distinct-unit starter from{archer, magician, cannoneer, outlaw, geomancer, swordsman}(user: "Random 2 units. Never an inert block." — Claude excluded the Juggernaut head + the inert block). Set explicit baseline ram globals (train_max_speed=120,train_ram_force=4,train_contact_damage=2).builds.lua+ the F1 ramming panel kept as dev tooling. - Separate tweaks across the session: swordsman
sword_trigger_range20→30→60; map scaled 0.75× (41×23 → 31×17 cells).
Step 3 — Discrete clear-to-advance waves (director rewrite):
- Reframing:
wave.lua's director was fully continuous (18 beats,beat_duration8s, ambient trickle + surges) so "between waves" didn't exist. User chose: "Every time the player kills all enemies from a wave, the director stops and the player has to press a button to start the new wave." Mana model + random hand deferred. - Rewrote into discrete waves:
director_start_waveloads a scaled budget (wave_size = 3 + 2*n),director_updatetrickles it from edges and detects cleared (budget spent +#enemies==0) → intermission; clearingwave_count_max(10) →game_won. Dropped the beat fractal + surge telegraph. Addeddirector_awaiting_start,director_intermission_ui,director_draw_hud. - START button (user: "create a button using the standard SNKRX toolkit ... instead of pressing space") via
ui_button; later moved bottom-right + auto-sized snug to the label. Fixed the click-conflict where clicking START also world-selected the Core, by gatingbuilding_ui_update's world-selection onui_state.hot_id(the button claims hot first).
Hand UI (built UI-first, per user request):
- New
hand.luadraws the hand during the intermission. User spec: "a 2 column panel with inventory slots that grow upwards, above the start wave button, on the bottom right." Later → 3 columns, 7-row cap (21 cards). - Slot-darkness bug: Claude used
ui_slot({rect,id})(empty dark slot) + a tiny manual symbol instead of the gallery'sicon = { fill, glyph }(icon fills the slot). Fixed to passiconso the colored tile fills the slot, matchingsnkrx/ui/gallery.luapage_inventory. - Cost as SNKRX-style dot pips (user: "use those for mana cost instead of actual numbers ... a grid of 5x5 pixels ... up to 9 mana"). Iterated: 1px → 2px dots, dropped the dark backing, pip color = a complementary palette accent computed from the tile color via
color_to_hsl(hue+180, snapped to an accent token — no created colors). Spring-pull (ui_juice_pull) on card-add and applied to the pips. C/Xdebug keys add/remove placeholder cards (test the grow-up).- Hover tooltip: a custom two-line panel (
ui_tooltipcan't do a right-aligned cost in the header) —[icon] NAME COST nheader + description line; follow-cursor clamped on-screen (user picked "Follow the cursor without ever going outside the screen"). Cost number turns red when unaffordable, blue when affordable.
Card/mana deploy loop (the fun-gate slice):
- Decisions: mana = per-wave budget (resets each wave); cards are one-time use (consumed on deploy); mana readout = "cur/max" (e.g.
3/3). Random hand deferred ("the actual hand doesn't matter, do whatever"). train.lua: newtrain_add_unit(character, size)— appends a car to the live train (trail-offset behind the tail, eases onto the trail, growstrain_total_length).hand.lua:mana/mana_maxglobals,mana_for_wave(n)=n+2ramp,mana_update()pollingdirector_awaiting_start()for the combat→intermission edge to grant a fresh budget; click an affordable card → spend cost +train_add_unit+table.removefrom hand. Unaffordable = silent no-op (no error juice yet).- MANA panel: its own
ui_panelat the top of the hand (user: "Mana should be its own UI panel, sit at the top of the hand, and have MANA on the left"), compact "MANA cur/max" right-aligned, hover shows a brief blurb ("Spend to deploy cards. / Resets each wave."), claims hot so a click there doesn't world-select. - User verdict: "This is the right model, it intuitively feels good and fun." — the third fun-gate (build the train with ramping mana vs rising pressure) passed.
Map: fixed single-screen collapse:
- Collapse to a fixed 480×270 screen, drop the camera pan, re-center loop + Core. Then user: "It needs to be slightly larger actually, otherwise the walls will eat up too much space" → map = 576×366 via
MAP_MARGIN = 48off-screen band (enemies drift in from off-screen). Then "Bring back WASD/arrows movement, you can keep the mouse panning out" → restored keyboard-only camera pan (no edge-scroll) +camera_set_bounds(0, map_w, 0, map_h).
Walls — jagged arena (prototyped + reverted):
- Research:
snkrx/wall.lua(spawn_wall= chain collider + triangulated fill +.spec); Invoker-old's jagged technique via an Explore agent overInvoker-old/map_generation.lua(per-vertex jitter + arc corners; old visual was a complicated distance-field-texture + per-pixel shader system); andassets/draw_shader.fragconfirmed patterns 1–9 are world-anchored (continuous across triangles) while linear/radial gradients are LOCAL (fragment per-triangle). - Built
map.lua: jagged rounded-rect inner boundary, radial-projected outer edge pinned to the map boundary, ~5 jittered openings, wall segments as closed polygons (spawn_wall), world-anchoredorganic+ slate-ramp + dither spec; enemy spawns redirected to the openings (wave.lua + e/b). - Iterated on feedback: jagged opening caps; round sharp corners (Laplacian smoothing over-smoothed the whole band → collapsed bands into blobs pulled off the screen edges → fixed to smooth the inner loop only); walls "just gray" (slate ramp was 3 near-identical grays so the effect was invisible → ramp changed to
violet/snkrx_purple/snkrx_blue2); then a full rewrite to coherent (Perlin)noisedisplacement along outward normals (smooth-by-construction, no spikes). - User correction: Claude repeatedly misdiagnosed — "The previous random jitter was fine. The edges I'm talking about are on the boundary between the normal map and the openings ... due to the angle of the opening." The real problem is the opening MOUTHS (the wall↔gap boundary angles), not inner-edge jaggedness.
- Wrap-up decision: "remove all the wall changes, remove the walls themselves ... we'll focus on this alone in a next session in more detail." Deleted
map.lua, reverted enemy spawns to a map-edge placeholder (spawn_groupviamap_edge_point+random_angle), removed the require/build/e-bwiring. Left aNOTEbreadcrumb inmain.lua(walls deferred; opening-mouth geometry is the crux) + a placeholder note inwave.lua.
Open visual question (deferred): lean into the dithered-organic wall look, or add a world-space gradient pattern to the effect shader to chase the Orblike near→far distance-gradient (the new system's gradients are LOCAL/per-shape, so a coherent map-wide gradient needs a shader addition).
Final state: card/mana deploy loop intact + fun-verified; fixed single-screen direction kept; walls removed; codebase clean (all files syntax-checked) with breadcrumbs for the next session — walls done right (opening-mouth geometry), the Orblike-gradient shader question, the hand's real draw/refill semantics, cost/mana tuning, and the new varied modifier cards.
Mini Looper — implementation session. We're starting the new direction decided in the "Mini Looper Ideaguying" session (read its log in a327ex-site/logs/ and the updated project_mini_looper memory). Get acquainted first: the memory, mini-looper/.claude/CLAUDE.md (working agreements), Anchor2/docs/FRAMEWORK_API_QUICK.md, and the game files in mini-looper/.lua (main, loop, train, units, enemy, wave, building, building_ui, builds). DECISION: the RTS loop-economy is DROPPED. The user built part of it and decided he doesn't want to make* a resource-management RTS — a reward-function call, not a fun verdict. We're building the DRAFT / CARD-DEPLOY version, back in proven SNKRX waters (arrange a build, watch it fight). CORE WE KEEP, UNCHANGED: enemies spawn at the map edges and march INWARD to the central Core (the objective — lose when it dies); one train loops the existing fixed loop, auto-attacking + ramming; the beat director (wave.lua) drives escalating pressure — turn it back ON (director_enabled is currently false). We are NOT flipping enemy direction (tested; no meaningful gameplay difference). NEW — the thin fun-gate slice: a card/mana system that REPLACES the wood economy as progression. Cards = units + modifiers, each with a mana cost. Each wave grants mana on a fixed ramp (e.g. 3→4→5…); BETWEEN waves you spend it from a hand to deploy units onto the train / apply modifiers, growing a train that STARTS minimal. No pre-run draft in this slice (the big pool + draft-choice is a production/replayability concern, not the gate). Win = survive to beat N; lose = Core dies. We DO want a few NEW, varied MODIFIER/effect cards — the roster is mostly units, so design a handful of ideas beyond "add a unit" (train-wide buffs, global effects, etc.). THIS SLICE MEASURES: "is building your train with ramping mana, then watching it hold the line against rising pressure, fun?" The action is already proven (ramming endgame) and the draft-choice is a proven pattern, so this isolates the one new thing. GREY-BOX ONLY — no card art, no big pool, no juice, no pre-run draft, no new enemies. Play three separate sittings, read the THIRD (template juice fakes the first). Kill-criterion: flat on sitting three → the draft version is out, cheaply. FIRST TASK — CLEAN THE SLATE. Remove the dropped RTS economy: - wood resource + per-lap income (economy.lua; the lap hook in main.lua); - resource nodes (resource.lua); - the extractor building + its placement; - the UI for wood and the extractor (wood HUD; extractor placement overlay; resource-node draw/selection); - the Core's buy-menu UI that builds the extractor (building_ui.lua placement flow + the Core
menuin main.lua). KEEP the generic selection UI (click a thing → its name/HP/desc panel). Assess grid.lua / buildable-cells — they existed only for RTS placement; remove or reduce if now dead (the Core can sit at map center without the placement grid). METHOD: ONE STEP AT A TIME. Design-brief before code (per CLAUDE.md), then the user tests each step before the next. Suggested order: (1) remove the RTS economy above, confirm combat + director still run; (2) strip the train to a minimal start; (3) card/mana data model + per-wave ramp + between-wave deploy; (4) wrap existing units as cards + add the new varied modifier cards; (5) minimal grey-box deploy UI; (6) win/lose wiring; (7) play, read the third sitting. Confirm scope before each piece.
I'll get acquainted first. Let me read the memory, working agreements, framework API, and game files in parallel.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\project_mini_looper.md)
1 ---
2 name: project_mini_looper
3 description: "Mini Looper — active game (SNKRX × tower-defense, on Anchor 2); both build-heavy fun-gates passed. RTS loop-economy DROPPED 2026-06-04; now testing a draft/card-deploy version (the third fun-gate)."
4 metadata:
5 node_type: memory
6 type: project
7 originSessionId: f6d87419-3048-4f13-9948-dad03424ef5a
8 ---
9
10 Mini Looper (`E:/a327ex/mini-looper/`, forked from snkrx-template) is an active game: an on-rails SNKRX-style **train/snake** runs a fixed **loop** defending a central **base**; enemies march in from all edges, train units auto-attack and the body **rams**. A beat-based director scales pressure. It is NOT in the global CLAUDE.md project list yet, and its `.claude/CLAUDE.md` is still the snkrx-template's — the game lives in root `*.lua` (main, loop, train, units, enemy, building, wave, grid, builds, info_text).
11
12 **⚠️ 2026-06-04 PIVOT (supersedes the RTS direction below — that text is now HISTORY).** After building part of the RTS loop-economy (resource/economy/extractor/building_ui), the user decided — a **reward-function** call, not a fun verdict — that he doesn't want to *make* a resource-management RTS. DROPPED. New direction: a **draft / card-deploy** version, back in proven SNKRX waters (arrange a build, watch it fight). **Core kept unchanged:** edge-spawn enemies marching INWARD to the central Core (objective; lose when it dies), single train looping the fixed loop auto-attacking + ramming, beat director (wave.lua) for pressure (turn director_enabled back ON). **New:** a card/mana system REPLACES the wood economy as progression — cards = units + modifiers with mana costs; fixed mana ramp per wave (3→4→5…); deploy from a hand BETWEEN waves to grow a minimally-started train. NO pre-run draft for the first slice (big pool + draft-choice = production/replayability, not the gate); the user does want a few NEW varied modifier/effect cards (roster is mostly units). This slice IS the third fun-measurement: "is building the train with ramping mana vs rising pressure fun?" Grey-box, 3 sittings, read the third, kill-criterion stated up front. Decided across the [[Mini Looper Ideaguying]] session, grounded in [[feedback_shipping_gate]] + the Gamedev Progress Assessment (cheap measurement, don't build systems to reach the test).
13
14 As of 2026-06-02 the **ramming endgame build** is built and **fun-verified** (the build-heavy "End" fun-gate passed — see [[feedback_shipping_gate]]; this was correct A-work, testing fun, not B). It's a hardcoded fake build in `builds.lua` (`setup_ramming_build`): Juggernaut head + variable-size inert white blocks (count-scales contact dmg/speed) + Swordsman (cleave) / Earthshaker (Fissure + Looping Fissure unlock) / Detonator (Cascade) / Poisoner (Virulence) + 2 old ranged units (archer, cannoneer). The F1 panel toggles the ramming modifiers; `b` bursts a test crowd. Each unit's special "unlock" is a hardcoded global flag (`*_unlocked`), on by default.
15
16 **Production direction (decided in the 2026-06-03 strategy meeting — see [[feedback_shipping_gate]]).** Both build-heavy fun-gates have now passed (*beginning* = movement, *end* = ramming build), so the project enters production via the **constraint**. Key decisions:
17 - **Constraint = an RTS loop-economy, NOT a pre-run draft.** Resource-extraction buildings are placed *inside the loop* near map resource nodes; they pay out **per completed lap**, so **speed is the currency** (the satisfying play and the optimal play align — the reason this beat a draft). A **deterministic (non-random) tech tree** gates unit/capability unlocks; enemy difficulty is stepped to the gates. Player commits to one line per run (resource-scarce).
18 - **Replayability via map variance**, not draft randomness: the loop shape + resource-node positions are generated per run, so which tech lines are viable shifts run-to-run while the tree stays deterministic. Chosen over pure-determinism (solved-game risk), run-modifiers, and randomized unlock offers.
19 - **Chose Option A** (build the *whole game* with a reduced unit set → first complete end-to-end run, never reached before) over building more endgame archetypes. The other 3 archetypes (projectile/construct/mage) are deferred content, NOT a fun-gate — one proven archetype (ramming) is enough.
20 - **Sequencing (defers the historically-dangerous procedural-loop work behind the cheap fun-gate):**
21 - **Slice v0** = economy on the EXISTING fixed `loop.lua` (no generator). One resource, shallow tree (2–3 tiers), 3–4 units, enemy scaling keyed to gates, win/lose. This IS the **third fun-measurement**: is managing the loop + tech line vs. rising pressure fun? Read its verdict as "are the verbs (build/gate/defend/speed-up) satisfying," not "would I play 20h" (variance is omitted in v0, so it can feel solved early).
22 - **Slice v1** = add map variance via a **dead-simple perturbed-loop generator** (randomize `loop.lua`'s per-point radius multipliers + scatter nodes). ⛔ This is NOT the genesis road/piece/turtle-editor system — that infra ate the 2026-05-27 session and was thrown away; rebuilding any piece-kit / closure-search / authoring tool is the named relapse alarm.
23 - **Then** content (more units/lines) → juice → web build → itch page.
24 - Scope tripwire: keep the first economy a **toy**. The `ideas.md` "RTS direction… ideally hundreds of units / standard tech tree" is the scope bomb — stays parked until the economy's fun is proven.
25
26 **Next session (draft/card-deploy slice — see the 2026-06-04 PIVOT note above):** ONE STEP AT A TIME, design-brief before code. (1) Remove the dropped RTS economy — wood resource + per-lap income (economy.lua), resource nodes (resource.lua), the extractor + its placement, the wood/extractor UI, and the Core's extractor buy-menu (building_ui.lua placement flow + main.lua Core `menu`); KEEP the generic click→panel selection UI; assess grid.lua/buildable-cells (existed only for placement). (2) Turn the director on + strip the train to a minimal start. (3) Build the card/mana data model + per-wave mana ramp + between-wave deploy. (4) Wrap existing units as cards + add a few NEW varied modifier cards. (5) Minimal grey-box deploy UI. (6) Win (survive to beat N) / lose (Core dies). (7) Play, read the third sitting.
27
28 Carry-over (lower priority): **Psylooper dropped** (too complex, doesn't fit the archetype); the 3 "spice" modifiers (enter/exit aura, proximity-all-damage, crush-on-kill) unimplemented; high-beat test harness still just the `b` burst key. Method that worked well: port real mechanics from SNKRX source (`E:/a327ex/SNKRX/`) and Invoker-old, one unit per increment, design-brief-then-code each time.
29
Read (E:\a327ex\Anchor2\docs\FRAMEWORK_API_QUICK.md)
1 # Framework API Quick Reference
2
3 Function signatures for the Anchor 2 Lua framework. See `FRAMEWORK_API.md` for
4 detailed documentation with examples.
5
6 **Architecture.** Anchor 2 is mostly procedural: most modules are plain functions that
7 take state as the first argument (e.g. `timer_update(self.timer, dt)`). The only
8 framework classes are `collider` (body+shape bundling and steering behaviors) and
9 thin wrappers around resource handles (`font`, `spritesheet`, `image`). Game
10 entities are your own classes created with `class()`.
11
12 **No `an` god-object. No object tree. No action phases.** The game owns its
13 main loop; update and draw are top-level globals the engine calls directly.
14
15 ---
16
17 ## Initialization
18
19 ```lua
20 require('anchor')({
21 width = 480, -- game resolution width (default: 480)
22 height = 270, -- game resolution height (default: 270)
23 title = "My Game", -- window title (default: "Anchor")
24 scale = 3, -- initial window scale (default: 3)
25 vsync = true, -- vertical sync (default: true)
26 fullscreen = false, -- start fullscreen (default: false)
27 resizable = true, -- window resizable (default: true)
28 filter = "rough", -- "rough" or "smooth" (default: "rough")
29 render_uncapped = false, -- false (default): cap render at 60Hz for
30 -- chunky pixel-art motion on high-refresh
... [719 more lines]
Read (E:\a327ex\mini-looper\.claude\CLAUDE.md)
Now let me read the game files and the Ideaguying session log. Let me find them first.
Glob (mini-looper/*.lua)
mini-looper\main_old.lua
mini-looper\main_scaffold.lua
mini-looper\info_text.lua
mini-looper\units.lua
mini-looper\builds.lua
mini-looper\enemy.lua
mini-looper\wave.lua
mini-looper\grid.lua
mini-looper\building.lua
mini-looper\building_ui.lua
mini-looper\train.lua
mini-looper\main.lua
mini-looper\loop.lua
mini-looper\resource.lua
mini-looper\economy.lua
Glob (a327ex-site/logs/ooper)
a327ex-site\logs\mini-looper-road-and-editor.md
a327ex-site\logs\mini-looper-attacks-and-enemies.md
a327ex-site\logs\mini-looper-movement.md
a327ex-site\logs\mini-looper-ramming-endgame-build.md
a327ex-site\logs\mini-looper-buildings-and-resources.md
a327ex-site\logs\mini-looper-ideaguying.md
I'll read the core game files and the Ideaguying log in parallel.
Read (E:\a327ex\mini-looper\main.lua)
1 --[[
2 snkrx-template / main.lua — clean reference scene.
3
4 This is your file. It is a complete, minimal scene: a player you can
5 move (WASD / arrows), the five-layer render stack, a camera, physics,
6 the update / draw skeleton, AND the UI render pipeline — all wired
7 and ready, but firing no attacks and drawing no UI widgets. Read it
8 top to bottom; it is the contract you build on.
9
10 TWO TOOLKITS, ONE REQUIRE. `require('snkrx')` pulls in BOTH:
11
12 snkrx/<carrier>.lua attack toolkit — projectile / area / beam
13 / flicker / prop, the effect draw-shader
14 stack, fx, sounds, example entities.
15 snkrx/ui/<module>.lua UI toolkit — panel / button / slot / bar /
16 tabs / checkbox / radio / slider /
17 list_row / card / text_input / modal /
18 bracket_tag / stat_chip / pips / ...
19
20 Both are plain, readable Lua, not opaque modules — open the files.
21
22 ADDING AN ATTACK. Every carrier already has its object list and its
23 update / draw loop wired below. To add an attack:
24 1. bind a key in the INPUT section,
25 2. call the carrier's spawn_* helper on that press inside update()
26 — see the ATTACKS comment block there.
27 Nothing else: no new list, no new loop.
28
29 DRAWING UI. The UI toolkit is immediate-mode: call widget functions
30 in update() and they queue draws onto `ui_layer`. The render pipeline
... [604 more lines]
Read (E:\a327ex\a327ex-site\logs\mini-looper-ideaguying.md)
Let me read the remaining files relevant to the cleanup task in full: economy, resource, grid, building, building_ui, plus loop/train/units/enemy to round out my picture.
Read (E:\a327ex\mini-looper\economy.lua)
1 --[[
2 economy.lua — the wood resource pool + per-lap income (mini-looper, v0).
3
4 Each completed train lap (train_lap_completed, set in train.lua) pays the
5 player: every extractor (a building carrying `.node`) draws 1 unit from its
6 adjacent node via resource_extract, adding 1 wood to the pool, until the node
7 is exhausted. A small HUD readout shows the pool.
8
9 economy_lap() run one lap's income (called from main.lua on a lap)
10 economy_draw_hud(layer) draw the wood counter (screen space)
11 economy_reset() reset the pool + refill nodes (on restart)
12 ]]
13
14
15 wood = 0 -- the player's wood pool
16
17
18 -- One completed lap: every extractor pays 1 wood, drawn from its node (finite).
19 function economy_lap()
20 for _, b in ipairs(buildings) do
21 if (not b._dead) and b.node and resource_extract(b.node) then
22 wood = wood + 1
23 if b.spring then spring_pull(b.spring, 'main', 0.3) end -- extractor pops (no flash / particles)
24 end
25 end
26 end
27
28
29 function economy_reset()
30 wood = 0
... [16 more lines]
Read (E:\a327ex\mini-looper\resource.lua)
1 --[[
2 resource.lua — resource nodes (mini-looper, v0).
3
4 Wood deposits the economy is built on. v0: exactly TWO nodes, both 'wood', at
5 RANDOM cells INSIDE the loop (the only reachable area). An extractor (step 3)
6 gets built on a node's cell to harvest it per completed lap. Each node is drawn
7 as an unfilled rounded rectangle at a fixed 45 degrees, rendered through the
8 effect system (a local linear gradient + dither, like the base building).
9
10 resource_setup() place the 2 nodes at random buildable cells
11 resource_at(col, row) the node occupying a cell, or nil
12 resource_draw(layer) draw the node markers (world space)
13 ]]
14
15
16 resource_nodes = {} -- list of { col, row, kind }
17
18 -- Wood node look: a LOCAL linear-gradient across the marker (corner-to-corner;
19 -- pattern_param = angle, 0.125 = 45deg), dithered the static-gradient idiom the
20 -- base building uses. Colors are still PALETTE tokens (a warm orange->tan ramp):
21 -- the effect system has NO path to an arbitrary/off-palette color except a FLAT
22 -- color='none' draw (which skips the pattern). Swap/extend the ramp to retone;
23 -- e.g. add 'charcoal'/'panel_border' as a dark stop for a browner grain.
24 wood_spec = { pattern = 'linear_gradient', pattern_param = 0.125, color = 'ramp',
25 ramp = { 'orange', 'snkrx_neutral' }, dither = 'bayer4_8' }
26
27 resource_node_count = 2
28 resource_marker_w = 16 -- marker rounded-rect size (px) ...
29 resource_marker_h = 10 -- ... oblong
30 resource_marker_radius = 3 -- corner radius
... [128 more lines]
Read (E:\a327ex\mini-looper\grid.lua)
1 --[[
2 grid.lua — the logical placement grid (mini-looper).
3
4 A grid of square cells covering the whole MAP (map_w x map_h, bigger than the
5 viewport). Purely logical: it owns
6 the cell math (world <-> cell) and an occupancy map, so buildings snap to
7 cells and a future placement layer can query what's filled. Buildings draw
8 themselves; the grid only draws faint lines under the F2 debug overlay.
9
10 grid_cell_center(col, row) -> x, y (cell center, world space)
11 grid_cell_at(x, y) -> col, row (clamped into the grid)
12 grid_get / grid_set(col, row[, b]) (occupancy)
13 compute_buildable_cells() (mark cells inside the loop)
14 cell_buildable(col, row) -> bool (is the cell inside the loop?)
15 grid_draw(layer) (debug lines)
16 buildable_draw(layer) (debug: fill the buildable cells)
17
18 Cells are 1-indexed: col in 1..grid_cols, row in 1..grid_rows.
19
20 The BUILDABLE region = cells whose center lies inside the defended loop (the
21 only place buildings may be placed). It's precomputed once (the loop is fixed
22 in this slice) by compute_buildable_cells(); buildings consult cell_buildable.
23 ]]
24
25
26 grid_cell_size = 24
27 -- Odd cell counts so a single cell sits dead-center on the map (where the loop
28 -- center / base lives), plus a centering origin offset so the whole grid is
29 -- centered (leftover margin from non-exact division is split evenly on both
30 -- sides). Spans the map (map_w x map_h), not the viewport.
... [84 more lines]
Now the building files and the rest of the core gameplay files.
Read (E:\a327ex\mini-looper\building.lua)
1 --[[
2 building.lua — generic grid-placed building (mini-looper).
3
4 A square static obstacle on a grid cell, with HP. Enemies (which seek the
5 center) pile against it; the building<->enemy collision in main.lua knocks
6 each enemy back and calls building:hit, so a swarm chips it down. The
7 CENTRAL building (objective = true) is the base you defend: when it dies the
8 run is lost (building_destroyed -> main.lua freezes the field + shows the
9 "BASE DESTROYED" overlay; R restarts via building_reset).
10
11 Draws a breathing square + an HP bar below it (fill + numeric hp/max).
12
13 building_place(col, row, opts) -> building opts: objective, hp, spec, size
14 building_reset() restore the objective, clear enemies
15
16 Generic (non-objective) buildings just die + free their cell on 0 HP — the
17 hook for the future placement layer; only the central one exists today.
18 ]]
19
20
21 buildings = {}
22 central_building = nil
23 building_destroyed = false
24
25 building_size = 20 -- square side (px); cell is grid_cell_size (24)
26 building_max_hp = 100
27 building_push_force = 8 -- knockback applied to an enemy that hits a building
28
29 -- A polychrome linear-gradient (cyan -> violet -> pink) — the only ramp/gradient
30 -- object in the game, so the base reads as special, distinct from the solid-hue
... [170 more lines]
Read (E:\a327ex\mini-looper\building_ui.lua)
1 --[[
2 building_ui.lua — RTS building selection UI (mini-looper).
3
4 Click a building -> a floating panel (snkrx UI toolkit) appears at the
5 building's screen anchor (camera_to_screen), so it floats beside the building
6 and follows the camera (and slides off-screen when you pan away — no clamp).
7 Layout:
8
9 [mini] NAME <- a small render of the building (its spec) + name
10 <building description> in the header font, ALL CAPS
11 --------------------
12 [slot] ... <- buy items: an inventory SLOT holding the item's
13 -------------------- symbol (Extractor = a blue circle), so it clearly
14 ITEM NAME reads as clickable. Hovers like any toolkit slot.
15 <hovered item's description> reserved (sized to the longest entry)
16
17 Juice: clicking any building pops that building's spring; the panel itself
18 pops (panel_spring) when it first appears; the buy slots use the toolkit's
19 own hover juice. The selected building shows a green selection outline (drawn
20 in building:draw, gated on selected == self).
21
22 main.lua: building_ui_update(dt) in update(), after camera_update + ui_begin.
23 ]]
24
25
26 selected = nil
27
28 local PANEL_W = 150
29 local PAD = 6
30 local GAP = 12 -- screen gap from the building's edge to the panel
... [270 more lines]
Let me read the remaining core files I'll be keeping (loop, train, units, enemy, wave) to fully understand the dependency graph before designing the removal.
Read (E:\a327ex\mini-looper\loop.lua)
1 --[[
2 loop.lua — the waypoint loop the train follows (mini-looper, step 1).
3
4 `loop_points` is just an ordered list of {x, y} points. There is no
5 baked path geometry and no arc-length table — the train walks this
6 list with the `steering_follow_path` behavior and wraps back to point
7 1 at the end, so in practice it loops forever. `loop_cx, loop_cy` hold
8 the loop center (used for the inward test-push).
9
10 build_loop_ring(cx, cy, rx, ry, n) -- n points on a plain ellipse
11 build_loop_track(cx, cy) -- a fixed IRREGULAR loop (twists,
12 -- sharp turns, concave notches)
13 nearest_loop_index(x, y) -- index of the closest loop point
14 loop_contains(x, y) -- is (x,y) inside the loop polygon?
15 loop_draw(layer) -- debug: dots + connecting lines
16 ]]
17
18 loop_points = {}
19 loop_cx, loop_cy = 0, 0
20
21 -- Place n points evenly around an ellipse centered at (cx, cy) with
22 -- radii rx / ry. Replaces loop_points wholesale.
23 function build_loop_ring(cx, cy, rx, ry, n)
24 loop_cx, loop_cy = cx, cy
25 loop_points = {}
26 for i = 1, n do
27 local a = (i - 1)/n*2*math.pi
28 loop_points[i] = { x = cx + rx*math.cos(a), y = cy + ry*math.sin(a) }
29 end
30 return loop_points
... [78 more lines]
Read (E:\a327ex\mini-looper\train.lua)
1 --[[
2 train.lua — the on-rails SNKRX train (mini-looper).
3
4 The HEAD (unit 1) is a dynamic body driven kinematically: each frame it
5 eases a HEADING (self.move_r) toward the next waypoint and sets its
6 velocity at that heading (scaled down by train_corner_slow in sharp
7 turns). It walks the loop and lays a breadcrumb trail.
8
9 FOLLOWERS (units 2..n) are pinned each frame to the head's trail,
10 (index-1)*spacing back, so they trace the head's exact path (classic SNKRX
11 snake). No physics chain.
12
13 Turning auto-scales with speed (train_apply_speed_coupling): as
14 train_max_speed rises, train_turn_t (heading-ease time) shrinks and
15 train_corner_slow grows, so a faster train still tracks the loop and brakes
16 harder into corners. Anchors: 100 -> (t 0.30, corner 0.40); 200 -> (t 0.15,
17 corner 0.75); linear + clamped.
18
19 Live knobs (tuning UI in main.lua): train_max_speed, train_seek_distance,
20 train_spacing. train_turn_t / train_corner_slow are derived from speed;
21 train_turn_p is a fixed companion to the ease.
22
23 Each unit also auto-attacks: it carries a self.character and calls
24 unit_attack_update (units.lua) every frame to fire its carrier at the
25 nearest enemy in range. Movement and combat are independent.
26 ]]
27
28 train_units = {}
29 train_trail = {} -- rolling breadcrumb of head positions (newest first)
30 train_head_x, train_head_y = nil, nil -- head's live position, the trail's distance-0 anchor
... [222 more lines]
Let me read the last two files (builds, units) so I have the full picture for the upcoming steps, then I'll write the design brief.
Read (E:\a327ex\mini-looper\builds.lua)
1 --[[
2 builds.lua — hardcoded "fake" endgame builds for fun + perf testing (mini-looper).
3
4 These are NOT a build system — just per-archetype setup functions that string a
5 maxed train roster and set global modifier knobs, so we can fun-test the endgame
6 power fantasy (and engine performance under load) WITHOUT first building the
7 unit-acquisition / upgrade systems a real run would use to grant them. This is
8 the build-heavy "End fun-gate": hardcode the endpoint, test the fun, then decide.
9
10 RAMMING (this build): a long snake of inert steel BLOCKS interleaved with the
11 attacker units. Blocks are variable-length (size 1/2/3 -> a 10/20/30 px segment),
12 one unit / one collider each, so a bigger block is a wider rammer and a longer
13 wall. The train's contact damage + patrol speed scale with the block COUNT
14 (ramming_apply_scaling). The body is the weapon — the ram math in main.lua already
15 reads the globals this sets (train_contact_damage / train_max_speed); knockback
16 (train_ram_force) stays low, since this flavor wants enemies to stay in the sweep.
17
18 setup_ramming_build() build + activate the ramming train (replaces train_build)
19 ramming_apply_scaling() recompute the scaling globals from the live block count
20 ]]
21
22
23 -- Ramming modifier knobs. Each "+" modifier toggles live in the F1 panel
24 -- (ram_mod_enabled); ramming_apply_scaling rebuilds train_max_speed /
25 -- train_contact_damage from whichever are on. The _base values are the snake's
26 -- intrinsic stats with NO modifiers active.
27 ramming_build_active = false
28 ram_speed_base = 120 -- intrinsic patrol speed (no modifiers)
29 ram_speed_flat = 60 -- "+speed" modifier
30 ram_speed_per_block = 10 -- "+speed per inert block" modifier
... [79 more lines]
Read (E:\a327ex\mini-looper\units.lua)
1 --[[
2 units.lua — the shared unit auto-attack scaffold + the per-character
3 attack registry (mini-looper).
4
5 Every train unit is an auto-attacker: on a cooldown it finds the nearest
6 enemy in range and fires a carrier at it. The shared machinery (target
7 acquisition, cooldown tick, fire) lives here; each character is ONE entry
8 in unit_defs. Adding a unit = add a registry entry — no new plumbing,
9 since the carrier update / draw / damage loops already live in main.lua.
10
11 train_unit (train.lua) owns self.character + self.attack_cooldown, takes
12 its color (self.spec) from its def, and calls unit_attack_update(self, dt)
13 each frame.
14
15 Desync: cooldowns are seeded with a random phase AND jittered on every
16 reset (cooldown_jitter), and an idle unit (no target in range) re-arms
17 after a small random delay — so a cluster of units never fires on the
18 same frame. Without this they collapse to "ready" while idle and volley
19 in lockstep the instant enemies arrive.
20
21 unit_defs[name] = {
22 cooldown, -- seconds between attacks (number OR function -> number,
23 -- so it can read a live tuning knob)
24 cooldown_jitter, -- optional ± fraction applied on each reset (default 0.15)
25 range, -- target-acquisition radius (px)
26 spec, -- effect spec = the unit's (and its projectiles') color
27 attack, -- function(u, target): fire the unit's carrier at target
28 }
29 ]]
30
... [540 more lines]
I now have the full picture of the core. Before writing the brief, let me grep for every reference to the systems being removed, so the removal is complete and I don't miss a caller.
Grep (grid|cell_buildable|buildable|compute_buildable|resource|economy_|\bwood\b|extractor|placement|placing|place_col|place_node|draw_selection_box|train_lap)
mini-looper\building.lua:17: hook for the future placement layer; only the central one exists today.
mini-looper\building.lua:25:building_size = 20 -- square side (px); cell is grid_cell_size (24)
mini-looper\building.lua:45: self.x, self.y = grid_cell_center(col, row)
mini-looper\building.lua:55: self.shape = opts.shape or 'square' -- 'square' (default) or 'circle' (the extractor)
mini-looper\building.lua:99: grid_set(self.col, self.row, nil)
mini-looper\building.lua:127: if selected == self then draw_selection_box(layer, self.x, self.y, s) end
mini-looper\building.lua:140: local bar_y = self.y + grid_cell_size/2 + 3 -- cell-relative: same for every building
mini-looper\building.lua:178: -- Buildings may only sit inside the defended loop (a buildable cell). The
mini-looper\building.lua:180: if not opts.objective and not cell_buildable(col, row) then return nil end
mini-looper\building.lua:183: grid_set(col, row, b)
mini-looper\building_ui.lua:42:-- Placement mode: while `placing` (a menu entry) is set, a buy-click started a
mini-looper\building_ui.lua:44:local placing = nil
mini-looper\building_ui.lua:45:local place_col, place_row, place_node
mini-looper\building_ui.lua:72:function draw_selection_box(layer, x, y, s)
mini-looper\building_ui.lua:75: local h = grid_cell_size/2
mini-looper\building_ui.lua:76: layer_rounded_rectangle_line(layer, -h, -h, grid_cell_size, grid_cell_size, 3, green(), 2)
mini-looper\building_ui.lua:148: -- matches the building's SHAPE — a circle for the extractor, a rounded square
mini-looper\building_ui.lua:205: if entry.place then placing = entry; selected = nil -- enter placement; hide the panel (stays hidden after placing)
mini-looper\building_ui.lua:232:-- While placing: track the cursor cell + validity (8-way adjacent to a wood node,
mini-looper\building_ui.lua:234:local function placement_update()
mini-looper\building_ui.lua:235: local col, row = grid_cell_at(main_camera.mouse.x, main_camera.mouse.y)
mini-looper\building_ui.lua:236: place_col, place_row = col, row
mini-looper\building_ui.lua:237: place_node = resource_adjacent(col, row)
mini-looper\building_ui.lua:238: place_valid = cell_buildable(col, row) and not grid_get(col, row) and place_node ~= nil
mini-looper\building_ui.lua:240: placing.place(col, row, place_node)
mini-looper\building_ui.lua:241: placing = nil
mini-looper\building_ui.lua:243: placing = nil
mini-looper\building_ui.lua:247:-- The placement overlay (world space): the defended buildable region (faint),
mini-looper\building_ui.lua:248:-- the VALID extractor cells (brighter), and a ghost + green/red outline on the
mini-looper\building_ui.lua:249:-- hovered cell. No-op unless placing. Called from main.lua's game_layer pass.
... [200 more lines]
I've now read the full Mini Looper codebase (main, loop, train, units, enemy/director via grep, wave, building, building_ui, builds, grid, resource, economy) and the Ideaguying log. I have the complete dependency picture. Confirmed by grep: every reference to the wood economy / resources / grid / placement lives in just six files — main.lua, building.lua, building_ui.lua, plus the three to delete (economy.lua, resource.lua, grid.lua). enemy.lua, wave.lua, train.lua, units.lua, builds.lua, loop.lua have zero hits, so combat + director are fully independent and won't be touched.
mcpccd_sessionmark_chapter
[
{
"type": "text",
"text": "Chapter marked: \"Step 1: remove RTS economy\". Continue your current work."
}
]
Here's the design brief for Step 1 — clean the slate.
Design Brief: Remove the RTS economy
Approach
Three subsystems get deleted wholesale; three files get pruned of their hooks into them; the combat core (train, units, enemy, director, loop) is untouched. The guiding principle: remove everything that existed only for the wood economy / extractor / placement — including the small generic hooks added to serve them (cell coordinates, building "shape", building "menu") — while keeping the genuinely-generic click→(name/HP/desc) selection panel and the Core itself.
Files DELETED entirely
economy.lua—wood,economy_lap,economy_reset,economy_draw_hud.resource.lua— the 2 wood nodes + allresource_*(setup/draw/update/extract/adjacent/at/at_world/refill),wood_spec.grid.lua— see decision Q1 below (my recommendation: delete it).
main.lua changes
- Drop
require('grid'),require('resource'),require('economy'). - SCENE block: delete
extractor_spec,compute_buildable_cells(), thegrid_cell_at(loop_cx, loop_cy)lookup, andresource_setup(). The Core is placed directly at the loop center —building_place(loop_cx, loop_cy, { objective = true, name = 'Core', desc = ... })— with nomenu(the extractor buy-list is gone). update(): removeif train_lap_completed then economy_lap() end, removeresource_update(sdt), removeeconomy_reset()from the restart handler (keepbuilding_reset(); director_reset(); info_text_reset()).draw(): removeresource_draw,placement_draw,economy_draw_hud, and (with grid gone)grid_draw+buildable_drawfrom the F2 block.- De-grid the stale
map_w/map_hcomment (the world size itself stays — the camera bounds still use it).
building.lua changes (de-grid, keep generic)
building:newtakes(x, y, opts)instead of(col, row, opts)→self.x, self.y = x, y. Dropself.col/self.row,self.menu,self.shape(the'circle'shape was the extractor's identity; the Core is a square).building:draw— drop thecirclebranch (always rounded square); HP-bar offset becomes size-relative (self.size/2 + 5, which equals the old value for the size-20 Core).building:die— non-objective branch dropsgrid_set(nil), keepsentity_kill(module stays generic).building_place(x, y, opts)— drop thecell_buildableguard andgrid_set; just construct + append + recordcentral_building.draw_selection_boxgains asizeparam (replacinggrid_cell_size);building:drawpassesself.size + 4(→ a 24px box, same as before).
building_ui.lua changes
- Selection (kept): the world-click router keeps
building_at_worldonly (drop theor resource_at_world). The floating panel keeps mini-icon (square) + name + HP bar + description. - Placement (removed): delete
placing/place_*state,placement_update,placement_draw, and theentry.placehandling. - Buy-menu render: see decision Q2 below (my recommendation: strip it — it's dead once no building has a menu).
Left intentionally untouched
train.lua—train_lap_completed/train_lapsstay (harmless lap-tracking; the train gets stripped in Step 2).loop.lua—loop_containsbecomes unused but is a clean pure helper; I'll leave it.- Camera / map — see Q3.
Test after this step
The scene loads with the Core at dead center, the train looping + auto-attacking, clicking the Core shows its info panel, and e/b spawn enemies so you can confirm ram + unit attacks still work. Director stays off this step (turning it on is Step 2).
Three decisions before I write code — my recommendation is the first option in each:
AskUserQuestion
Your questions have been answered: "grid.lua + the buildable-cell system existed only for RTS placement. How should I handle it?"="We may have cards that create buildings in the future, so keep the building system and the grid, remove the "build only inside the loop" part of the system.", "building_ui.lua's buy-menu rendering (item slots + descriptions) is dead once the Core's extractor menu is gone. Keep or strip?"="Strip to selection panel", "The 2-screen pannable RTS map + edge-scroll camera were built for base-building, but the loop fits in one 480x270 screen. Change now or later?"="Keep for now". You can now continue with these answers in mind.
Your Q1 answer reshapes the brief (you want the grid and building system kept for future card-created buildings — only the "build-only-inside-the-loop" restriction goes). That actually shrinks the change. Here's the adjusted plan I'm implementing:
grid.lua— kept, minus the buildable-region layer: removebuildable_cells,compute_buildable_cells,cell_buildable,buildable_draw. Keep all coordinate/occupancy functions +grid_draw.building.lua— minimal: dropself.menuand thecell_buildableplacement guard (buildings can now sit on any cell). Stays(col,row)-based;building:die'sgrid_setstays. The Core remains grid-snapped at the loop-center cell.building_ui.lua— stripped to the selection panel (mini-icon + name + HP + desc): remove placement state/placement_update/placement_draw, the buy-menu render block, and theresource_at_worldselection fallback.main.lua: drop theresource/economyrequires, the extractor spec + Coremenu+resource_setup+compute_buildable_cellsin SCENE, the lap-income hook,resource_update,economy_reset, and theresource_draw/placement_draw/economy_draw_hud/buildable_drawdraw calls (keepgrid_draw).- Delete
economy.lua+resource.lua. Director stays off (Step 2 turns it on).
Implementing now.
Edit (E:\a327ex\mini-looper\grid.lua)
The file E:\a327ex\mini-looper\grid.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\grid.lua)
The file E:\a327ex\mini-looper\grid.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\grid.lua)
The file E:\a327ex\mini-looper\grid.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\grid.lua)
The file E:\a327ex\mini-looper\grid.lua has been updated successfully. (file state is current in your context — no need to Read it back)
grid.lua done. Now building.lua:
Edit (E:\a327ex\mini-looper\building.lua)
The file E:\a327ex\mini-looper\building.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\building.lua)
The file E:\a327ex\mini-looper\building.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now building_ui.lua — the larger strip. First the constants and placement state:
Edit (E:\a327ex\mini-looper\building_ui.lua)
The file E:\a327ex\mini-looper\building_ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now rewrite draw_building_panel to drop the buy-menu block:
Edit (E:\a327ex\mini-looper\building_ui.lua)
The file E:\a327ex\mini-looper\building_ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now remove the placement functions and simplify building_ui_update:
Edit (E:\a327ex\mini-looper\building_ui.lua)
The file E:\a327ex\mini-looper\building_ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
building_ui.lua done. Now main.lua — requires, SCENE, update, draw:
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the draw() removals:
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now delete the two obsolete files and syntax-check all four edited files:
PowerShell
deleted economy.lua + resource.lua
PowerShell
OK grid
OK building
OK building_ui
OK main
All four parse clean and the two files are gone. Final sweep to confirm no dangling references to any removed identifier remain in the game files:
Grep (economy|resource|compute_buildable|cell_buildable|buildable_draw|buildable_cells|placement_draw|placement_update|extractor_spec|wood_spec|.node\b|placing\b)
mini-looper\anchor\timer.lua:66:-- Internal: insert an entry, replacing any with the same name.
mini-looper\snkrx\ui\init.lua:88:-- (replacing the bare drain). A game using the toolkit does the same.
Step 1 complete — the slate is clean. The only grep hits are the word "replacing" in two unrelated framework comments; zero references to any removed game identifier remain.
What changed
Deleted: economy.lua, resource.lua (wood pool + per-lap income + resource nodes — gone entirely).
grid.lua — kept as the coordinate/occupancy system (for future card-created buildings, per your call). Removed only the build-zone layer: buildable_cells, compute_buildable_cells, cell_buildable, buildable_draw.
building.lua — dropped self.menu and the cell_buildable placement guard (buildings can now sit on any cell). Still (col,row)-based; grid_set and the generic non-objective die path stay intact.
building_ui.lua — stripped to the selection panel (mini-icon + name + HP bar + description). Removed the placement mode (placement_update/placement_draw/placing state), the buy-menu slot rendering, and the resource_at_world selection fallback.
main.lua — dropped the resource/economy requires; the SCENE block now just places the Core at the loop-center cell (no extractor spec, no buy-menu, no resource_setup/compute_buildable_cells); removed the lap-income hook, resource_update, economy_reset, and the resource_draw/placement_draw/economy_draw_hud/buildable_draw draw calls. grid_draw (F2) stays.
Left intentionally: train_lap_completed still ticks in train.lua (harmless, now unused — the train gets stripped in Step 2); loop_contains is now unused but kept as a clean helper; camera/map untouched (your "keep for now"). All four edited files pass a loadfile syntax check.
How to test
Compile + run, then check:
- Scene loads — the Core (cyan→violet→pink gradient square) sits at the loop center, the train loops and auto-attacks. No wood HUD (top-left), no resource-node markers anywhere.
- Selection panel still works — click the Core → floating panel shows
CORE, a100/100HP bar, and the description, with no buy slots. Click empty space → panel dismisses. - Combat intact — press
efor one enemy andbfor a ~20-enemy burst at the edges. Confirm the train rams + units fire, the Core takes contact damage, and if it dies you get BASE DESTROYED →Rrestarts cleanly (no errors). - Dev tools —
F1tuning panel (train readouts + ramming-modifier toggles) andF2overlay (grid lines + colliders, no green buildable fill) both still work.
Expected non-issue: the director is still off, so there are no automatic spawns — pressure only comes from e/b. Turning it on is Step 2.
Once you've confirmed it runs clean, the next step is (2) turn the director on + strip the train to a minimal start — I'll design-brief that before touching code.
Everything's good.
Step 1 confirmed. On to Step 2 — turn the director on + strip the train to a minimal start. This one's small, but the minimal-start composition is a real design call, so here's the brief.
Design Brief: minimal train + director on
Approach
Two changes, both in main.lua's SCENE/flags — no new files, builds.lua and the F1 ramming panel stay untouched (still useful dev tooling for the proven endgame):
Director on. Flip
director_enabled = false → trueso the beat director resumes driving escalating pressure.Strip the train. Replace the SCENE call
setup_ramming_build()(the fully-loaded endgame roster) with a minimal one-car train, built directly viatrain_build(1, {...}), plus three explicit baseline globals so the ram math has sane inputs decoupled frombuilds.lua's endgame scaling:train_max_speed = 120(a good patrol clip)train_ram_force = 4(the ramming flavor — low knockback, enemies stay in the sweep; must be set, or the ram handler multipliesnil)train_contact_damage = 2(the fallback ram damage for any future non-juggernaut car; the juggernaut carries its own 999)
Why a one-car start works as the seed
A lone Juggernaut head one-shots whatever it touches but can only be in one place on the ring at a time — so with the director on, enemies leak through everywhere it isn't and reach the Core. That's exactly the demand the deploy loop answers: more cars = more coverage of the ring + more ram passes. It's satisfying to watch (one-shots) yet obviously insufficient (clear motivation to grow).
Interfaces / what this touches
director_enabledflag (line ~181) + its comment.- The SCENE block where
setup_ramming_build()is currently called. - Nothing else. The train update/ram/trail logic already handles a 1-unit train (head with no followers). Restart keeps the train running as before (rebuilding-to-minimal on restart is a Step 6 concern).
Staging caveat (expected, not a bug)
With the director on and no deploy loop yet, the minimal train will get overwhelmed and the Core will die — that's the intended checkpoint for this step (confirm the director escalates cleanly against the post-removal state + feel the baseline). It becomes winnable once mana + deploy + win/lose land (Steps 3–6).
Two decisions before I write it — my recommendation is the first option in each:
AskUserQuestion
Your questions have been answered: "What should the minimal starting train be?"="Random 2 units. Never an inert block.", "Turn the director on now, or defer it until the deploy loop exists?"="On now (per the plan)". You can now continue with these answers in mind.
Got it — minimal start = 2 random distinct units, never an inert block, director on now.
Applying judgment on the pool: I'll draw the 2 from the six regular attacker units — archer, magician, cannoneer, outlaw, geomancer, swordsman — excluding the Juggernaut (it's the special head-carver, better as a deployable later) and the inert block (per your rule). Each car still rams for the baseline train_contact_damage, so you get 2 ram points + 2 auto-attacks that vary per launch. Say the word if you'd rather the Juggernaut be eligible too.
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK main
main.lua parses clean. Step 2 done.
What changed (both in main.lua)
- Director on:
director_enabled = false → true— the beat director resumes driving continuous, escalating edge-spawn pressure. - Train stripped:
setup_ramming_build()(the full endgame roster) replaced with a 2-random-distinct-unit starter drawn from{archer, magician, cannoneer, outlaw, geomancer, swordsman}(no Juggernaut, no block), plus explicit baseline ram globals (train_max_speed = 120,train_ram_force = 4,train_contact_damage = 2).builds.luaand the F1 ramming panel are untouched.
How to test
- Train start — on launch the train is just 2 cars (a random attacker pair, different each launch) looping the ring, auto-attacking and ramming. No more fully-loaded endgame snake.
- Director running — enemies now spawn on their own and march inward continuously; the
BEAT n / 18readout climbs (top-center), and around beats 9 & 18 you should see the!! SURGE !!flank warning + a side bar. - Expected loss — with only 2 cars and no way to grow the train yet, the Core gets overwhelmed and dies →
BASE DESTROYED→Rrestarts (train keeps its pair, director resets). This is the intended staging checkpoint, not a balance failure — it becomes winnable once mana + deploy + win/lose land. - Still intact —
F1(train readouts now reflect the 2-car train),F2overlay,e/bmanual spawns,ESCquit.
Watch for: any crash when the director fires (it ran fine before being gated off, and has no economy/grid deps, so it should be clean), and whether the 2-car random start feels like a reasonable seed to build from.
Once you've confirmed it runs, Step 3 is the big one — the card/mana data model + per-wave mana ramp + between-wave deploy. I'll design-brief that before any code, and there are real shape decisions in it (what "between waves" means against a continuous director, how mana is granted, how a card adds a car to the live train), so expect a meatier brief and a few questions.
Range for swordsman's attack trigger needs to be increased, let's try 1.5x. After that you can go to step 3.
First, the swordsman tweak (trivial — single value, 20 → 30 = 1.5×):
Edit (E:\a327ex\mini-looper\units.lua)
The file E:\a327ex\mini-looper\units.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Swordsman trigger range is now 30 (1.5× the old 20; cleave square unchanged at 60).
Now, before I can brief Step 3, I need to fully understand the director's structure — "between waves" has to map onto how the continuous director actually works. Let me read wave.lua and enemy.lua.
Read (E:\a327ex\mini-looper\wave.lua)
1 --[[
2 wave.lua — continuous pressure director (mini-looper).
3
4 Replaces discrete waves: enemies trickle in continuously from ALL around the
5 perimeter so the train is always sweeping into something and the whole loop
6 earns its keep. Pacing is authored, not random.
7
8 BEATS carry the fractal difficulty. Time is chopped into beats; beat b has
9 difficulty D(b) = (1 + (b-1)*0.5)*(1 + v3(b)) — the 1-2-3 fractal (two calm
10 beats, then a spike; bigger spikes every 9th/18th). Survive past
11 beat_count_max -> WIN (game_won).
12
13 AMBIENT trickle: a timer fires every ambient_interval(D) seconds (shrinks as
14 D rises), dropping a small group at a uniform-random angle around the center,
15 off-screen, marching in. So the small fractal spikes (v3==1) just crank this
16 omnidirectional rate on their own.
17
18 SUPER-SPIKE SURGE (v3>=2: beats 9, 18): a telegraphed flank assault. At the
19 beat start a warning bar pulses on ONE SIDE — left or right only, never
20 top/bottom — then after telegraph_time a dense swarm pours from that side
21 while ambient dampens, so the threat reads as coming from there. The
22 "defend the flank" moment (and where you'll reinforce with buildings later).
23
24 main.lua: director_update(dt) in the sim, director_draw_telegraph(game_layer)
25 in draw, director_reset() on restart; game_won folds into the freeze gate.
26 ]]
27
28
29 -- Tunables (the balance surface — flow rate vs the train's kill rate).
30 beat_count_max = 18
... [151 more lines]
Read (E:\a327ex\mini-looper\enemy.lua)
1 --[[
2 enemy.lua — mini-looper enemy: spawns off-screen, marches to the loop
3 center, reacts to train-unit contact.
4
5 Structurally a retarget of snkrx/seeker.lua. Same dynamic box collider,
6 same push / hit / die / spawn FX / floating HP bar (it reuses the global
7 should_show_health_ui / draw_health_ui defined in seeker.lua). The ONE
8 behavioral change is steering: it seeks (loop_cx, loop_cy) — the loop
9 center — instead of the player, which mini-looper doesn't have. There is
10 no arrival handling yet: an enemy that reaches the center just clumps
11 there (separation keeps the blob from fully overlapping). The base /
12 lose-condition is a later step.
13
14 The seeker's `wall_bump` streak machinery is dropped — mini-looper has no
15 wall colliders.
16
17 Manual spawning (this step): main.lua binds a key and calls
18 spawn_enemy_at_edge() on the press. spawn_enemy(x, y, args) builds the
19 entity and registers it in enemies[] so main.lua's prune loop updates +
20 draws it and steering_separate has a list to walk.
21
22 Train ram: the train↔enemy contact (handled in main.lua) calls :hit +
23 :push; the train itself is driven kinematically and plows through
24 unaffected.
25 ]]
26
27
28 enemies = {}
29
30 enemy_base_hp = 10 -- hp pool of a spawned enemy
... [248 more lines]
Swordsman done. Now Step 3 — the card/mana data model + per-wave ramp + between-wave deploy. This is the meaty one, and reading the director changes how I'd frame it, so let me lay out the design before any code.
The key finding: wave.lua's director is fully continuous — there are no discrete waves with gaps. Time is chopped into 18 beats (beat_duration = 8s), difficulty climbs per beat, enemies trickle in continuously, and surviving past beat 18 = WIN. So "between waves" doesn't exist yet — I have to define it on top of the continuous director. That's the central decision below.
Design Brief: card/mana deploy mechanism
Approach — four pieces
- A "wave" = a beat. The continuous director stays unchanged; a new
cards.luamodule polls the director'sbeatglobal (the Anchor "poll, don't subscribe" pattern). Whenbeatticks up, that's a new wave → enter a deploy phase. - Deploy phase = a freeze. Like the existing win/lose freeze, the sim halts (director, train, enemies all frozen); you receive that wave's mana and deploy from your hand; a keypress ends the phase and combat resumes. This is the "between-waves" moment and honors the established "watch the action, don't pilot it" principle. The field carries over (live enemies persist, frozen, across the pause) — pressure genuinely accumulates if your train can't keep up.
- Mana — a cumulative pool. Each wave grants ramping income (placeholder
wave + 2→ 3, 4, 5, …); you spend it on cards, saving toward pricier ones. - Train growth — a new
train_add_unit(character)appends a car to the live train (computes its trail-offset behind the last car, spawns it at the tail, the follower logic eases it onto the trail). Deploying a unit card calls this; the new car auto-attacks + rams immediately.
New file: cards.lua
card_catalog— the data model: a list of{ name, cost, kind = 'unit'|'modifier', character | apply }. Step-3 stub only: 2–3 unit cards wrapping existing units (e.g. archer, cannoneer, swordsman) + one trivial modifier card (e.g. "+Speed" →train_max_speed += 30) to exercise theapplypath. The full roster + the new varied modifier cards + tuned costs are Step 4.manapool +mana_for_wave(n)ramp.- Deploy-phase state machine (
deploy_phase, the polledprev_beat, currentwave): detect a beat tick → grant mana + freeze; handle deploy/end-phase input. - Temp keyboard interface (this step only, replaced by the Step-5 grey-box UI): number keys
1..Ndeploy catalog card N if affordable;spaceends the deploy phase / starts the wave. Plus a screen-space text overlay (WAVE n · MANA x+ the card list with costs). cards_reset()for restart.
train.lua
- Add
train_add_unit(character, size)— the live-append described above.train_buildis unchanged.
main.lua wiring
require('cards').- In
update(): callcards_update(dt)(runs every frame — pollsbeatduring combat, handles input during the phase), then a freeze gateif deploy_phase then process_destroy_queue(); return endplaced beforedirector_update/train_updateso the phase halts the sim. - In
draw(): draw the deploy overlay whendeploy_phase(screen-space, like the BEAT readout).
Rhythm it produces
[1.5s empty intro] → deploy wave 1 (3 mana) → 8s combat → deploy wave 2 (4 mana) → 8s combat → … → deploy wave 18 → final combat → WIN. ~18 deploy decisions per run.
Explicitly deferred
- Tuned costs / ramp numbers (placeholders now → Step 4).
- The real clickable grey-box deploy UI (temp keyboard now → Step 5).
- Full card roster + varied modifier cards (Step 4).
- Restart resetting mana + train-to-minimal (Step 6; for now restart keeps the grown train).
Three decisions drive the architecture — recommendation is the first option each:
AskUserQuestion
Your questions have been answered: "The director is continuous (no discrete waves). How should 'between waves you deploy' map onto it?"="Every time the player kills all enemies from a wave, the director stops and the player has to press a button to start the new wave. This is where we'll later use our cards.", "How should mana work across waves?"="Let's worry about this in the next step.", "What's in the 'hand' you deploy from?"="Random hand, but let's do this later too, do only the director change now.". You can now continue with these answers in mind.
Your answers tighten Step 3 a lot — it's now just the director change: convert the continuous beat-trickle into discrete clear-to-advance waves, with mana/cards/hand all deferred to later steps. That's a cleaner, more disciplined slice. Here's the revised brief.
Design Brief: discrete clear-to-advance waves (director only)
New director model
The continuous beat system in wave.lua is replaced by a wave → clear → intermission → start next loop:
- Intermission (waiting). The director spawns nothing and waits; a prompt shows
WAVE n — PRESS SPACE TO START. The train keeps looping (no freeze — the intermission is just a calm no-spawn state). This gap is exactly where the deploy/cards will live in later steps. The game opens in this state (press to begin wave 1), so there's a pre-wave-1 setup moment too. - Wave active (fighting). Pressing start spawns that wave's batch of enemies (count + hp + speed scaled by wave number) from side-biased map edges. The train clears them.
- Cleared → back to intermission. When the wave's whole batch has spawned and
#enemies == 0, the director stops and returns to intermission for the next wave. - Win. Clearing the final wave (
wave_count_max, placeholder 10) setsgame_won→ the existing VICTORY overlay +Rrestart. Core death still = lose, unchanged.
wave.lua rewrite
- State:
wave_num,wave_active,wave_spawns_remaining,wave_spawn_timer,game_won; tunablewave_count_max. director_start_wave()—wave_num++, compute the wave's enemy budget fromwave_num, begin spawning.director_update(dt)— if intermission, no-op; if active, trickle the batch in (a small group every interval until the budget's spent), then detect cleared (remaining == 0 and #enemies == 0) → intermission (orgame_wonafter the last wave).director_awaiting_start()— bool, so main + the HUD know when to accept the start press / show the prompt.director_reset()— back to wave 0 / intermission.- Dropped: the beat fractal, ambient-vs-surge split, and the flank-surge telegraph (
director_draw_telegraph). I'll park the surge (it can return later as a "heavy wave" variant). The spawn helpers (spawn_group,random_ambient_angle,map_edge_point) are reused.
main.lua changes
bind('start_wave', 'key:space'); inupdate(), whendirector_awaiting_start()and the key's pressed, calldirector_start_wave().- Replace the
BEAT n / 18readout block with a wave HUD:WAVE n / 10during combat, the start prompt during intermission. Remove thedirector_draw_telegraphcall. - The
e/bdebug spawns stay (handy; manually-spawned enemies just become part of what must be cleared).
One geometry heads-up (not a blocker)
With "clear all to advance," enemies that reach dead center (inside the loop ring, at the Core) may be out of the patrolling train's ram reach — only ranged units can kill them there. So a wave clears via ranged fire or the enemies whittle the Core down (→ lose). It's self-resolving (clear them or lose, no softlock), and it's exactly the kind of thing the fun-test should expose — but worth knowing going in.
Deferred (per your answers)
Mana model, the random hand, and the actual card-deploy in the intermission — all later steps. This step is purely the director restructure + the press-to-start gate.
Defaults I'll use unless you say otherwise: wave_count_max = 10, per-wave scaling on size/hp/speed (placeholder numbers, tuned later), space to start. One genuine feel choice:
AskUserQuestion
Your questions have been answered: "Within a single wave, how should its enemies arrive?"="Trickle from edges. Also create a button using the standard SNKRX toolkit for spawning the wave instead of pressing space.". You can now continue with these answers in mind.
Trickle it is — and a clickable START button from the UI toolkit instead of the spacebar. That introduces one wrinkle I want to get right: a center-screen ui_button and building_ui_update's world-click selection both consume mouse:1, so clicking START could also select the Core underneath. Let me check the toolkit's hover/hot mechanism so I can gate that cleanly rather than hackily.
Read (E:\a327ex\mini-looper\snkrx\ui\state.lua)
1 --[[
2 ui/state.lua — frame-local UI interaction state.
3
4 `ui_state` holds the three interaction IDs, rebuilt every frame:
5 hot_id widget under the cursor this frame
6 active_id widget the mouse-down landed on (persists until release)
7 focus_id widget last clicked (persists until the next click)
8
9 `ui_state_begin_frame()` clears hot_id; call it once per frame before
10 any widget calls (the gallery does this in ui_gallery_update; a real
11 game calls it once per frame too). Widget IDs are explicit, caller-
12 provided strings — no auto-IDs.
13
14 This is the rules-based, frame-local interaction layer the project's
15 action-vs-rules UI doctrine sanctions — it is NOT hidden persistent
16 state. Persistent UI state (what occupies a slot, a drag in progress)
17 is action-based and lives in caller-owned data, never here.
18 ]]
19
20 ui_state = { hot_id = nil, active_id = nil, focus_id = nil }
21
22 -- True for any frame a ui_text_input is focused (the field sets it
23 -- during draw). Reset every frame in ui_state_begin_frame, re-set by
24 -- the focused field. Readers (hotkey suppression) use the snapshot
25 -- below instead — it carries last frame's value across this frame's
26 -- reset, so the suppression is one-frame-lagged in the safe direction
27 -- (when a field is freshly focused, hotkeys are suppressed from the
28 -- NEXT frame on; when a field unfocuses, hotkeys re-enable one frame
29 -- after).
30 ui_capturing_text = false
... [40 more lines]
Grep (hot_id|function ui_button|ui_input_locked|hot ==|hot =)
mini-looper\snkrx\ui\gallery.lua:19: ui_state_begin_frame() — reset hot_id / capturing / locked
mini-looper\snkrx\ui\gallery.lua:597: ui_input_locked = gallery_shop_modal
mini-looper\snkrx\ui\widgets.lua:224:function ui_button(opts)
mini-looper\snkrx\ui\widgets.lua:1097: Input capture: the CALLER raises `ui_input_locked = true` before
mini-looper\snkrx\ui\widgets.lua:1106: ui_input_locked = false -- the modal's own widgets are interactive
mini-looper\snkrx\ui\state.lua:5: hot_id widget under the cursor this frame
mini-looper\snkrx\ui\state.lua:9: `ui_state_begin_frame()` clears hot_id; call it once per frame before
mini-looper\snkrx\ui\state.lua:20:ui_state = { hot_id = nil, active_id = nil, focus_id = nil }
mini-looper\snkrx\ui\state.lua:37:ui_input_locked = false
mini-looper\snkrx\ui\state.lua:40: ui_state.hot_id = nil
mini-looper\snkrx\ui\state.lua:43: ui_input_locked = false
mini-looper\snkrx\ui\state.lua:46:function ui_is_hot(id) return ui_state.hot_id == id end
mini-looper\snkrx\ui\state.lua:64: if ui_input_locked then return end
mini-looper\snkrx\ui\state.lua:68: ui_state.hot_id = id
ui_state.hot_id is exactly the gate I need — it's the widget under the cursor this frame, set during the widget call. So if the START button runs before building_ui_update, the latter can skip world-selection whenever ui_state.hot_id is set. Clean, and it generalizes to the future deploy widgets.
Plan confirmed (trickle + a toolkit START button, no spacebar). Writing the three changes.
First, the wave.lua rewrite:
Write (E:\a327ex\mini-looper\wave.lua)
The file E:\a327ex\mini-looper\wave.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the main.lua wiring — insert the START button call before building_ui_update, and swap the draw HUD over to the new wave readout:
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the building_ui.lua guard so clicking the START button doesn't also select the Core under it:
Edit (E:\a327ex\mini-looper\building_ui.lua)
The file E:\a327ex\mini-looper\building_ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now syntax-check the three changed files and sweep for any dangling references to the removed beat/surge director API:
PowerShell
OK wave
OK main
OK building_ui
Grep (\bbeat\b|beat_count_max|beat_duration|beat_timer|surge_active|surge_telegraph|director_draw_telegraph|start_surge|spawn_timer)
mini-looper\wave.lua:40:wave_spawn_timer = 0
mini-looper\wave.lua:83: wave_spawn_timer = 0
mini-looper\wave.lua:92: wave_spawn_timer = wave_spawn_timer - dt
mini-looper\wave.lua:93: if wave_spawn_timer <= 0 then
mini-looper\wave.lua:94: wave_spawn_timer = wave_spawn_int
mini-looper\wave.lua:143: wave_spawn_timer = 0
mini-looper\main.lua:96:require('wave') -- pressure director: director_update, director_reset, director_draw_telegraph, game_won
mini-looper\main.lua:179:director_enabled = true -- mini-looper: beat director drives escalating pressure
mini-looper\units.lua:253:-- rect areas that race from the unit toward the nearest enemy, each cracking open a beat
All three parse clean and there are no live references to the removed beat/surge API — only two stale comments to tidy (the require('wave') API list and the director_enabled comment):
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Step 3 done (director restructure only — mana/cards/hand still deferred to later steps, per your call).
What changed
wave.lua— rewritten from the continuous beat-trickle into a discrete clear-to-advance director:director_start_waveloads a wave's scaled budget;director_updatetrickles it in from side-biased edges (3 every 0.6s) and detects cleared (budget spent and #enemies == 0) → intermission; clearing wavewave_count_max(10) →game_won. Addeddirector_awaiting_start,director_intermission_ui(the START button),director_draw_hud. Dropped the beat fractal + flank-surge telegraph (parked).main.lua— callsdirector_intermission_ui()beforebuilding_ui_update(so the button claimshot_id); swapped theBEAT n/18+ surge HUD fordirector_draw_hud; removed thedirector_draw_telegraphcall.building_ui.lua— world-selection now skips whenui_state.hot_idis set, so clicking START doesn't also select the Core under it.
All three parse clean; no dangling beat/surge references.
How to test
- Opens in intermission — on launch nothing spawns; a center-screen
START WAVE 1button (the SNKRX toolkit button, with hover/click juice) is shown. The train loops empty. - Click START → wave 1 trickles in from the edges; top-center reads
WAVE 1 / 10. - Clear it → when every enemy is dead the director stops, shows
WAVE 1 CLEARED+ aSTART WAVE 2button. Click to continue; each wave is bigger/tougher. - Button vs Core — clicking START must not pop the Core's selection panel (the
hot_idgate). Clicking the Core itself (when not over the button) still shows its panel. - Win/lose — clear all 10 →
VICTORY; or the Core dies first →BASE DESTROYED;Rrestarts back to the wave-1 intermission.e/bdebug spawns andF1/F2still work.
Expected staging caveat (like Step 2): with no deploy yet, the train is stuck at its 2 starting units, so you'll only clear the first few waves before being overwhelmed — that's fine. This step is measuring the rhythm (wave → trickle → clear → intermission → click START), not winnability.
Two things to watch for the feel read: whether the clear-detection feels right (any enemy that slips to dead-center may need ranged fire to finish — the geometry heads-up from the brief), and whether the trickle pace (wave_group/wave_spawn_int) and scaling (wave_size/hp/speed) read well — all easy placeholder tunes.
Once you've confirmed it runs, Step 4 is the card roster (wrap units as cards + the new varied modifier cards) — though given we deferred mana + the random hand, we should decide the order: I'd suggest Step 3.5 = mana model + the random-hand deploy in the intermission (wiring the deploy into the START gate you just built) before authoring the full card content. I'll brief whichever you want next.
Move the button to the bottom right of the screen and make it smaller.
Quick UI tweak. Let me check how ui_button sizes itself (font + auto-size) so I shrink it correctly without clipping the label.
Read (E:\a327ex\mini-looper\snkrx\ui\widgets.lua)
224 function ui_button(opts)
225 local id = opts.id
226 local variant = opts.variant or 'secondary'
227 local font = opts.font or ui_font_pixul
228 local rad = opts.radius or 4
229 local ed = opts.spec
230
231 -- Resolve rect: explicit, or auto-sized from x, y + label + padding.
232 local r = opts.rect
233 if not r then
234 local px = opts.pad_x or 7
235 local py = opts.pad_y or 3
236 r = { x = opts.x, y = opts.y,
237 w = font:text_width(opts.label) + 2*px,
238 h = font.height + 2*py }
239 end
240
241 -- Resting fill: explicit opts.color overrides the variant preset.
242 local fill = opts.color
243 if not fill then
244 if variant == 'primary' then fill = green
245 elseif variant == 'danger' then fill = red
246 elseif variant ~= 'ghost' then fill = grey -- secondary
247 end
248 end
249 local label_c = opts.label_color or text
250
251 -- Interaction — the shared ui_interact machine.
252 local iid = (not opts.disabled) and id or nil
253 local hovered, _, clicked, pressed = ui_interact(iid, r)
... [60 more lines]
ui_button auto-sizes to text_width(label) + 14 × height + 6 (its 7×3 padding) — that's the natural "smaller" size. I'll compute that snug size and pin it to the bottom-right corner. This is a direct layout imperative, so no brief — just the change:
Edit (E:\a327ex\mini-looper\wave.lua)
The file E:\a327ex\mini-looper\wave.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK wave
Done. The START button now auto-sizes snugly to its label (the toolkit's standard 7×3 padding instead of the old fixed 132×26) and is pinned to the bottom-right corner with a 6px margin. Because the width is derived from the label, the corner anchor holds as the wave number's digit count changes (START WAVE 9 → START WAVE 10).
Test: launch → the smaller START button sits in the bottom-right; hover/click juice and the hot_id Core-selection gate still work the same, just relocated.
2x the current swordsman range, 0.75x the map size in all directions.
Two value tweaks (both direct imperatives — trivial, no brief):
- Swordsman range:
sword_trigger_range30 → 60 (2× current). - Map size: scale 0.75× while keeping the clean odd-cell
N×24grid idiom —41×23cells →31×17(984×552 → 744×408, ≈0.75×).
Edit (E:\a327ex\mini-looper\units.lua)
The file E:\a327ex\mini-looper\units.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Both applied.
- Swordsman —
sword_trigger_rangeis now 60. Heads-up: the cleave square issword_area_size = 60centered on the unit, so it only reaches ~30px in any direction (radius = side/2). At a trigger of 60 the swordsman will start firing when an enemy is up to 60px away — i.e. it fires earlier but the swing can whiff on enemies in the 30–60px band. If you want hits to actually land at the new trigger distance, bumpsword_area_sizetoo (say to 120 → 60px reach); say the word and I'll match them. - Map — now 744×408 (31×17 cells, ≈0.75×), keeping the odd-cell/edge-to-edge grid clean. The loop is unchanged (still centered, fully on-screen), but enemies now spawn closer to the edges → shorter march in, so pressure reaches the Core a bit faster. Camera still pans (map > viewport).
Both are pure value tweaks. Test when ready; let me know on the swordsman swing-reach question.
Perfect, what's the next step?
We're through Steps 1–3:
- 1 RTS economy removed, 2 minimal 2-unit train + director on, 3 discrete clear-to-advance waves with the START button.
What's left for the fun-gate slice is the piece we deferred out of Step 3: the deploy loop itself — mana + a hand of cards wired into the intermission you just built. That's the next step, and it's the one that finally makes the slice testable end-to-end: build your train with ramping mana, then click START and watch it hold.
Proposed next step — the intermission deploy loop
- Mana granted per wave on a ramp (3, 4, 5, …).
- A hand of cards shown in the intermission (grey-box — plain clickable rows/buttons, alongside the bottom-right START button). Click a card you can afford → spend mana and deploy it: a unit card appends a car to the train (
train_add_unit); a modifier card applies its effect. Deploy as many as mana allows, then START the wave. - A small placeholder card set for now (a few unit cards + one modifier), just enough to exercise both paths.
Deliberately after this step: the full card roster + the new varied modifier cards (the old "Step 4"), and UI polish (old "Step 5"). Win/lose is already wired. So this step is the mechanic skeleton — testable with a handful of cards.
Two decisions settle the shape (you deferred mana last time; you'd already picked a random hand). Recommendation is the first option each:
AskUserQuestion
Your questions have been answered: "How should mana carry across waves?"="Per-wave budget", "You picked a random hand earlier — how should it behave between waves?"="For now the actual hand doesn't matter, do whatever. We actually need to think about how we'll do the UI for the hand first. I think this should come before anything else. The SNKRX toolkit has sections for inventory slots, I think a 2 column panel with inventory slots that grow upwards, above the start wave button, on the bottom right, feels like the most correct way to show your hand.". You can now continue with these answers in mind.
Got it — and I agree the UI should come first; the deploy mechanics are easy to hang off a container that already feels right. Per-wave budget noted for when we wire mana; the placeholder hand content doesn't matter for this pass.
This is a direct UI-layout spec from you (2-column inventory-slot panel, grows upward, bottom-right above START), so I'll build it now with tunable constants and we iterate on the look. Exactly what I'm making:
- A new
hand.luawithhand_ui(), shown only during the intermission (same gate as START). - A
ui_panelofui_slots, 2 columns, anchored bottom-right with the same 6px margin as START, sitting 4px above the START button, growing upward (bottom row fixed, extra rows stack up). - Placeholder content = 5 slots colored by existing unit specs (so we can see fill + a partial top row); clicking does nothing yet.
Write (E:\a327ex\mini-looper\hand.lua)
File created successfully at: E:\a327ex\mini-looper\hand.lua (file state is current in your context — no need to Read it back)
Now wire it into main.lua — require it and call hand_ui() in the intermission UI block:
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
OK main
Both parse clean. Hand UI is in.
What's there
A new hand.lua draws the deploy hand during the intermission only (same gate as START):
- A
ui_panelofui_slots, 2 columns, pinned bottom-right (6px margin, matching START), 4px above the START button. - Grows upward: the bottom row is fixed; extra cards stack into rows above, so the panel extends up from a fixed bottom edge.
- Placeholder = 5 slots colored by unit specs (green archer, blue magician, purple cannoneer, etc.), so you see the 2-wide fill + a partial top row (3 rows: 2 + 2 + 1). Slots hover/pop via the toolkit juice; clicking does nothing yet.
- Full drop-shadow from the UI pipeline, so it reads as a floating tray.
building_ui's hot_id guard already covers the new slots, so clicking the hand won't select the Core behind it.
How to test
- Launch → in the wave-1 intermission, the hand tray sits bottom-right just above
START WAVE 1, two columns of colored slots growing upward. - Hover a slot → it pops (toolkit hover juice). Clicking does nothing (UI-only pass).
- Start a wave → the tray and the START button both disappear during combat; clear the wave → both reappear for the next intermission.
Tunables (tell me what to nudge)
All at the top of hand.lua: SLOT (20), GAP (3), PAD (4), MARGIN (6), ABOVE (4), COLS (2), plus the placeholder hand list (change its length to preview e.g. a 1-card or 8-card tray and see the grow-up at different sizes).
This is a look-first pass, so take a look and tell me what to adjust — slot size, spacing, column count, how it aligns with the START button, whether you want a header/label on the panel, etc. Once the container feels right, the next step hangs the real mechanics on it: per-wave mana + click-a-slot-to-deploy (unit → train_add_unit, modifier → apply).
The color of the slot itself looks a bit too dark, I don't remember the SNKRX template being like this, are you sure you copied from it directly? Look at the inventory/grid screens that are there exactly. Also, give me a key to add more cards to the UI, the player may end up with an unpredictable number of cards, so we need to make sure the UI element can grow upwards and it looks correct doing so.
Good catches. Let me look at exactly how ui_slot renders and how the gallery's inventory/grid screens use it, before I assume my usage is right.
Grep (function ui_slot|slot_fill|slot_bg|inventory|function ui_gallery_screen|grid screen|occupied)
mini-looper\snkrx\ui\core.lua:12: past the widget + a `ui_sp.s2` gap, for chaining), the occupied rect
mini-looper\snkrx\ui\core.lua:27: The uniform widget return. `rect` is the widget's occupied {x,y,w,h};
mini-looper\snkrx\ui\core.lua:29: augmented with the occupied rect + `next_x` / `next_y` (just past the
mini-looper\snkrx\ui\widgets.lua:19: selected / occupied / locked / disabled) are caller-owned and passed
mini-looper\snkrx\ui\widgets.lua:55: The square slot — inventory cells, equipment slots, orb sockets.
mini-looper\snkrx\ui\widgets.lua:85:function ui_slot(opts)
mini-looper\snkrx\ui\widgets.lua:104: ui_panel({ rect = lr, bg = slot_fill, radius = rad, spec = ed })
mini-looper\snkrx\ui\widgets.lua:107: -- occupied slot reads as just the icon (no slot frame around it).
mini-looper\snkrx\ui\widgets.lua:164: local primary = (opts.icon and opts.icon.fill) or slot_fill
mini-looper\snkrx\ui\widgets.lua:220: Returns hovered/clicked plus the rect it occupied (x, y, w, h) so
mini-looper\snkrx\ui\widgets.lua:813: build an inventory list, quest list, etc. The toolkit ships the row;
mini-looper\snkrx\ui\primitives.lua:192: Returns the {x,y,w,h} rect the line occupied.
mini-looper\snkrx\ui\primitives.lua:235: Returns the {x,y,w,h} rect it occupied.
mini-looper\snkrx\ui\primitives.lua:287: there is no text wrapping. Returns the {x,y,w,h} it occupied.
mini-looper\snkrx\ui\primitives.lua:425: Returns the {x,y,w,h} rect occupied (delegates to ui_rich_text).
mini-looper\snkrx\ui\gallery.lua:206:-- Selected inventory-grid slot id. Caller-owned (action-based) state —
mini-looper\snkrx\ui\gallery.lua:236: { label = 'occupied', icon = { fill = red, glyph = 'F' } },
mini-looper\snkrx\ui\gallery.lua:650:-- ── Page: inventory ───────────────────────────────────────────────
mini-looper\snkrx\ui\gallery.lua:674:local function page_inventory(lyr)
mini-looper\snkrx\ui\gallery.lua:1103: { name = 'inventory', draw = page_inventory },
Let me read the ui_slot implementation and the gallery's inventory page to see the correct usage.
Read (E:\a327ex\mini-looper\snkrx\ui\widgets.lua)
85 function ui_slot(opts)
86 local r = opts.rect
87 local id = opts.id
88 local rad = opts.radius or 3
89 local ed = opts.spec
90
91 -- Interaction (rules-based, derived) — the shared ui_interact machine.
92 local iid = (not opts.disabled) and id or nil
93 local hovered, _, clicked, pressed = ui_interact(iid, r)
94 if pressed then ui_juice_pull(id, 0.15, r) end
95 if id then ui_juice_hover(id, hovered, nil, r) end
96
97 -- Scale-spring bounce around the slot center.
98 local s = (id and not opts.disabled) and ui_juice_scale(id) or 1
99 layer_push(ui_layer, r.x + r.w/2, r.y + r.h/2, 0, s, s)
100 local lr = { x = -r.w/2, y = -r.h/2, w = r.w, h = r.h }
101
102 -- Chrome — no default border (the shadow gives chrome thickness).
103 -- Hover is indicated by the scale-pop juice alone.
104 ui_panel({ rect = lr, bg = slot_fill, radius = rad, spec = ed })
105
106 -- Occupancy. Default pad is 0 — the icon fills the slot so an
107 -- occupied slot reads as just the icon (no slot frame around it).
108 -- The icon inherits the slot's radius so its corners match.
109 if opts.icon then
110 local pad = opts.icon_pad or 0
111 ui_item_icon({ rect = rect_contract(lr, pad),
112 fill = opts.icon.fill, glyph = opts.icon.glyph,
113 glyph_font = opts.icon.glyph_font,
114 glyph_color = opts.icon.glyph_color,
... [90 more lines]
Read (E:\a327ex\mini-looper\snkrx\ui\gallery.lua)
650 -- ── Page: inventory ───────────────────────────────────────────────
651 local gallery_inv_tab = 1
652 local gallery_inv_sel = 1
653 local gallery_inv_items = {
654 { fill = light_blue, glyph = 'W', name = 'mystic whirl', type = 'orb',
655 desc = { 'a whirl that orbits you', 'on hit, 2 seeking bolts' },
656 stats = { { 'damage', '+4' }, { 'cooldown', '-0.3s' } } },
657 { fill = red, glyph = 'E', name = 'ember sigil', type = 'orb',
658 desc = { 'burning runes ignite foes', 'the burn spreads on hit' },
659 stats = { { 'burn', '+2/s' }, { 'radius', '+12' } } },
660 { fill = green, glyph = 'B', name = 'iron blade', type = 'weapon',
661 desc = { 'a heavy two-hand blade', 'cleaves wide on a crit' },
662 stats = { { 'damage', '+9' }, { 'crit', '+5%' } } },
663 { fill = violet, glyph = 'T', name = 'void totem', type = 'relic',
664 desc = { 'warps the space around it', 'pulls enemies inward' },
665 stats = { { 'pull', '+6' }, { 'duration', '+1s' } } },
666 { fill = orange, glyph = 'S', name = 'sun shard', type = 'relic',
667 desc = { 'a sliver of trapped light', 'blinds foes on shatter' },
668 stats = { { 'damage', '+3' }, { 'range', '+20' } } },
669 { fill = yellow, glyph = 'C', name = 'gilded coin', type = 'trinket',
670 desc = { 'a lucky find — sells high', 'no combat use' },
671 stats = { { 'value', '+120' } } },
672 }
673
674 local function page_inventory(lyr)
675 -- Section tabs — uppercased, default Ark font (the chunky-PixulBrush
676 -- override didn't read well at this small size).
677 local tabs = ui_tabs({ rect = rect_new(8, 40, 200, 22), id = 'inv_tabs',
678 items = { 'ITEMS', 'ORBS', 'RELICS' }, active = gallery_inv_tab })
679 if tabs.clicked then gallery_inv_tab = tabs.clicked end
... [60 more lines]
The bug is clear: the gallery's inventory slots pass an icon to ui_slot, which fills the whole slot (the dark slot_fill only shows on empty slots). I left the icon off and drew a tiny 12px symbol on top of the dark empty-slot background — that's why it reads as "too dark." Let me check ui_item_icon so I render the icon the toolkit way.
Grep (function ui_item_icon)
161:function ui_item_icon(opts)
162- local r = opts.rect
163- local fill = opts.fill or charcoal
164- local rad = opts.radius or 2
165-
166- ui_rrect(r.x, r.y, r.w, r.h, rad, fill, opts.spec)
167- if opts.glyph then
168- ui_text({ rect = r, text = opts.glyph,
169- font = opts.glyph_font or ui_font_header_l,
170- color = opts.glyph_color or text,
171- spec = opts.spec,
172- align_h = 'center', align_v = 'center' })
173- end
174- return ui_ret(r, {})
175-end
176-
177---[[
178- ui_rich_text(opts) -> rect
179-
180- One line of text built from several colored runs.
181-
182- opts:
183- runs array of { text, color?, font?, dy? }. color defaults to
184- `text`, font to the line font; dy nudges that run
185- vertically by N px.
186- x left position — pass this OR cx
187- cx center position — centers the whole line on cx
188- y top position
189- font default font for runs that don't set one (ui_font_body)
190- spec forces a specific effect spec for every run
... [11 more lines]
Now I see it. The gallery inventory slots pass an icon to ui_slot, and the icon fills the slot (pad 0) — so an occupied slot reads as a bright full-tile, and the dark slot_fill only shows on empty slots. I drew a tiny symbol on top of the empty (dark) slot instead. Fixing it to the toolkit idiom: pass icon = { fill, glyph } so each card is a full-slot colored tile + initial, exactly like the inventory grid. I'll also bump the slot to 26px/4gap to match that grid, and add C/X keys to grow/shrink the hand.
Write (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the C/X binds and handlers in main.lua:
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
OK main
Both parse clean. Fixed and extended.
The slot-darkness fix
You were right — I deviated from the toolkit. The gallery inventory grid passes an icon to ui_slot, and the icon fills the whole slot (pad = 0); the dark slot_fill is only the empty-slot background. I had left icon off and drew a tiny symbol over the empty (dark) slot.
Now each card passes icon = { fill = <unit color>, glyph = <initial> }, so every occupied slot is a bright full-tile with the unit's color + its first letter — exactly the inventory-grid look. I also bumped the slots to 26px / 4px gap to match that grid, and the slot's own hover/click pop now comes free from ui_slot (no more manual draw). The darker tone you'll still see is just the panel tray behind the tiles, which is correct.
Grow/shrink keys
C→ adds a random placeholder card (hand_add)X→ removes the last card (hand_remove)
So you can watch the tray grow upward from its fixed bottom edge at any size and confirm it stays anchored correctly above START.
How to test
- Intermission → bright 2-column tile tray, bottom-right above START; hover a tile → it pops.
- Mash
C→ the tray grows upward two-at-a-time (partial top row when odd), bottom edge + right edge staying pinned.Xshrinks it back. - Empty hand (
Xto 0) → the tray disappears entirely.
One caveat
There's no height cap yet — past ~16 cards the tray will run off the top of the screen. Since the real hand will be a small, bounded draw, I left it uncapped for now; if you want it to cap (and either stop growing, shrink the slots, or scroll) once it nears the top, tell me and I'll add that. Tunables remain at the top of hand.lua (SLOT, GAP, PAD, MARGIN, ABOVE, COLS).
Spring pull when a card gets added, make the column 3 width and cap height to 8, decrease card size by a very small amount so the total height of the inventory column looks good, right now it reaches just the edge of the screen on the top which looks off. Each card probably needs 1 pixel less height (and thus also width to keep them square). Add mana cost marker visible on the side of each card too, maybe on the top right corner?
Good, concrete asks. Let me check the juice API so the "pop on add" uses the toolkit's own spring correctly.
Grep (function ui_juice_pull|function ui_juice_scale|function ui_juice_hover|function area_scale)
70:local function area_scale(rect)
71- if not rect then return 1 end
72- local a = rect.w * rect.h
73- if a <= 0 then return 1 end
74- return math.max(0.3, math.min(1, math.sqrt(AREA_BASELINE / a)))
75-end
76-
77-local function entry(id)
78- local e = ui_juice[id]
79- if not e then
80- local sp = spring_new()
81- spring_add(sp, 'main', 1, UI_SPRING_FREQ, UI_SPRING_BOUNCE)
82- e = { spring = sp, was_hovered = false }
83- ui_juice[id] = e
84- end
--
98:function ui_juice_scale(id)
99- return entry(id).spring.main.x
100-end
101-
102--- Kick the widget's spring (a bounce). force defaults to 0.2. Pass
103--- `rect` so the pull is area-scaled (big elements pop less) — omit
104--- for the legacy fixed-intensity behaviour.
105:function ui_juice_pull(id, force, rect)
106- spring_pull(entry(id).spring, 'main', (force or 0.2) * area_scale(rect))
107-end
108-
109--- Feed this frame's hover state. On the hover-enter edge (was false,
110--- now true) it bounces the spring and plays the SNKRX hover sound,
111--- pitch-jittered so repeats don't sound mechanical.
... [20 more lines]
ui_juice_pull(id, force) is exactly what I need for the add-pop (rect optional). Here's the full update — 3 columns, 8-row cap, 25px squares, a top-right mana-cost chip, and a spring-pop on add:
Write (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Done — all five, parses clean.
- Pop on add —
hand_addnow kicks the new card'sui_juicespring (force 0.4), so a card added withCsprings in. - 3 columns —
COLS = 3. - Height cap = 8 rows — the tray never grows past 8 rows; the list is also capped at
3×8 = 24cards, soCstops adding there. Below the cap it still grows upward from the fixed bottom. - Cards 1px smaller —
SLOT26 → 25 (square), so the maxed-out 8-row tray clears the top edge with a small margin instead of bumping it. - Mana-cost chip — a small dark circle in each card's top-right with the cost digit (mana-tinted), popping in sync with the card. Placeholder costs per unit live in
CARD_COST(archer 2, magician 3, cannoneer 4, swordsman 3, geomancer 5, outlaw 3, juggernaut 6).
Test
- Intermission → 3-wide tray of bright tiles, each with its cost chip top-right.
C→ a new card springs in (pop), tray grows upward 3-at-a-time;Xremoves the last.- Hold
Cto the cap → it fills to 8 rows and stops, the top staying just clear of the screen edge.
Two things to eyeball: whether the cost chip size/placement reads well against the centered unit-initial (if it crowds the glyph, I can shrink the chip or drop the letter), and whether the 8-row max height clears the top nicely on your display (since it depends on the PixulBrush font height for the START button — if it's a touch high or low, nudge SLOT/MAX_ROWS/ABOVE).
SNKRX has little dots to the sides of shop items I think to signify something, I don't remember what, let's use those for mana cost instead of actual numbers, as there's not enough space for a number there. So choose a grid of 5x5 pixels or so then you can have a ". . ." pattern on 3 rows and you have up to 9 mana cost displayed visually.
SNKRX-style cost pips it is — a 3×3 dot grid (up to 9) instead of a number. I'll keep a small dark backing so the pips read on any tile color, fill cost pips in reading order, and draw at integer coords for crisp 1px dots.
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Parses clean.
What changed
The numeric cost chip is now a 3×3 dot-pip grid (the SNKRX shop-dot idiom):
- A small 9×9 dark chip in each card's top-right, with a 5×5px grid of 1px pips (2px pitch) on it.
costpips fill in reading order (top-left → right → next row down), so up to 9 mana reads visually with no number — e.g. archer (2) = two pips in the top row, geomancer (5) = top row + two on the next.- Pips are light-blue (mana-tinted) on the dark chip, so they stay legible on any tile color; drawn at integer coords for crisp 1px dots (it doesn't ride the tile's scale-pop).
Placeholder costs are unchanged (CARD_COST: archer 2, magician 3, cannoneer 4, swordsman 3, geomancer 5, outlaw 3, juggernaut 6) — press C to cycle in random units and see different pip counts, including the 6-pip juggernaut.
Eyeball
- Whether the pips read clearly at this scale (1px dots = 3 screen-px at 3× zoom). If too subtle, I can make each pip 2×2 and widen the chip/pitch.
- Whether the chip crowds the centered unit-initial — if so, I can drop the glyph (the color already signals the unit) or move the pip chip.
- The dot color (light-blue vs white) and the dark backing — easy swaps if you'd rather pips sit directly on the tile.
Make each dot 2 pixels instead, and don't have a background for them, just choose colors that will pop against the card's color.
2px dots, no backing, per-card contrast color (light pips on dark tiles, dark pips on light tiles via the tile's luminance). Making the edits:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the pip-drawing block itself — drop the chip, 2px dots, luminance-based pip color:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Parses clean.
What changed
The cost pips are now:
- 2×2 px dots, no backing chip — they sit directly on the card tile.
- Per-card contrast color: I compute the tile's luminance and use white pips on dark tiles (green/blue/purple) and near-black pips on light tiles (yellow/gold/stone), so they always pop.
- Still a 3×3 grid (3px pitch now to fit the bigger dots), top-right with a 2px margin, filling
costpips in reading order (up to 9).
Eyeball
The light/dark flip is driven by a luminance threshold (150). Since I'm inferring the palette token brightnesses rather than reading exact values, a borderline tile (the green archer is closest to the line) could land on the less-contrasty side. If any specific card's pips don't pop, tell me which and I'll nudge the threshold or hand-pick that card's pip color. The dark-pip shade is color(20, 20, 28) in hand.lua if you want it darker/lighter.
Spring pull should also apply to the dots, we'll sort other details later. Move on to the next step after this, I believe we should show each card's UI description next when we hover on one.
Two things: the pip spring-pop now, then the next step (hover descriptions).
First the tweak — applying the slot's juice scale to the pips so they pop with the card (you noted we'll refine subpixel details later):
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Grep (function ui_tooltip)
301:function ui_tooltip(opts)
302- local pad_x, pad_y = 8, 6
303- local gap_icon, gap_desc, gap_meta = 8, 3, 4
304- local icon_d = 24
305- local tfont, dfont, mfont = ui_font_header_l, ui_font_body, ui_font_pixul
306- local ed = opts.spec
307-
308- -- Normalize desc to a list of lines.
309- local desc = opts.desc
310- if type(desc) == 'string' then desc = { desc } end
311- desc = desc or {}
312-
313- -- Measure the content column width.
314- local cw = tfont:text_width(opts.title)
315- for _, line in ipairs(desc) do
316- cw = math.max(cw, dfont:text_width(line))
317- end
318- if opts.meta then
319- local mw = 0
320- for _, run in ipairs(opts.meta) do
321- mw = mw + (run.font or mfont):text_width(run.text)
322- end
323- cw = math.max(cw, mw)
324- end
325-
326- -- Content column height.
327- local ch = tfont.height
328- for _ = 1, #desc do ch = ch + gap_desc + dfont.height end
329- if opts.meta then ch = ch + gap_meta + mfont.height end
330-
... [26 more lines]
Pips now pop with the card (pushed at the slot's juice scale) — parses clean. We can refine the subpixel crispness during the pop later as you said.
Now the next step you called: hover a hand card → show its description. The toolkit has ui_tooltip (self-sizing panel: icon + title + desc + meta line) which is purpose-built for this. Here's the brief.
Design Brief: hover-a-card description
Approach. hand_ui already gets .hovered from each ui_slot. Capture which card is hovered; after the slot loop, draw a ui_tooltip for it — the card's name, a one-line description, and its mana cost. Shown only while a card is hovered (so intermission-only, since the hand is).
New data — CARD_DESC (placeholder one-liners, drawn from each unit's real behavior; replaced when the real catalog lands):
- archer — "Fires an arrow at the nearest enemy."
- magician — "Blasts the densest enemy pack."
- cannoneer — "Lobs an explosive shell; AoE on impact."
- swordsman — "Cleaves all foes in a wide arc."
- geomancer — "Hurls a rock that slams for heavy AoE."
- outlaw — "Sprays a fan of pellets."
- juggernaut — "Heavy lead car; rams and one-shots on contact."
The tooltip. ui_tooltip({ x, y, title = NAME, desc = CARD_DESC[name], icon = { fill, glyph }, meta = {cost} }) — the icon tile reuses the card's color + initial so it reads as the same card; the meta line shows the cost (e.g. COST 3).
Placement. ui_tooltip self-sizes and draws in one call, so to anchor it I mirror its size formula to get width/height, then right-anchor it just left of the hand tray, bottom-aligned with the tray — so the eye reads leftward from the hovered card and the panel stays put rather than chasing the cursor. (This is the one real design choice — see below.)
Scope. hand.lua only (+ ui_tooltip); no main.lua change. It queues onto ui_layer like everything else. Clicking still does nothing — deploy is a later step. Real descriptions arrive with the real card catalog; these are placeholders.
One placement decision before I build it — recommendation first:
AskUserQuestion
Your questions have been answered: "Where should the hovered card's description panel appear?"="Follow the cursor without ever going outside the screen.". You can now continue with these answers in mind.
Follow-the-cursor, clamped on-screen. Since ui_tooltip self-sizes and draws in one call, I'll mirror its size formula to measure it, then clamp. Implementing in hand.lua:
Edit (E:\a327ex\mini-looper\hand.lua)
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Edit (E:\a327ex\mini-looper\hand.lua)
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Edit (E:\a327ex\mini-looper\hand.lua)
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Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Parses clean. Both done.
Pip pop
The cost pips are now pushed at the slot's juice scale, so they pop with the card on add/hover (we'll refine subpixel crispness later as you noted).
Hover description (new)
Hovering any hand card now shows a ui_tooltip that follows the cursor, clamped fully on-screen:
- Content: the card's name (title, tinted the card's color) + a one-line description + a
COST nmeta line. The tooltip's icon tile reuses the card's color + initial, so it reads as the same card. - Descriptions: placeholder
CARD_DESCone-liners drawn from each unit's real behavior (archer → "Fires an arrow at the nearest enemy.", juggernaut → "Heavy lead car; rams and one-shots on contact.", etc.). These get replaced when the real card catalog lands. - Placement: offset up-left of the cursor (the open direction, since the tray is bottom-right), then
math.clamped so the whole panel always stays inside the 480×270 screen. Sinceui_tooltipself-sizes and draws in one call, I mirror its size formula (tooltip_size) to measure it for the clamp — a small coupling to its internal padding constants, noted in the code.
How to test
- Intermission → hover a card → its description panel appears near the cursor and tracks it as you move between cards.
- Move to the screen edges/corners → the panel slides to stay fully on-screen (never clips off).
- Press
Cto add units → hover the new ones (e.g. the 6-cost juggernaut) to see their text + cost.
Note the tooltip only appears during the intermission (that's when the hand is up). Once the look feels right, the next natural step is wiring click-to-deploy (spend the per-wave mana to add the card's unit to the train) — but tell me where you want to go next.
Cost on the top right, COST text itself should be with a smaller font, while the number remains in the current font, should also be "cost" lower case. Move the card icon up so that we only have two lines, the header that contains the unit's name and cost, and then the line with the description.
Got it — a custom two-line tooltip (ui_tooltip can't do a right-aligned cost in the header), laid out as:
[icon] NAME cost 2
description text...
with "cost" in a smaller font, the number in the current (pixul) font, lowercase, and the icon top-aligned spanning both lines. Since you gave the exact layout, I'll implement directly. Replacing the tooltip_size helper with a hand-laid-out draw_card_tooltip:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Parses clean. The hover tooltip is now a custom two-line panel:
[icon] ARCHER cost 2
Fires an arrow at the nearest enemy.
- Header line: the unit name (tinted its card color) on the left, and the cost top-right —
costin the small Ark font (lowercase), the number in the current PixulBrush font (mana-blue). - Description line below it.
- Icon moved up: it's top-aligned and sized to span both lines (no more vertical-centering over a third row). Only the two lines now — the old separate cost/meta row is gone.
- Still follows the cursor, clamped fully on-screen (the panel self-measures, then positions).
Test: hover cards in the intermission — the name+cost share the header with the cost pinned top-right, description on the second line, icon spanning both on the left; it tracks the cursor and stays on-screen. C adds units so you can check varying name/cost widths (e.g. the 6-cost juggernaut, longest name + description).
One thing to eyeball: the relative sizes of the cost label vs the number — if the Ark "cost" still reads too large next to the Pixul number, I can drop it to ui_font_body or shrink the gap.
COST capitalized, number 1 pixel down. Then give me the brief for the next task.
Two tweaks first, then the brief.
Edit (E:\a327ex\mini-looper\hand.lua)
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Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Both tweaks done (COST capitalized, the number nudged 1px down to sit better against the label) — parses clean.
Here's the brief for the next task — the actual deploy loop, which finally makes the slice playable end-to-end (build your train with ramping mana between waves, then watch it fight).
Design Brief: click-to-deploy with per-wave mana
Approach — four pieces
train_add_unit(character)(train.lua). Appends a car to the live train: computes the new car's trail-offset behind the current tail, spawns it at the tail's position (it eases onto the head's trail via the existing follower logic), bumpstrain_total_length. The deployed unit auto-attacks + rams immediately (its constructor already seeds combat).train_buildis untouched.Mana — per-wave budget. A
managlobal. Entering each intermission grants a fresh budget that ramps with the wave (placeholdermana_for_wave(n) = n + 2→ 3, 4, 5…). Detected by pollingdirector_awaiting_start()for the combat→intermission edge (the Anchor poll-don't-subscribe idiom) in amana_update()called every frame frommain.lua. Unspent mana is lost when you START the next wave. Restart re-grants automatically (director_reset→ the awaiting edge fires).Click-to-deploy (hand.lua). In the slot loop, capture a clicked card (like
hovered_i). After the loop: if affordable (mana >= cost), spend the cost andtrain_add_unit(card). Unaffordable cards render dimmed (ui_slot'sdisabledopt) and ignore clicks.Mana display. A current-mana readout in the bottom-right cluster, shown during the intermission — likely pip/number styled to match the card cost-pips.
Interfaces / functions
train.lua: newtrain_add_unit(character, size)— callstrain_unit(...), sets index/trail_offset, appends.hand.lua:mana,mana_for_wave(n),mana_update()(edge-grant), click handling inhand_ui, the mana readout draw.main.lua: one line —mana_update(dt)each frame.- No new files.
Scope / deferred
- The hand's real draw/refill semantics stay deferred — the placeholder hand +
C/Xdebug keys remain (useCto replenish while testing). - Costs/ramp are placeholders to tune later.
- Full restart-to-minimal reset (train back to 2 units) is a later polish step; for now the deployed train persists across restarts, which is fine for testing the mechanic.
- The new unit always appends to the tail (no choosing position) — grey-box simplicity.
Two decisions shape it — recommendation first each:
AskUserQuestion
Your questions have been answered: "When you click a card to deploy it, what happens to the card?"="Cards are one time use.", "Where should the current-mana readout go?"="Below the tray, above the start wave button, "3/3", like current value and full value.". You can now continue with these answers in mind.
Both answers lock the design: cards are one-time use (consumed on deploy) and a "cur/max" mana readout (e.g. 3/3) sitting between the tray and the START button. Implementing the four pieces now.
1. train_add_unit in train.lua (append a car to the live train):
Edit (E:\a327ex\mini-looper\train.lua)
The file E:\a327ex\mini-looper\train.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. Mana state + mana_update in hand.lua:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. Restructure hand_ui — mana readout in the cluster, unaffordable dimming, and click-to-deploy:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4. Wire mana_update() into main.lua:
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK train
OK hand
OK main
All three parse clean. The deploy loop is live — the slice is now playable end-to-end for the first time.
What's wired
train_add_unit(character)(train.lua) — appends a car to the running train; it eases onto the head's trail and immediately auto-attacks + rams.- Per-wave mana (hand.lua) —
mana_update()polls the director for the combat→intermission edge and grants a fresh budget for the upcoming wave (wave+2placeholder → 3, 4, 5…). Unspent mana is lost on START; restart re-grants automatically. - Mana readout — a right-aligned
cur/max(e.g.3/3, current in mana-blue, max muted) sitting between the tray and the START button, in the bottom-right stack. - Click-to-deploy — click an affordable card → spend its cost, add its unit to the train, and the card is consumed (removed from the hand). Unaffordable cards are dimmed (but still hoverable for their tooltip).
How to test
- Intermission → the tray shows above a
3/3readout above START. - Click a card you can afford → mana drops (
3/3→1/3), the card vanishes from the hand, and a new car appears on the looping train. - Cards you can't afford are dimmed and do nothing when clicked.
- START → fight the (now longer) wave → clear it → next intermission grants the next budget (
4/4), and the train you built persists. Cstill adds placeholder cards (the real draw/refill is deferred), so you can keep deploying to test growth across waves.
Known rough edges (by design, for now)
- The hand doesn't refill yet — deploy enough and it empties (use
C). Real draw/refill is the deferred hand step. - Clicking an unaffordable card gives a tiny pop but won't deploy (slots stay hoverable so you can read their tooltips). I can switch them to fully-inert if that pop bugs you.
- The train persists across restart (no reset-to-minimal yet) — that's the later win/lose-polish step.
This is the core fun-gate mechanic in place: build your train with ramping mana between waves, then watch it hold the line. Once you've felt it, the natural follow-ups are the hand draw/refill, cost/mana tuning, and the new varied modifier cards — your call on order.
This is the right model, it intuitively feels good and fun. Let's spend the rest of this session fixing visual details, as now that we've verified this is the direction we want to go forward with, we can spend more time on such details. Mana should be its own UI panel, sit at the top of the hand, and have MANA on the left. Hovering over it describes what it is briefly. Colors for dots on cards currently are just white or black, read the actual color from the card and pick a complementary one of the dots, use the available colors from the palette, don't create new ones. Cap cards at 7 rows (21 total). There's no need to gray cards that can't be used out, just make its mana cost on the description (not the dots) red instead of blue. And then if it tries to play it doesn't, no error juice/sound yet. Do all these now, and then we'll spend the rest of the session fixing the map and enemy spawns, which is a bigger task.
Confirmed — good, this is the direction. That's a solid batch of polish. Let me read the palette so I can pick complementary pip colors from real tokens (not invent new ones).
Read (E:\a327ex\mini-looper\snkrx\palette.lua)
1 --[[
2 palette.lua — locked color tokens + the effect-system palette adapter.
3
4 This file is the SINGLE source of truth for what colors the project uses.
5 Three sections:
6
7 1. NAMED COLOR TOKENS (atoms). 18 canonical tokens that form the
8 project's locked palette (9 chrome / grayscale ladder + 9 accents
9 roughly by hue), plus 8 legacy SNKRX tokens. Every drawn thing
10 should pull from these tokens; no inline RGB values in game code.
11
12 2. THE EFFECT ADAPTER. `palette` (name → color object), the ordered
13 `palette_token_names` list, the `palette_token_index` (0-based)
14 map, and `palette_init()` — everything snkrx/effect.lua needs to
15 push the palette to the draw shader's u_palette[] uniform array
16 and to resolve a spec's `color_a` / `color_b` token NAME into the
17 integer index the shader expects.
18
19 The four-axis effect system (snkrx/effect.lua + assets/draw_shader.frag)
20 is the project's rendering substrate — there is no separate "edition"
21 system anymore. A drawable carries a four-axis SPEC (pattern × color ×
22 dither × shape); the color axis names tokens from THIS file.
23
24 USAGE
25 Tokens are global functions. Call them with () to get a color value:
26 layer_rectangle(layer, 0, 0, 100, 100, red())
27 layer_text(layer, msg, font, x, y, text())
28
29 For the effect pipeline, pass the token NAME (a string) via a spec's
30 color_a / color_b:
... [148 more lines]
The palette gives me real tokens to pick from. Let me confirm the HSL hue range so the complement math is right.
Grep (function color_to_hsl|function color_from_hsl|local function rgb_to_hsl|hsl)
16: h, s, l = color_to_hsl(red)
17- h = (h + 120) % 360 -- shift hue
18: shifted = color_from_hsl(h, s, l, red.a)
19-
20- -- Common operations:
21- copy = color_clone(red)
22- mixed = color_mix(red, blue, 0.5)
23- dark = color_darken(red, 0.5) -- multiply RGB by 0.5
24- light = color_lighten(red, 1.5) -- multiply RGB by 1.5 (clamped)
25- inverted = color_invert(red)
26-
27- Design notes:
28- - Colors are plain tables. Modify fields directly: c.r = 100.
29- - Procedural functions (color_mix, color_clone, etc.) return NEW colors,
30- not mutating the input. If you want to mutate, do `c.r = ...` directly.
31- - __call returns the packed rgba integer via the engine's rgba() function.
32- - HSL is available via conversions, not as first-class color fields.
33-]]
34-
35:-- Internal: rgb_to_hsl and hsl_to_rgb
36:function rgb_to_hsl(r, g, b)
37- r, g, b = r/255, g/255, b/255
38- local max = math.max(r, g, b)
39- local min = math.min(r, g, b)
40- local l = (max + min)/2
41- if max == min then return 0, 0, l end
42- local d = max - min
43- local s = l > 0.5 and d/(2 - max - min) or d/(max + min)
44- local h_offset = g < b and 6 or 0
45- local h
... [32 more lines]
The palette gives 9 clean accent tokens and color_to_hsl returns hue in 0–360° — enough to pick a complementary token per card. Implementing the whole batch now.
Constants — MAX_ROWS 8→7, drop the created colors (PIP_DARK/DIM), add the accent pool for complements:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
draw_card_tooltip — cost number turns red when unaffordable:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Add complement_pip + draw_info_tooltip before hand_ui:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Rewrite hand_ui — MANA panel at the top of the hand (with hover blurb), complementary pips, no dimming, 7-row cap:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK hand
Parses clean. Let me confirm no leftover references to the removed PIP_DARK/DIM/created colors:
Grep (PIP_DARK|\bDIM\b|color(20|color_clone)
No matches found
All visual-detail fixes are in (no leftover created colors — pips now snap to real palette accents). Parses clean.
What changed
- MANA is its own panel at the top of the hand (rides the top of the tray, or sits above START when empty):
MANAlabel left,cur/maxright (current mana-blue, max muted). Hovering it shows a brief blurb ("Spend to deploy cards. / Resets each wave."), and it claims hot so a click there doesn't select a building behind it. - Complementary pip colors — each card's dots are now the palette accent whose hue is opposite the tile's (computed via
color_to_hsl, snapped to an existing token; no new colors). E.g. green archer → violet pips, teal magician → red pips, gold juggernaut → blue pips. - 7-row cap (
MAX_ROWS = 7→ 21 cards max). - No more graying unaffordable cards — instead the cost number in the hover tooltip turns red (blue when affordable); the pips stay their complement color.
- Clicking an unaffordable card is a silent no-op (no error juice/sound yet).
Test
- Intermission → the MANA panel caps the top of the hand, tray below it, START at the bottom; hover the MANA panel for its blurb.
- Each card's pips are a contrasting hue vs its tile; hover a card you can't afford → its tooltip cost is red; click it → nothing happens.
Cfills toward the 21-card cap (7 rows) and stops; deploy works as before.
That clears the polish batch. Next up is the bigger one you flagged: the map and enemy spawns. Before I dig in, quick framing of what I think is in scope so we start aligned — currently the map is a 744×408 pannable RTS-era space, the loop sits centered (and fully fits one 480×270 screen), and enemies trickle in from the map edges (which, with the camera panned, can be off-screen in arbitrary directions). Tell me what's bugging you about it and what you want — e.g. should the map shrink to a single fixed screen (drop the camera pan), should enemies spawn from the screen edges relative to the loop, telegraph differently, come from specific lanes, etc. — and I'll turn it into a brief.
The mana bar shouldn't extend all the way to the left, just Mana 3/3 with no huge spacing in between. Now for the map, I want the map to be done kind of like the map for Invoker/Orblike was, except we redesigned the gradient/dithering system in SNKRX template so we should use the new system instead of the old one. The old way the map was done was very complicated, the new way gradients/dithers are done in the SNKRX template should make that same task much easier. We want a map that covers the edges of the screen, but that has openings (to the outside of the map boundaries) from where enemies come from, just so they don't come from random places. We want roughly four openings on all sides, slightly randomly placed, otherwise the entire map is covered by jagged walls all over with rounded corners. Look at how Invoker/Orblike did their walls, collect all the knowledge you need on how new SNKRX template does gradients/dithers and come up with a plan to do all this.
Quick mana fix first, then I'll research the walls.
The mana panel should hug its content. Making it auto-size to MANA 3/3 and right-align to the cluster edge:
Edit (E:\a327ex\mini-looper\hand.lua)
The file E:\a327ex\mini-looper\hand.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the wall research. Reading the template's wall building block, confirming the effect-system gradient usage, and dispatching an explore of how Invoker/Orblike built its walls — in parallel:
PowerShell
OK hand
Read (E:\a327ex\mini-looper\snkrx\wall.lua)
1 --[[
2 wall.lua — interior-obstacle wall.
3
4 Port of v1's wall_object (Invoker/v1/main.lua lines 5144-5186) to Anchor 2
5 procedural style. Same shape, same draw: take a closed polygon, build a
6 static chain collider so projectiles bounce off it, render the interior
7 as filled triangles in `wall_color` on whatever layer the caller passes.
8
9 Differences from v1 that are framework-forced (not behavioral):
10 • object:extend() / object.new / self:tag / self:add / self:action →
11 class() + make_entity + plain fields + an explicit :update/:draw/
12 :destroy contract. Anchor 2 has no object tree and no action queue;
13 the caller iterates walls and calls :draw(layer) inside its draw().
14 • triangulate() in snkrx-template's geometry.lua returns 6-number
15 triangles you can pass straight to layer_triangle. v1's returned
16 {i, j, k} index triples that required dereferencing the verts array
17 at draw time. Same triangulation, less arithmetic at the draw site.
18 • The collider's chain shape signature is `(owner, tag, 'static',
19 'chain', local_verts, closed?)` in Anchor 2 vs v1's
20 `self:add(collider('wall', 'static', 'chain', local_verts, true))`.
21
22 Used by main.lua to drop a single interior wall into the scene so we can
23 see how attacks land on it once we start porting carriers. The wall's
24 default color is muted slate — distinct from the bg fill and the player
25 silhouette, dim enough that bright attack visuals read cleanly over it.
26 ]]
27
28
29 -- v1 line 5146. Slate-grey, deliberately dim so attack effects pop on top.
30 wall_color = color(60, 60, 70)
... [76 more lines]
Agent
[
{
"type": "text",
"text": "Perfect! Now I have all the information. Let me create a comprehensive report:\n\n## Invoker-Old Map/Wall Architecture \u2014 Comprehensive Findings\n\nI've thoroughly explored the Invoker-old codebase and can provide concrete, detailed findings on both wall geometry generation and the rendering approach.\n\n---\n\n## 1. WALL/MAP GEOMETRY GENERATION\n\n### Location & Entry Points\n\n**Map Generation Pipeline:**\n- **`E:/a327ex/Invoker-old/map_generation.lua`** (512 lines) \u2014 Core geometry system\n- **`E:/a327ex/Invoker-old/map.lua`** (236 lines) \u2014 Map instance class & asset management\n- **`E:/a327ex/Invoker-old/maps/tutorial.lua`** \u2014 Example: procedural linear corridor\n\n### Jagged Edges + Rounded Corners\n\nThe system uses **per-vertex random jitter** to create jaggedness:\n\n**Jagged Horizontal/Vertical Edge Function (map_generation.lua:268-322):**\n```lua\nfunction map_gen_jagged_h(verts, x1, x2, base_y, dir, step, jitter, jitter_along)\n -- step controls density (default 20 world units between verts)\n -- jitter = vertical random offset (default 6 units)\n -- jitter_along = horizontal random offset along edge (default 2 units)\n local sx = dir > 0 and step or -step\n local x = x1 + sx\n while (dir > 0 and x < x2 - step*0.5) or (dir < 0 and x > x2 + step*0.5) do\n verts[#verts + 1] = x + random_float(-jitter_along, jitter_along)\n verts[#verts + 1] = base_y + random_float(-jitter, jitter)\n x = x + sx\n end\nend\n```\n\n**Rounded Corners (map_generation.lua:328-338):**\n```lua\nfunction map_gen_corner(verts, cx, cy, start_angle, end_angle, r, jitter, steps)\n jitter = jitter or 3 -- radial noise per vertex\n steps = steps or 6 -- 6 points per corner arc\n for i = 0, steps do\n local t = i/steps\n local a = math.lerp(t, start_angle, end_angle)\n local pr = r + random_float(-jitter, jitter) -- per-vertex radius variation\n verts[#verts + 1] = cx + pr*math.cos(a)\n verts[#verts + 1] = cy + pr*math.sin(a)\n end\nend\n```\n\n**Technique Summary:**\n- **Jaggedness:** Per-vertex random offsets perpendicular & along edges; **NOT a full noise function**, just **random_float jitter per step**.\n- **Rounded corners:** **Circular arc built from interpolated angle positions**; radius adds per-vertex jitter so the arc isn't perfectly round.\n- **No triangulated polygon approach** \u2014 edges are just vertices sampled at regular intervals with random perturbation.\n\n**Example Usage (generate_arena_rectangle, lines 450-484):**\n```lua\n-- Top-left corner: left edge \u2192 top edge\nmap_gen_corner(verts, lx + cr, ty + cr, math.pi, 3*math.pi/2, cr, jitter*0.5)\n-- Top edge: left \u2192 right\nmap_gen_jagged_h(verts, lx + cr, rx - cr, ty, 1, step, jitter, jitter_along)\n-- Top-right corner\nmap_gen_corner(verts, rx - cr, ty + cr, 3*math.pi/2, 2*math.pi, cr, jitter*0.5)\n-- Right edge: top \u2192 bottom\nmap_gen_jagged_v(verts, ty + cr, by - cr, rx, 1, step, jitter, jitter_along)\n-- (continues for remaining 3 sides)\n```\n\n### Openings/Gaps in the Perimeter\n\n**NO explicit \"gap\" mechanism** in the arena rectangle. However, the **tutorial map (maps/tutorial.lua)** implements a **pinch point** (narrowing corridor) using **dynamic per-x-coordinate height function**:\n\n```lua\n-- From tutorial.lua:76-82\nlocal function pinch(x)\n local dx = x - m.pinch_x\n local hw = dx < 0 and m.pinch_half_width_left or m.pinch_half_width_right\n local t = dx/hw\n if t <= -1 or t >= 1 then return 0 end\n return m.pinch_depth*0.5*(1 + math.cos(math.pi*t)) -- cosine falloff\nend\n```\n\nThe corridor **narrows at x=240** to exactly `2*(base_half_height - pinch_depth)` width, with random waves **scaled to fade out** at the pinch peak so the gap stays fixed. This creates a **procedural bottleneck**, not a true \"opening,\" but enemies can only enter through that gap.\n\n### Collider Approach\n\n**Chain Collider (not polygon) \u2014 Box2D native:**\n\n**From map_generation.lua:345-356 (map_boundary class):**\n```lua\nmap_boundary = class()\n\nfunction map_boundary:new(local_verts, cx, cy)\n self.x, self.y = cx, cy\n make_entity(self)\n self.collider = collider(self, 'wall', 'static', 'chain', local_verts, true)\n -- ^^^^^^^ 'chain' shape type\n self.collider:set_position(cx, cy)\nend\n```\n\nThe boundary polygon **vertices are reversed from CW \u2192 CCW** before chain creation (map_generation.lua:378-382) so Box2D's normals face inward toward the floor.\n\n**Storage structure:**\n- `m.floor` = `{vertices = {...}, triangles = {...}}` \u2014 for floor rendering\n- `m.boundary_obj` = map_boundary entity with the chain collider \u2014 static, non-dynamic\n\n---\n\n## 2. OLD MAP VISUAL: GRADIENT + DITHERING COMPLEXITY\n\n### Why It Was \"Very Complicated\"\n\nThe **old v1 approach** (v1/main.lua, v1/assets/wall_gradient.frag) was complex because:\n\n1. **Per-pixel shader color detection** \u2014 The shader parsed the **TexCoord to world position**, sampled the **distance field at that position**, then had to **distinguish pixel types** (symbol vs floor vs wall) **by color matching**:\n\n ```glsl\n // v1/assets/wall_gradient.frag (lines 169-175)\n vec3 marker = vec3(1.0, 254.0/255.0, 253.0/255.0); // Detect symbol marker color\n vec3 marker_diff = abs(original.rgb - marker);\n bool is_symbol = (marker_diff.r + marker_diff.g + marker_diff.b) < 0.02 && original.a > 0.5;\n \n vec3 diff = abs(original.rgb - u_floor_color.rgb); // Detect floor by color match\n bool is_floor = !is_symbol && (diff.r + diff.g + diff.b) < 0.05;\n ```\n\n2. **Edition system complexity** \u2014 Multiple shader modes (2\u201314) for fixed-hue shimmers (ruby/rose/amber/etc.), plus **organic_field + dynamic hue shifts**:\n\n ```glsl\n // Applied per-pixel, per-ripple, per-edition mode\n float organic_field_w(vec2 uv_sc, float t) { // Slow field calculation\n vec2 p1 = uv_sc + 50.0*vec2(sin(-t / 143.634), cos(-t / 99.4324));\n vec2 p2 = uv_sc + 50.0*vec2(cos(t / 53.1532), cos(t / 61.4532));\n // ... 3 distance-field-based sine waves\n }\n ```\n\n3. **Distance field texture sampling + gradient interpolation** \u2014 Every pixel sampled both the **distance field** AND performed **world-position-dependent color blending**, then applied **ripple wave effects**:\n\n ```glsl\n float dist = texture(u_dist_field, df_uv).r; // Sample distance\n vec3 wall_color = mix(u_color_near.rgb, u_color_far.rgb, dist); // Interpolate\n // Then loop over ripples and apply per-ripple color shifts\n ```\n\n4. **Per-pixel HSL \u2194 RGB conversions** \u2014 Multiple editions required **HSV \u2194 RGB** conversion at **every pixel** of the wall area:\n\n ```glsl\n vec3 hsv = rgb2hsv(wall_color); // Convert\n hsv.x = fract(hsv.x + shift); // Hue shift\n sym = hsv2rgb(hsv); // Convert back\n ```\n\n### Modern Approach (Much Simpler)\n\nThe **current version** (assets/wall_gradient.frag, assets/wall_symbols.frag) **pre-bakes complexity away**:\n\n**Key simplification (wall.lua:274-305, bake_wall_gradient):**\n```lua\nfunction bake_wall_gradient(m)\n -- Bake ONCE: for every texel in distance field, compute its final RGB color\n -- including region + darken + distance interpolation. Store as texture.\n local pixels_grad = {}\n local pixels_sym = {}\n for ty = 0, c.th - 1 do\n for tx = 0, tw - 1 do\n local i = ty*tw + tx + 1\n local f = c.distances[i] -- Cached distance (0-1)\n local region_name = m:classify_region(wx, wy)\n local region = m.regions[region_name]\n local c1 = region.wall_color\n local c2 = region.wall_color_2\n -- Interpolate color once, store in texture\n local r = math.floor(c1.r + (c2.r - c1.r)*f)\n local g = math.floor(c1.g + (c2.g - c1.g)*f)\n local b = math.floor(c1.b + (c2.b - c1.b)*f)\n pixels_grad[i] = string.char(r, g, b, 255)\n end\n end\n c.gradient_texture = texture_create(c.tw, c.th, table.concat(pixels_grad))\nend\n```\n\n**Then in the shader (assets/wall_gradient.frag:161-181):**\n```glsl\nvoid main() {\n vec2 uv = (vec2(world_x, world_y) - u_grad_origin)/u_grad_size;\n vec3 col = texture(u_gradient, uv).rgb; // Sample pre-baked color (1 texture lookup!)\n \n if (edition > 0) {\n col = apply_wall_edition(col, edition, vec2(world_x, world_y)); // Apply shimmer only\n }\n FragColor = vec4(col, original.a);\n}\n```\n\n### What Made the Old Way Complex\n\n**From the reference doc (reference/map_visual_system.md, line 108):**\n> Distance field computation is O(texels \u00d7 polygon_edges). **Takes 1-2 seconds in Lua.**\n\nThe **old v1 approach baked colors into the distance-field texture every frame or on palette change**, requiring **per-texel \u00d7 per-region \u00d7 per-edition calculation** to happen **in the shader at runtime**.\n\nModern approach:\n1. **Compute distance field ONCE** (slow, ~500ms) \u2192 cached as normalized 0-1 values\n2. **Bake colors ONCE per palette change** (fast, ~50ms) \u2192 creates pre-interpolated texture\n3. **Shader does only texture lookup + optional edition shimmer** (instant)\n\n---\n\n## 3. KEY FILES + LINE RANGES SUMMARY\n\n| What | File | Lines |\n|------|------|-------|\n| **Jagged edge helpers** | map_generation.lua | 268\u2013322 |\n| **Rounded corner helper** | map_generation.lua | 328\u2013338 |\n| **Arena rectangle example** | map_generation.lua | 450\u2013484 |\n| **Collider setup** | map_generation.lua | 345\u2013356, 378\u2013382 |\n| **Distance field computation** | wall.lua | 152\u2013251 |\n| **Color gradient baking** | wall.lua | 274\u2013305 |\n| **Symbol scattering** | wall.lua | 316\u2013353 |\n| **Map draw pipeline** | map.lua | 120\u2013157 |\n| **Tutorial: pinch example** | maps/tutorial.lua | 76\u201399, 112\u2013147 |\n| **Wall gradient shader** | assets/wall_gradient.frag | 1\u2013181 |\n| **Symbol shader** | assets/wall_symbols.frag | 1\u2013172 |\n| **Palette system** | wall_palettes.lua | 1\u2013230 |\n| **Edition modes** | main.lua | 223\u2013287 |\n\n---\n\n## 4. RENDERING PIPELINE (From main.lua:155\u2013177)\n\n```\nLayer Stack (bottom \u2192 top):\n floor_layer \u2014 bg fill, floor triangles, draw_extras\n wall_area_layer \u2014 white placeholder triangles + apply_wall_gradient_shader\n wall_layer \u2014 edge outlines\n symbol_layer \u2014 white symbols + apply_wall_symbols_shader\n```\n\n**Key shaders:**\n- `wall_gradient.frag` \u2014 Replaces white wall area triangles with pre-baked gradient color\n- `wall_symbols.frag` \u2014 Replaces white symbol pixels with darkened gradient color\n- Both support **edition modes 2\u201314** (fixed-hue shimmers) **+ modes 23\u201324** (new dynamic + palette-cycling)\n\n---\n\n## Quick Reference for mini-looper\n\nFor your walled-arena implementation, key takeaways:\n\n1. **Jaggedness = random_float jitter per step**, no complex noise function needed\n2. **Rounded corners = arc with per-vertex radius variation**\n3. **Collider = Box2D chain shape** (native, efficient)\n4. **Gradient rendering = distance field texture + pre-baked color interpolation** (fast palette swaps)\n5. **No explicit \"gaps\"** in perimeter; use **procedural narrowing** (pinch function) or **separate entrance regions**\n6. **Edition shimmers** only needed if you want color effects; plain gradient is much simpler"
}
]
I now have the full picture. The template's wall_object (chain collider + triangulated fill + .spec) is the building block; Invoker-old's jagged-edge/rounded-corner technique (per-vertex jitter + arc corners) is simple to port; and the old visual's complexity (distance-field textures + per-pixel shader editions) is exactly what the new effect-spec system replaces.
One thing I must verify before writing the plan: whether the effect patterns evaluate in world space (continuous across a triangulated wall) or local/per-shape (which would fragment a multi-triangle wall). Let me check the shader.
Glob (mini-looper/snkrx/assets/draw_shader.frag)
No files found
Glob (mini-looper/**/draw_shader.frag)
mini-looper\assets\draw_shader.frag
Grep (linear_gradient|radial_gradient|world|v_pos|gl_FragCoord|u_pattern_kind|local_uv|bbox|vec2 p =|pattern_uv)
8:// f = pattern(world_pos, time, scale, param) // [0, 1]
19:// this is camera-transformed world space.
28:// u_pattern_kind int 1=organic 2=solid 3=plasma 4=waves 5=marble
30:// 10=linear_gradient 11=radial_gradient (LOCAL)
31:// u_pattern_scale float world-units multiplier for the pattern field
58:// (vec2 world_pos, float scale, float param, float t) and returns a
90:uniform int u_pattern_kind;
172:// PATTERNS — produce a scalar field f ∈ [0, 1] at the fragment's world_pos.
178:// normalized to roughly [0, 1]. Anchored to world coordinates, so on
180:float pattern_organic(vec2 world_pos, float scale, float t) {
181: vec2 uv = world_pos * scale;
208:// All take (world_pos, scale, time) and return a value in [0,1]. Internal
221: vec2 p = wp * scale;
234: vec2 p = wp * scale;
245: vec2 p = wp * scale;
254: vec2 p = wp * scale;
263: vec2 p = wp * scale;
276: vec2 p = wp * scale * 0.025 + vec2(t * 0.05, t * 0.035); // gradual drift
291: vec2 p = wp * scale * 0.02 + vec2(t * 0.02, 0.0);
297:// ---- LOCAL patterns (rect-relative, NOT world-anchored) ----
298:// Every pattern above samples world_pos, so it's global: anchored to world
308:// linear_gradient — A→B ramp across the rect. param = ANGLE (0..1 → 0..2π),
313:float pattern_linear_gradient(vec2 uv, vec2 quad_px, float param, float offset) {
322:// radial_gradient — center→edge ramp. param = SHAPE: 0 = true circle
327:float pattern_radial_gradient(vec2 uv, vec2 quad_px, float param, float range) {
336:float pattern_field(int kind, vec2 world_pos, vec2 uv, vec2 quad_px, float scale, float param, float param2, float t) {
337: if (kind == 1) return clamp(pattern_organic(world_pos, scale, t), 0.0, 1.0);
338: if (kind == 3) return pattern_plasma(world_pos, scale, t, param);
339: if (kind == 4) return pattern_waves(world_pos, scale, t, param);
340: if (kind == 5) return pattern_marble(world_pos, scale, t, param);
... [25 more lines]
That settles the visual question decisively. The shader confirms:
- Patterns 1–9 (organic, plasma, waves, marble, sine_grid, wood, truchet, contours) sample
world_pos→ continuous across a triangulated wall. - Patterns 10–11 (linear/radial gradient) are explicitly "LOCAL (rect-relative)" → they'd fragment per-triangle on a multi-triangle wall.
- Dither keys off
gl_FragCoord(screen space) → continuous regardless.
So a wall just needs a .spec with a world-anchored pattern + slate ramp + dither — no baking, no custom shader. That's the whole simplification over the old distance-field approach.
The mana panel is also fixed (now compact MANA 3/3, right-aligned — parses clean).
mcpccd_sessionmark_chapter
[
{
"type": "text",
"text": "Chapter marked: \"Map redesign: jagged walls + openings\". Continue your current work."
}
]
Here's the plan, grounded in all three sources (the template's wall_object, Invoker-old's jagged technique, and the new effect shader).
Plan: jagged walled arena with enemy openings
A. Collapse to a single fixed screen
"Covers the edges of the screen" + "openings to outside the map boundaries" implies the playfield is the screen. So: set map_w/map_h = 480×270, re-center the loop + Core to (240, 135), and drop the camera pan (static centered camera — world coords map 1:1 to screen; main_camera.mouse still works for the hand UI). Remove camera_pan_update + the pan tunables + the map-bounds. (Decision 1.)
B. Geometry — a new map.lua
Port Invoker-old's three helpers (they're simple — per-vertex random_float jitter, no noise/distance-field):
jagged_edge(...)— points along an edge with perpendicular + along-edge jitter.jagged_corner(...)— a short arc of points with per-vertex radius jitter (the rounded corners).
Build the inner boundary = a jagged rounded-rectangle inset from the screen edge by the wall thickness, facing the play area. Choose openings (gaps) at jittered positions around the perimeter, regenerated per run (this is the cheap map-variance). Split the wall ring into segments between openings; each segment is a closed polygon — jagged inner edge + outer edge run along/just past the screen boundary + two end-caps at the openings — built as a wall_object (chain collider + triangulated fill, already in snkrx/wall.lua). Expose map_openings = { {x, y, angle (inward), width}, … } for the director.
C. Visual — the new effect spec (the whole point of the redesign)
Each wall carries a .spec with a world-anchored pattern (so it's continuous across the triangulated fill — organic or marble or contours, not the local linear/radial gradients), a slate ramp from the chrome ladder (bg / charcoal / panel_border / grey), and a bayer dither. That's it — one table replaces the old distance-field-texture baking + per-pixel HSL/edition shaders. Screen-space dither keeps the stipple continuous. wall_object:draw already brackets effect_set(layer, self.spec), so no draw changes needed.
D. Enemy spawns — wave.lua
Spawn each enemy just outside a randomly chosen opening (replacing the random map-edge spawn); it seeks the Core and threads the gap (the opening faces inward, so seek-to-center carries it through). The enemy↔wall collision (already enabled) handles edge bumps. A surge/heavy wave can favor one opening (the "flank").
E. Wiring
map.lua generates the walls in SCENE (after the loop). The walls[] draw loop already exists in main.lua; keep the floor (play-area bg) draw beneath it. Enemy steering is unchanged (still seeks the Core).
One flag (not blocking)
The proven loop (rx 138, ry 98) is tall for 270px — only ~37px margin top/bottom, so top/bottom entries are short. I'd keep it and tune later, but we could shrink the loop slightly for breathing room.
Two decisions drive the geometry — recommendation first:
AskUserQuestion
Your questions have been answered: "Collapse the playfield to a single fixed 480x270 screen (walls at the screen edges, no camera panning)?"="Yes, fixed screen", "How many openings, and where?"="~4-6 total (≈1/side)". You can now continue with these answers in mind.
Both confirmed: fixed 480×270 screen, ~4-6 openings (≈1/side). Given this is the bigger task, I'll slice it for testability — Step 1 now: collapse to the fixed screen + drop the pan (clean, safe, testable), then walls + spawns next. Let me re-read the current camera/map sections to edit precisely.
Read (E:\a327ex\mini-looper\main.lua)
78 -- Mini Looper map: the world is bigger than the 480x270 viewport — roughly 1.5
79 -- screens each way, but sized to an EXACT whole number of 24px grid cells, an
80 -- ODD count per axis (so one cell sits dead-center on the base). That makes the
81 -- placement grid cover the map edge-to-edge with NO leftover margin (grid.lua's
82 -- centering offset then works out to 0). The loop + base sit at the map center;
83 -- the camera pans around it RTS-style. grid.lua reads these at load, so they
84 -- MUST be defined before require('grid'). The 24 here is grid_cell_size.
85 map_w = 31*24 -- 744 (31 cols, ~1.5 screens wide)
86 map_h = 17*24 -- 408 (17 rows, ~1.5 screens tall)
87
88 -- Mini Looper game files (after snkrx so class / specs / ui exist).
89 require('loop') -- waypoint loop: loop_points, build_loop_ring, loop_draw
90 require('train') -- steered train: train_units, train_unit, train_*
91 require('enemy') -- center-seeking enemy: enemies, enemy, spawn_enemy_at_edge
92 require('units') -- per-unit auto-attack: unit_defs, unit_attack_update
93 require('grid') -- logical placement grid: grid_cell_center, grid_cell_at, grid_draw
94 require('building') -- generic building: buildings, building_place, central_building, building_reset
95 require('building_ui') -- building selection UI: selected, building_ui_update
96 require('wave') -- wave director: director_update, director_start_wave, director_intermission_ui, director_draw_hud, game_won
97 require('hand') -- intermission deploy hand UI: hand, hand_ui (placeholder content for now)
98 require('builds') -- mini-looper: hardcoded endgame builds (ramming, ...) for fun + perf testing
99 require('info_text')-- mini-looper: floating effect-text (Charge popup; ported from Invoker)
100
101 -- Apply persisted volume overrides from snkrx/volume_tuning.lua and
102 -- snapshot the baseline for the F3 tuner's diff-save. Place this AFTER
Read (E:\a327ex\mini-looper\main.lua)
154 debug_layer = layer_new('debug') -- F2 collider overlay
155
156 -- The camera's VIEWPORT stays the 480x270 window; its POSITION starts at the
157 -- map center (= the base) and is clamped to the map so panning never reveals
158 -- the void past the edges.
159 main_camera = camera_new(width, height)
160 main_camera.x = map_w/2
161 main_camera.y = map_h/2
162 -- Bounds are the map PLUS a margin of void, so panning to an edge frames the
163 -- map boundary (and a strip of the darker void past it) into view — that's
164 -- what lets you see the map's extent and where the base sits within it.
165 map_view_margin = 48
166 camera_set_bounds(main_camera, -map_view_margin, map_w + map_view_margin,
167 -map_view_margin, map_h + map_view_margin)
168
169 -- RTS camera panning (edge-scroll + keyboard). Tunables.
170 cam_pan_speed = 360 -- world px/sec the camera moves while panning
171 cam_pan_edge = 3 -- screen px (virtual, of 480x270) from a viewport edge that triggers
172 -- edge-scroll — tight, so it only fires right at the edge
173
174 -- Confine the cursor to the window so edge-scroll works without the mouse
175 -- slipping out the side (engine: SDL_SetWindowGrab — cursor stays visible /
176 -- absolute, unlike mouse_set_grabbed's relative mode). SDL drops the grab on
177 -- focus loss, so alt-tab still frees the cursor.
178 -- mouse_set_window_grab(true) -- DISABLED for now (flip back on to re-enable)
179
180 debug_draw_enabled = false
181 tuning_ui_visible = false -- mini-looper: tuning panel hidden until F1
Read (E:\a327ex\mini-looper\main.lua)
183
184 -- ============================================================
185 -- SCENE
186 -- ============================================================
187 -- Mini Looper — step 1: a waypoint loop + one steered train unit.
188 -- No player avatar; the unit follows the loop via follow_path steering,
189 -- and SPACE shoves it so we can watch it steer back. The tuning panel
190 -- (top-left) dials speed / seek / push live.
191 build_loop_track(map_w/2, map_h/2)
192 -- The central building (the base you defend) on the grid cell nearest the loop center.
Read (E:\a327ex\mini-looper\main.lua)
226 main_camera.x = main_camera.x + (dx/len)*cam_pan_speed*dt
227 main_camera.y = main_camera.y + (dy/len)*cam_pan_speed*dt
228 end
229 end
230
231 function update(dt)
232 sync_engine_globals()
233
234 -- ESC quits immediately, from any state (before the sound-tuner / freeze gates).
235 if is_pressed('quit_game') then engine_quit() end
236
237 -- UI per-frame plumbing. Always runs (independent of whether the
238 -- UI gallery is enabled, independent of whether any widget is
239 -- drawn this frame). Order matters: typed-text drain first, then
240 -- the state/juice reset before any widget hit-tests or reads juice.
241 -- ui_typed_text drained from SDL; the focused
242 -- ui_text_input reads this each frame.
243 -- ui_state_begin_frame() resets hot_id + ui_capturing_text +
244 -- ui_input_locked (frame-local interaction).
245 -- ui_juice_update(dt) ticks the per-widget scale springs +
246 -- the HP-bar tween scheduler.
247 -- ui_begin(dt) bundles all of the above (defined in snkrx/ui/init.lua).
248 ui_begin(dt)
249
250 -- Hit-stop: hit_stop_update runs the freeze countdown on UNSCALED
251 -- dt; sdt is the scaled dt every game entity updates with, so a
252 -- carrier's hit_stop(d) call freezes the world for d seconds.
253 hit_stop_update(dt)
254 local sdt = dt*time_scale
255
... [40 more lines]
Read (E:\a327ex\mini-looper\main.lua)
204 local starter_pool = { 'archer', 'magician', 'cannoneer', 'outlaw', 'geomancer', 'swordsman' }
205 array.shuffle(starter_pool)
206 train_build(2, starter_pool)
207
208 -- RTS camera pan: edge-scroll (cursor near a viewport edge) + keyboard (the
209 -- left/right/up/down binds = WASD/arrows, repurposed — there's no player to
210 -- move). Writes main_camera.x/y directly; the map-bounds clamp happens in
211 -- camera_update. Uses unscaled dt so panning is unaffected by hit-stop, and
212 -- runs even while the win/lose field is frozen.
213 function camera_pan_update(dt)
214 local dx, dy = 0, 0
215 if is_down('left') then dx = dx - 1 end
216 if is_down('right') then dx = dx + 1 end
217 if is_down('up') then dy = dy - 1 end
218 if is_down('down') then dy = dy + 1 end
219 local mx, my = mouse_position()
220 if mx < cam_pan_edge then dx = dx - 1 end
221 if mx > width - cam_pan_edge then dx = dx + 1 end
222 if my < cam_pan_edge then dy = dy - 1 end
223 if my > height - cam_pan_edge then dy = dy + 1 end
224 if dx ~= 0 or dy ~= 0 then
225 local len = math.sqrt(dx*dx + dy*dy) -- normalize so diagonals aren't faster
226 main_camera.x = main_camera.x + (dx/len)*cam_pan_speed*dt
227 main_camera.y = main_camera.y + (dy/len)*cam_pan_speed*dt
228 end
229 end
All the camera/pan code is clear. Making the Step 1 edits — collapse to the fixed screen, drop the pan:
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK main
Step 1 done — fixed-screen collapse, parses clean.
What changed (main.lua)
map_w/map_h= the screen (480×270) — the loop and Core now auto-center at (240, 135).- Camera is static centered — removed the bounds, the pan tunables,
camera_pan_update, and its call. World still maps 1:1 to screen, and shake still works for impacts.
Test
- The game now plays on a single fixed 480×270 screen — no more panning (WASD/arrows do nothing now; those binds are dead, harmless, I'll clean them up with the walls).
- The loop + Core sit centered; combat, the hand/deploy UI (bottom-right), waves, and win/lose all work as before.
- Enemies spawn at the screen edges and march to the Core. Expected rough edge: with no off-screen margin yet, they pop in at the edges rather than drifting in — that's fixed in Step 2 when they spawn off-screen beyond the openings.
Confirm this runs clean on the smaller fixed screen, then Step 2 is the walls — the meat: a new map.lua that generates the jagged wall segments + rounded corners + ~4–6 openings (per run), gives each wall the world-anchored pattern + slate-ramp + dither spec, and redirects enemy spawns to the openings. I'll build that next.
It needs to be slightly larger actually, otherwise the walls will eat up too much space and it will feel too cramped.
Right — the play area needs to stay roomy; the walls should live in an off-screen margin (extending outward) rather than eating into the visible screen. So the map should be slightly larger than the screen, with the camera centered showing the play area and the walls/spawns in the off-screen band.
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK main
Parses clean. The map is now 576×366 — a 48px off-screen band (MAP_MARGIN) on every side, with the camera centered so the screen shows the centered play area.
What this gives
- The play area is the full screen again (not eaten by walls) — the perimeter walls will live in the off-screen band and extend outward, so only their inner jagged edge frames the screen.
- The loop sits centered with ~37px between it and the screen edge (where the wall inner edge will be) — no longer cramped.
- Bonus fix: enemies now spawn at the (off-screen) map edge and drift into view instead of popping in at the screen edge.
MAP_MARGIN = 48 is a single tunable at the top of main.lua — bump it if you want a deeper off-screen band for thicker walls / more spawn run-up.
Test
- Loop + Core centered, full-screen play area, no panning.
- Spawn enemies (waves or
b) → they now drift in from off-screen rather than popping in at the edge.
Once this feels right, Step 2 is the walls themselves — map.lua generating the jagged outward-extending wall segments (inner edge near the screen perimeter) + rounded corners + ~4–6 openings, each wall drawn with the world-anchored-pattern + slate-ramp + dither spec, and enemy spawns redirected to just outside the openings.
Bring back WASD/arrows movement, you can keep the mouse panning out.
On it — keyboard-only pan restored, edge-scroll stays gone. Re-adding the bounds clamp + a keyboard pan over the (now small) off-screen band.
Edit (E:\a327ex\mini-looper\main.lua)
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Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK main
Done — parses clean.
- WASD / arrows pan the camera again (keyboard only).
- Edge-scroll stays out — the mouse no longer pans.
- The view is clamped to the map (
camera_set_bounds(0, map_w, 0, map_h)), so panning lets you peek into the 48px off-screen band (where the walls + spawns will be) but never past the map into void. cam_pan_speed = 240(tunable) — gentle, since the pan range is small.
The left/right/up/down binds are no longer dead — they drive the pan.
Test: WASD/arrows nudge the view toward each edge (and stop at the map boundary); moving the mouse to a screen edge does nothing. Then we're set for Step 2 — the walls.
Alright, you can go next.
Now Step 2 — the walls. I have everything: wall_object/spawn_wall (chain collider + triangulated fill + .spec), the jagged technique (per-vertex jitter + arc corners), and the visual approach (world-anchored pattern + slate ramp + dither). Writing the new map.lua that builds the jagged ring, cuts openings, and exposes spawn points:
Write (E:\a327ex\mini-looper\map.lua)
File created successfully at: E:\a327ex\mini-looper\map.lua (file state is current in your context — no need to Read it back)
Now wire it — main.lua (require, build in SCENE, redirect debug spawns) and wave.lua (spawn from openings):
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
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Now wave.lua — replace the random-angle/map-edge spawn with opening-based spawning. Let me read the current spawn section to match exactly.
Read (E:\a327ex\mini-looper\wave.lua)
28
29
30 -- Per-wave scaling from the wave number n (placeholders).
31 local function wave_size(n) return 3 + 2*n end -- total enemies in wave n
32 local function wave_hp(n) return math.floor(8 + n*1.5) end
33 local function wave_speed(n) return 1 + n*0.03 end -- speed multiplier
34
35
36 -- State.
37 wave_num = 0 -- current/last wave (0 = before wave 1)
38 wave_active = false -- true while a wave is spawning / being fought
39 wave_spawns_remaining = 0 -- enemies left to trickle in this wave
40 wave_spawn_timer = 0
41 game_won = false
42
43
44 -- A random spawn direction biased toward the sides (left/right) over top/bottom —
45 -- the sides are farther from the center, which spreads approach distances and
46 -- keeps the wide loop engaged. The four cones each span +/-45deg and tile the
47 -- circle, so every angle is still possible, just side-weighted.
48 local function random_ambient_angle()
49 local base
50 if random_bool(AMBIENT_SIDE_PCT) then
51 base = random_bool(50) and 0 or math.pi
52 else
53 base = random_bool(50) and (math.pi/2) or (-math.pi/2)
54 end
55 return base + random_float(-math.pi/4, math.pi/4)
56 end
57
... [45 more lines]
Edit (E:\a327ex\mini-looper\wave.lua)
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Edit (E:\a327ex\mini-looper\wave.lua)
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Now remove the now-unused AMBIENT_SIDE_PCT, and syntax-check everything:
Grep (AMBIENT_SIDE_PCT|random_ambient_angle|spawn_enemy_at_edge|random_map_edge_point)
mini-looper\enemy.lua:18: spawn_enemy_at_edge() on the press. spawn_enemy(x, y, args) builds the
mini-looper\enemy.lua:258:function random_map_edge_point()
mini-looper\enemy.lua:268: spawn_enemy_at_edge(args)
mini-looper\enemy.lua:274:function spawn_enemy_at_edge(args)
mini-looper\enemy.lua:275: local gx, gy = random_map_edge_point()
mini-looper\main.lua:92:require('enemy') -- center-seeking enemy: enemies, enemy, spawn_enemy_at_edge
mini-looper\wave.lua:13: biased random edges (random_ambient_angle), scattered along the hit edge
mini-looper\wave.lua:27:local AMBIENT_SIDE_PCT = 70 -- % of spawns from the sides (left/right) vs top/bottom
Read (E:\a327ex\mini-looper\wave.lua)
8 director_intermission_ui) to begin the next wave. Clearing the final wave
9 (wave_count_max) -> WIN (game_won). The intermission is where the card/mana
10 deploy will live in later steps.
11
12 Enemy count / hp / speed scale with the wave number. Spawns come from side-
13 biased random edges (random_ambient_angle), scattered along the hit edge
14 (spawn_group), so a wave still pours in from all around rather than one spot.
15
16 main.lua: director_update(dt) in the sim, director_intermission_ui() in the UI
17 section (the START button), director_draw_hud(layer) for the wave readout,
18 director_reset() on restart; game_won folds into the freeze gate.
19 ]]
20
21
22 -- Tunables (the balance surface — placeholders, tuned in a later step).
23 wave_count_max = 10 -- clear this many waves to WIN
24 wave_group = 3 -- enemies spawned per trickle tick
25 wave_spawn_int = 0.6 -- seconds between trickle ticks
26
27 local AMBIENT_SIDE_PCT = 70 -- % of spawns from the sides (left/right) vs top/bottom
Edit (E:\a327ex\mini-looper\wave.lua)
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Edit (E:\a327ex\mini-looper\wave.lua)
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PowerShell
OK map
OK main
OK wave
All three parse clean. Step 2 — the walls — is in. This is a big new system, so expect to iterate on the look and tuning, but the structure is complete.
What's there (map.lua + wiring)
- Jagged walled arena:
build_map_walls()generates a jagged rounded-rectangle inner boundary (per-vertex jitter + arc corners, ported from Invoker-old), projects each point radially out to the map edge, and cuts ~5 openings at spread-and-jittered positions. The non-open spans become wall segments — closed polygons (spawn_wall, chain collider + triangulated fill), regenerated each run. - Visual via the new effect system: each wall carries
wall_arena_spec— a world-anchoredorganicpattern (continuous across the triangles) over a slate ramp (charcoal → panel_border → grey) with a bayer dither. One table, no baking, no custom shader. - Enemies enter through openings:
map_openingsholds each gap's outside spawn point + inward angle. Both the director (each wave group pours from one random opening) and thee/bdebug keys now spawn there; the enemies' seek-the-Core steering threads them through.
Test
- The walls — a jagged slate frame (rounded corners, dithered) hugs the screen edges with ~5 gaps. Pan (WASD) toward an edge to see the wall extend outward into the off-screen band.
F2shows the wall colliders. - Enemy entry — start a wave (or
b): groups drift in from off-screen through the openings and head to the Core; the train sweeps them as they cross the loop. - Containment — enemies should not pass through the solid wall (only the gaps).
What to watch (first-pass risks I want your read on)
- Collision side — chain colliders are one-sided; if enemies pass through walls, I need to flip the polygon winding. (F2 + a
bburst is the quick check.) - Threading — enemies seek the Core, so they should funnel through a gap; if any get stuck grinding a wall edge, I'll tune opening width / spawn alignment.
- The look —
wall_arena_spec(pattern / ramp / dither) and the geometry tunables (WALL_INNER_INSET,WALL_JITTER,WALL_CORNER_R,OPENING_COUNT,OPENING_HALF_W) are all at the top ofmap.lua— tell me what to dial once you see it.
Give it a run and tell me how the walls read (look + collision + enemy flow), and we'll tune from there.
Great, really good, actually. The openings should also be jagged themselves, however, currently they're straight lines. Also, do you plan on making the visuals work similarly to Invoker/Orblike later?
Glad it's landing well. Both points — the jagged opening edges first.
Right now each wall segment's end-caps (where it meets an opening) are a single straight radial line from the inner edge out to the map edge. I'll insert jagged interior points along those caps so the opening edges wobble like the inner edge does.
Edit (E:\a327ex\mini-looper\map.lua)
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Edit (E:\a327ex\mini-looper\map.lua)
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PowerShell
OK map
Jagged opening edges done — parses clean. The two caps bounding each opening now get jagged interior points (perpendicular jitter, same as the inner edge), so each gap reads as a torn opening rather than a clean radial slit. Each opening's two sides are jagged independently (they belong to different segments).
On matching the Orblike visual
Honest answer: the current look is not the Orblike look, and the gap is specific. Worth being precise about why.
Orblike's map was a distance-field gradient — walls colored by distance from their edge (one color at the lip, fading to another deeper in), so the gradient followed the wall shape, plus scattered symbols + edition shimmers. The complexity you remember was exactly that: a baked distance-field texture + per-pixel shaders classifying wall/floor/symbol.
What I gave the walls is the new system's natural output: a world-anchored organic field across a slate ramp, dithered — a mottled, continuous dithered slate. It's SNKRX-flavored and cheap, but it's a texture, not a directional gradient that hugs the wall.
Here's the catch I want you to know about: the new effect system can't do Orblike's distance-gradient for free. Its gradient patterns (linear_gradient, radial_gradient) are explicitly LOCAL — per-shape, per-draw-quad. On a triangulated wall they fragment per-triangle, so you can't get one coherent gradient sweeping across the whole wall ring. The world-anchored patterns (organic/marble/etc.) are continuous but aren't distance- or direction-based.
So the paths, roughly in effort order:
- Embrace/tune the dithered look — it's already on-brand; I just tune
wall_arena_spec(pattern/ramp/dither) to taste. Zero infra. - Get close to Orblike with one shader addition — add a world-space gradient pattern to the effect shader (ramps by world distance/direction from a uniform center). That's the clean way to get the inner-light→outer-dark gradient with the new system — a small, general enhancement (every drawable benefits, walls included), and pointedly not the old baked-distance-field machinery.
- Symbols — the effect system's
sprite_fieldshape axis could scatter wall glyphs later if you want that texture too.
My read: option 2 is the right "later" if you specifically want the Orblike gradient — but it is a shader/engine touch (mild infra), so I'd only reach for it once you've decided the dithered look isn't what you want. For now I'd tune the current spec and call it good for the fun-gate.
So — which do you want: lean into the dithered-organic aesthetic as the game's own, or should I plan the world-space-gradient shader pattern to chase the Orblike look? (No need to decide this second; happy to keep tuning what's there first.)
[Pasted image/png]
As you can see from the image, in your current systme nothing is applied to the walls, though, they're just gray. Additional thing, currently the wall can have these really sharp corners sometimes to the points, make sure those sharp edges are rounded in one way or another.
Two real issues. Let me take them in order.
The "just gray" walls: the spec is applying (the Core proves the effect path works) — but the ramp I chose, charcoal → panel_border → grey, is three near-identical dark grays (brightness ~45–74), so the dithered organic gradient between them is nearly invisible and reads as flat gray. The fix is a ramp with real range + a hint of color.
Sharp corners: the per-vertex random jitter is independent, so adjacent vertices can swing from +jitter to −jitter and make a spike. I'll add a Laplacian smoothing pass over each finished segment loop (inner edge + opening caps together), which rounds the spikes while keeping the irregularity.
Making both changes in map.lua:
Edit (E:\a327ex\mini-looper\map.lua)
The file E:\a327ex\mini-looper\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\map.lua)
The file E:\a327ex\mini-looper\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\map.lua)
The file E:\a327ex\mini-looper\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\map.lua)
The file E:\a327ex\mini-looper\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK map
Both done — parses clean.
Walls now actually read
The spec was applying — the problem was my ramp was three near-identical grays, so the dithered organic gradient had nothing to show. New ramp: slot_fill → charcoal → snkrx_blue2 (deep slate that lifts to a muted blue at the field peaks, dithered). The walls should now read as a dithered dark-slate-with-cool-blue surface instead of flat gray. It's a starting point — wall_arena_spec (ramp / pattern_scale / dither) is one table at the top of map.lua; tell me cooler/warmer/darker/more-contrast and I'll dial it.
Sharp spikes rounded
Each finished wall segment (inner edge and the jagged opening caps) now gets a Laplacian smoothing pass — each point eases toward its neighbors' midpoint, which rounds the worst spikes while keeping the overall jaggedness. Tunables at the top of map.lua:
WALL_SMOOTH_PASSES = 2,WALL_SMOOTH_W = 0.4— more passes / higher W = rounder.- If it ends up too smooth (loses the jagged feel), bump
WALL_JITTERback up and/or drop a pass — smoothing tames the spikes, jitter sets the amplitude.
Test
Run + pan (WASD) to a wall: it should now be a visible dithered slate-blue (not flat gray), and the edges should curve rather than spike to sharp points. Tell me how the color reads and whether the rounding amount is right, and I'll tune — and the bigger "dithered look vs chase the Orblike gradient" question from before is still open whenever you want to decide it.
These don't look good still, choose other colors instead of just gray, as it looks too similar to the background.
You're right — my "slate-blue" still leaned on slot_fill/charcoal, which are basically the background color, so the wall just blended in. Let me drop the gray stops entirely and use an actually-colored ramp. Picking a cool purple→magenta→blue (clearly distinct from the dark bg, and away from the red/orange enemies and the Core's brighter blue so it doesn't get confused with gameplay):
Edit (E:\a327ex\mini-looper\map.lua)
The file E:\a327ex\mini-looper\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the walls draw from violet → snkrx_purple → snkrx_blue2 — all mid-toned, saturated colors with no gray stops, so the whole surface is clearly lighter and more colorful than the dark blue-gray background instead of melting into it. The organic field + dither still give it the gradient/stipple texture, just in purple-blue now.
This is a deliberate hue pick (cool, off the red/orange enemies and the Core's brighter blue), but it's one line — tell me the direction and I'll swap it:
- Cooler/calmer →
{ 'snkrx_blue2', 'violet', 'snkrx_purple' }reordered, or pull toward teal. - Warmer/earthier (stone) → a tan/bronze ramp (I'd keep it off pure orange so it doesn't read as enemies).
- More muted → mix the saturation down if the purple feels too vivid over the large wall area.
- Punchier → brighter top stop (e.g.
light_blueorpink).
Give it a look and tell me if the hue's right or which way to push it (and whether the spike-rounding from the last change reads well).
[Pasted image/png]
Now there's this problem where you can see the smoothness of the map is making the map not look complete at the edges of the screen.
I see exactly what happened. I smoothed the whole wall segment — inner edge and outer edge together. Each segment is a thin band (inner edge near the screen, outer edge out at the map boundary), and Laplacian smoothing on a thin band collapses it into a blob pulled away from both edges — so the walls shrank inward off the screen edges, leaving the dark gaps.
The fix: smooth only the inner edge (the visible jagged one), and leave the outer edge pinned at the map boundary so each wall always fills out past the screen edge.
Edit (E:\a327ex\mini-looper\map.lua)
The file E:\a327ex\mini-looper\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\map.lua)
The file E:\a327ex\mini-looper\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
OK map
Fixed — parses clean.
Now the smoothing only touches the inner edge (rounding its spikes), while the outer edge stays pinned at the map boundary, so every wall fills out from inside the screen all the way past the screen edge — no more collapsed blobs floating inward, no dark gaps at the perimeter.
Test
- Walls should now reach the screen edges and corners (a continuous-looking purple-blue frame, broken only by the ~5 openings), instead of rounded blobs pulled inward.
- The inner (visible) edge is still spike-rounded; the opening caps stay jagged (per your earlier request).
Watch for
- Corners — the outer edge sits right at the map edge; if any screen corner still shows a sliver of gap, I'll push the outer edge a few px past the map edge to guarantee overshoot.
- Opening caps — those are the one part still un-smoothed, so if a gap edge spikes sharply, I'll reduce just the cap jitter.
- Inner-edge rounding amount (
WALL_SMOOTH_PASSES/_W) and the purple-blue hue — both one-line tunes whenever you've got a read on them.
You've now failed to do this task again, as the inner edges are now back to having rough corners. Reassess the wall algorithm and how you're generating it and how you're generating the holes themselves. Why can you not do the rounded edges properly?
You're right to call this out — I've been patching a fundamentally fragile approach. Let me reassess honestly.
Why it keeps failing: my generator adds independent random jitter to every vertex (each point offset ±jitter with no relation to its neighbors), which creates sharp spikes by construction — then I try to remove them with a smoothing pass afterward. That's fighting myself: light smoothing leaves spikes (the "rough corners" you see), heavy smoothing collapses the thin wall bands (the gaps from last time). The corners were also only 6 arc-steps + jitter, so they're faceted too. Patching the smoothing strength can't win.
The right approach: generate a boundary that's smooth by construction using coherent (Perlin) noise instead of independent random jitter. Adjacent points sample nearby noise → their offsets are correlated → the edge wobbles smoothly in and out with no spikes, no smoothing pass needed. The base rounded-rectangle is finely sampled (so corners are genuinely round, not faceted), then each point is pushed along its outward normal by that smooth noise. Openings/caps use the same smooth noise.
Rewriting map.lua's geometry around that:
Write (E:\a327ex\mini-looper\map.lua)
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PowerShell
OK map
Parses clean. Let me confirm nothing else references the tunables/helpers I removed:
Grep (WALL_STEP|WALL_JITTER|WALL_ALONG|WALL_CORNER_JIT|WALL_CORNER_STEPS|WALL_SMOOTH|jagged_cap|smooth_loop|jagged_h|jagged_v)
No files found
No dangling references — the rewrite is self-contained and parses clean.
What's fundamentally different now
The old generator created spikes (independent ±jitter per vertex) then tried to sand them off. The new one is smooth by construction:
- The base rounded-rectangle is sampled every 7px with proper arc corners, so corners are genuinely round (not 6-facet polygons).
- Each point is displaced along its outward normal by two-octave Perlin noise. Neighboring points read nearby noise → their offsets are correlated → the edge undulates smoothly in and out. No spikes are ever generated, so no smoothing pass is needed (it's gone). The opening caps use the same noise field.
- The outer edge stays pinned at the map boundary, so coverage to the screen edge is unaffected (no collapse).
- A per-run noise offset means the walls still vary each run.
Tunables (top of map.lua) — all spike-free
WALL_AMPLITUDE = 11— how far the edge wobbles (the "how jagged" amount).WALL_NOISE_SCALE = 0.035— wobble frequency: higher = more, smaller bumps (busier/“jaggier” feel); lower = fewer, broader swells (calmer). Either way it stays smooth.WALL_CORNER_R = 30— corner roundness;WALL_SAMPLE_STEP = 7— overall smoothness.
Test
The inner edge should now read as a smooth organic curve — rounded corners, gentle in/out wobble, no sharp points anywhere along it.
One honest heads-up: the opening mouths (where the smooth inner edge turns to go out through a gap) are still a clean ~90° corner — clean, not jagged/spiky, but a corner. If that reads as too sharp once the inner edge itself is finally smooth, say so and I'll fillet just those mouth corners. But the inner-edge roughness you flagged should be gone for good with this approach.
You've not identified the correct issue. The previous random jitter was fine. The edges I'm talking about are on the boundary between the normal map and the openings, which can create some really odd edges due to the angle of the opening. But this is no matter. We're reaching the end of this session so let's do this, remove all the wall changes, remove the walls themselves, where enemies spawn now doesn't matter much, as we'll focus on this alone in a next session in more detail. Now that we know we'll continue with this game I can afford some time to doing things right in detail, so let's just leave the codebase in a nice state for next instances before we wrap up here.
Ah — I misdiagnosed it; thank you for the correction. The real issue was the opening-mouth boundary (where the wall meets the gap, the odd angles there), not the inner jitter. Good to know for next time. And agreed — let's leave it clean and do the walls properly next session.
Removing the wall system and reverting enemy spawns to a simple placeholder.
Edit (E:\a327ex\mini-looper\main.lua)
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Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\main.lua)
The file E:\a327ex\mini-looper\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wave.lua — revert the spawn back to map-edge, and delete map.lua:
Edit (E:\a327ex\mini-looper\wave.lua)
The file E:\a327ex\mini-looper\wave.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\mini-looper\wave.lua)
The file E:\a327ex\mini-looper\wave.lua has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell
deleted map.lua
Verifying the codebase is clean — no dangling references to the removed wall/opening system, and syntax-checking:
Grep (build_map_walls|map_openings|spawn_enemy_at_opening|random_opening_spawn|OPENING|wall_arena_spec|\bWALL)
mini-looper\snkrx\seeker.lua:75: -- WALL_BUMP_WINDOW (see :wall_bump) of the previous one grows the
mini-looper\snkrx\seeker.lua:158: Each subsequent wall contact within WALL_BUMP_WINDOW seconds of the
mini-looper\snkrx\seeker.lua:160: scale linearly with the counter, capped at WALL_BUMP_MAX_STREAK so
mini-looper\snkrx\seeker.lua:171:local WALL_BUMP_WINDOW = 0.5 -- seconds within which hits stack
mini-looper\snkrx\seeker.lua:172:local WALL_BUMP_MAX_STREAK = 4 -- cap so a stuck seeker doesn't get launched off-screen
mini-looper\snkrx\seeker.lua:173:local WALL_BUMP_FORCE = 3 -- force at streak=1 (= half player-enemy push)
mini-looper\snkrx\seeker.lua:174:local WALL_BUMP_DURATION = 0.25 -- duration at streak=1
mini-looper\snkrx\seeker.lua:176: local recent = (time - self.last_wall_hit_time) < WALL_BUMP_WINDOW
mini-looper\snkrx\seeker.lua:179: local n = math.min(self.wall_hit_count, WALL_BUMP_MAX_STREAK)
mini-looper\snkrx\seeker.lua:180: self:push(angle, WALL_BUMP_FORCE*n, WALL_BUMP_DURATION*n)
PowerShell
OK main
OK wave
Clean — the only WALL_* hits are the snkrx seeker's unrelated WALL_BUMP_* mechanic; no dangling references to the removed wall/opening system, and both files parse.
mcpccd_sessionmark_chapter
[
{
"type": "text",
"text": "Chapter marked: \"Revert walls, clean state\". Continue your current work."
}
]
Done. The codebase is in a clean state for next session.
What was removed
map.luadeleted — the entire jagged-wall / opening prototype is gone.main.lua— droppedrequire('map')+ thebuild_map_walls()SCENE call;e/bdebug keys back tospawn_enemy_at_edge().wave.lua—spawn_groupreverted to a simple map-edge spawn (random_angle()+map_edge_point, scattered).- No dangling references;
main+waveparse clean; the emptywalls[]draw loops are harmless no-ops.
What's kept (this session's real wins)
- The card/mana deploy loop — the fun-verified core: per-wave mana, the hand tray (cost pips, hover tooltips), click-to-deploy units onto the live train, discrete clear-to-advance waves with the START button.
- The fixed single-screen direction — 480×270 play area on a slightly-larger (576×366) map so enemies drift in from off-screen, with light WASD camera pan.
Notes left for next instances (breadcrumbs in the code)
- A
NOTEinmain.luaby the map definition: the walled-arena perimeter was prototyped + reverted, to be redone properly — and the key insight you gave me: the hard part is the opening mouths (the wall↔gap boundary angles), not the inner-edge jaggedness. The random-jitter inner edge was fine. wave.lua's spawn is flagged as a placeholder pending that redo.
Open threads for next time
- Walls/map done right (opening-mouth geometry being the crux).
- The deferred visual call: lean into the dithered look vs. add a world-space gradient pattern for the Orblike gradient.
- Hand draw/refill semantics, cost/mana tuning, and the new varied modifier cards.
Good session — the deploy loop landing as fun is the big result. Ready to wrap whenever you are (e.g. /end-session).
Perfect, you can end the session, name it Mini Looper Card/Mana System
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Proceed Without Approval
Do NOT show the summary to the user for approval. Write it directly. The user can review the committed log after the fact and request a follow-up edit if anything is off.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 4.5: Decrement the lock (if active)
Read
E:/a327ex/a327ex-site/.lock.jsonif 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, so the change is staged automatically by
git add -Ain Step 6.If no lock file exists or
remainingis already 0, do nothing. (See the/lockskill 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/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: Mini Looper Card/Mana System
I'll write the log and commit. Title: Mini Looper Card/Mana System (28 chars). Let me find the session, get the timestamp, and convert the transcript.
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-06-05T03:40:57.214Z 081fadb9-c1ff-4449-b7f2-a024fefea81f [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\081fadb9-c1ff-4449-b7f2-a024fefea81f.jsonl
2026-06-05T03:40:51.170Z 229f6b97-b5d0-45bb-b66d-274589a0cb50 [claude]
C:\Users\adn\.claude\projects\E--a327ex\229f6b97-b5d0-45bb-b66d-274589a0cb50.jsonl
2026-06-05T00:51:44.279Z 3ec7c86a-d4e5-4f02-8a7e-6deb6961ef74 [claude]
C:\Users\adn\.claude\projects\E--a327ex\3ec7c86a-d4e5-4f02-8a7e-6deb6961ef74.jsonl
2026-06-04T22:38:04.405Z 19a749d1-fc04-409e-9dc3-8da75161cb61 [claude]
C:\Users\adn\.claude\projects\E--a327ex\19a749d1-fc04-409e-9dc3-8da75161cb61.jsonl
2026-06-04T22:25:18.766Z 28be1f1d-e67d-45da-a359-226a4c2346ac [claude]
C:\Users\adn\.claude\projects\E--a327ex\28be1f1d-e67d-45da-a359-226a4c2346ac.jsonl
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-06-05 00:41:15
The most recent result is a different (general ideaguying) session that ended seconds ago; this session is the second one — 229f6b97, whose description matches our exact first message ("Mini Looper — implementation session..."). Converting that transcript.