Orblike Core Gameplay
Summary
Built the entire core gameplay prototype for Orblike from scratch in a single session: WASD player movement with juice, seeker enemies with dark variant visual effects, projectile/single-target/area/line attacks, collision handling, and an effects layer system.
Player Movement & Setup:
- Created
playerclass with WASD movement usingan:action_is_downfor 8-directional input - Physics collider (
dynamic,circle, radius 5), input bindings withkey:prefix (initially missed, user corrected: "Read the input API properly") - Mouse aim rotation using
math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)— tuned to cover full distance in ~0.1s after initial version was too slow - White flash + shoot spring on attacks, scale spring for juice
p1 = an:add(player(...))overwrites the class — user caught this: "player = an:add(player...) overwrites the class". Fix:p1 = player(...)thenan:add(p1)- Discovered
an:add()returns parent (self), NOT the child — caused multiple bugs throughout session
Seeker Enemy (Dark Variant Effects):
seekerclass with physics collider, health bar,take_damage/diemethods- Spawn effect: hit_circle (scale down from radius to 0) + hit_particles (velocity-proportional width, sine_in_out easing)
- Death effect: expand spring → blink 3x → kill, with white-first color transitions
- Spring on hit with
spring:pull('main', 0.15)— initially too strong (0.3), user said "Spring on hit is too strong now, lasts too long" - Visual rotation during knockback using
self.visual_rwith angular velocity that decays - User insisted spawn effects should NOT follow the seeker, and hit particles should be 2-3 randomly (not fixed 2)
Named link Mechanism:
- Extended
object:linkin bothAnchor/framework/anchor/object.luaandOrblike/anchor/object.lua - Named form:
self:link('target', enemy)setsself.target = enemy, auto-clears to nil on enemy death - User drove the design: "I'd like to avoid adding an additional reference between objects", "use an only. We don't want the effects to die", "In this case we only want the safe reference mechanism though"
- Final API:
object:link(name, target)— safe reference only, doesn't kill source when target dies
Player-Seeker Collision:
- Sensor-based collision using
an:physics_sensor('player', 'enemy')+an:sensor_begin_events - Light bounce: impulse of 6 away from player, seeker spins during knockback
- Player flashes white and springs slightly on contact
- No damage to player (design decision)
Projectile Attack (Key 1):
projectileclass: sensor collider ({sensor = true}), duration 0.3-0.6s, w=6-8- Initially projectile physically collided with enemies — needed
{sensor = true}on collider ANDan:physics_sensor('projectile', 'enemy') - Color propagation: player.color → projectile.color → hit particles. User rejected hardcoded colors: "Don't use blue directly"
- Contact point calculation: initially midpoint, then projectile head, then settled on Rekoyam Tsohg style (75% of enemy size from center toward contact)
- User ultimately preferred simpler version: hit effects at enemy center, no following
- Hit effects: hit_circle + 2-3 hit_particles + camera shake
Single Target Attack (Key 2):
single_targetclass: X/cross shape drawn with two perpendicular lines- Spawns at mouse cursor, expands via spring → blinks → dies
- Uses
timer:trigger('blink')to simulateevery_immediate(user suggestion) an:query_boxfor hit detection at the cross location- Right-click initially didn't work: SDL mouse buttons are 1=left, 2=middle, 3=right. Moved to keyboard (key 2) later.
- X wasn't visible initially because draw coordinates were in world space inside push/pop — fixed to use local coordinates
Rectangular Area Attack (Key 3):
area_rectclass: semi-transparent fill + L-shaped corner brackets at corners- 50x50 area at mouse cursor, rotated with player's aim direction
- Bracket size = 1/3 of area dimension (user: "Corners on the area are too big, should be 1/3rd the size")
an:query_boxhit detection, expand → blink → die lifecycle- Color cloned once in constructor, not every frame (user correction: "do not call :clone on colors every frame")
Circular Area Attack (Key 4):
area_circleclass: 4 rotating arc segments (π/4 = 45° each, matching SNKRX's DotArea exactly) + semi-transparent fill- Arc rotation uses logistic sigmoid deceleration:
mult = 1/(1 + math.exp(20*(elapsed - 0.25)))— starts fast, slows dramatically in the middle - Initial version blinked too fast, user said "Too fast at the start" → reduced base speed to 3-5π range
- Arc size went through iterations: started at π/4, user asked for π/8, then reverted to π/4 after checking SNKRX source confirmed 4 segments of π/4
an:query_circlehit detection, 6 line segments per arc to approximate curves
Line/Pierce Attack (Key 5):
line_attackclass: 1000px ray from player in aim directionan:raycast_allfor piercing all enemies along the ray- Line-segment intersection for screen edge effects (hit_circle + 3 directional particles at each edge hit)
- Animation: expand width 0→2 over 0.05s, spring pop, stay visible 0.2s, blink 3x, die
- Matched SNKRX 001-No-title reference project's line implementation closely
Effects Layer & Final Cleanup:
- Added
effectslayer abovegamelayer in render pipeline - All visual effects (hit_circle, hit_particle, hit_effect, single_target, area_rect, area_circle, line_attack) draw to
effects - Player, projectile, seeker remain on
gamelayer - Fixed
run.bat— still hadyue.execompilation lines from before Lua conversion - Attack keybindings: 1=projectile, 2=single target, 3=area rect, 4=area circle, 5=line. K=spawn enemy, L=spawn multiple
Recurring API Issues & Corrections:
an:add()returns parent, not child — caused multiple chaining bugsflow_tois add-in-reverse (I incorrectly said it was for state transitions, user corrected)an.random:tabledoesn't exist → usean.random:choice()an.camera.shakeis nil → must doan.camera:add(shake())first- Timer tween name goes second (optional), not fifth — caused "attempt to call a string value (field 'after')" error
- Input bindings require
key:prefix —an:bind('left', 'key:a')notan:bind('left', 'a')
Let's continue on Orblike. Let's do something basic first, like getting a player moving with WASD movement. A seeker enemy that can be spawned. Basic projectile, area, single target, line objects. Let's do WASD-only first. Look at all reference projects that use WASD movement and make sure to copy that faithfully, with all the juice and effects those use, translated to Anchor, of course. @Orblike\reference\snkrx_style_effects.md may have something useful already so you can save on tokens probably. Show me what you'll do first, don't need to show me code, but a detailed summary of everything.
Let me read the required Orblike files and then look at reference projects for WASD movement.
Read (E:\a327ex\Orblike\ORBS.md)
1→# ORBS — Orthogonal Rule Binding System
2→
3→## What ORBS Is
4→
5→ORBS is a general ability system designed to describe, generate, and implement abilities across all build-heavy games — League of Legends, DoTA, Path of Exile, The Binding of Isaac, Risk of Rain 2, SNKRX, and any game with abilities, heroes, items, synergies, etc.
6→
7→The name captures the core design philosophy: abilities are **orthogonal** — they compose independently without needing to know about each other. A freeze effect, a damage-on-hit proc, and a projectile-splitting modifier should all work together without any of them being written with the others in mind.
8→
9→## Goals
10→
11→1. **Universal coverage.** ORBS should be able to describe every possible ability in any game. Not "most abilities" — every one.
12→
13→2. **LLM-optimized.** The system has two layers: a description layer (interpreted by an LLM) and an implementation layer (actual code). The description format should be learnable enough that an LLM reading the ORBS documentation can convert a designer's intent into correct, working ability code without supervision.
14→
15→3. **Purely functional.** "Functional" not in the programming sense, but meaning ORBS concerns itself only with the logical/mechanical work needed to make abilities function. No visuals, no effects, no sounds. These are handled through hooks/events that the gameplay coder attaches to externally.
16→
17→4. **Incremental discovery.** We build bottom-up: implement real abilities, notice patterns, extract primitives, document everything. Every addition to the system is documented thoroughly so that past pieces are understood and reused. New abstractions are added only when existing ones don't cover a use case.
18→
19→## Architecture
20→
21→### Two Layers
22→
23→**Description layer** — How the designer/LLM thinks about an ability. The format for this layer will be discovered as we implement abilities. It should map cleanly to the implementation layer.
24→
25→**Implementation layer** — Actual Lua code using ORBS primitives. This runs on the Anchor engine.
26→
27→### What ORBS Handles
28→
29→- **Ability logic** — triggers, timing, targeting, conditions, sequencing
30→- **Execution** — cooldowns, charges, channels, state machines
... [60 more lines]
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for Lua framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor') {
9→ width = 640, -- game resolution width (default: 480)
10→ height = 360, -- game resolution height (default: 270)
11→ title = "My Game", -- window title (default: "Anchor")
12→ scale = 2, -- initial window scale (default: 3)
13→ vsync = true, -- vertical sync (default: true)
14→ fullscreen = false, -- start fullscreen (default: false)
15→ resizable = true, -- window resizable (default: true)
16→ filter = "rough", -- "rough" or "smooth" (default: "rough")
17→}
18→```
19→
20→## Root Object (an)
21→
22→### Engine State (Static)
23→```
24→an.width -> int -- game resolution width
25→an.height -> int -- game resolution height
26→an.dt -> number -- fixed delta time (1/120)
27→an.platform -> string -- "web" or "windows"
28→```
29→
30→### Engine State (Dynamic - updated every frame)
... [610 more lines]
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Camera
22→an:add(camera(gw, gh))
23→
24→-- Layers
25→bg = an:layer('bg')
26→game = an:layer('game')
27→shadow = an:layer('shadow')
28→
29→-- Shaders
30→an:shader('shadow', 'assets/shadow.frag')
... [49 more lines]
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
File content (31126 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.
Let me read the effects file in chunks and search for WASD movement reference projects.
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
1→# SNKRX-Style Visual Effects Guide
2→
3→A comprehensive catalog of visual effects from 8 projects in the SNKRX lineage, synthesized into a unified style guide with Anchor framework translations.
4→
5→**Original SNKRX-likes** (gray background, drop shadow): SNKRX, BUILDRX2, 112020, 001-No-title
6→**Dark variant** (black background, no shadow): Antitower, 004, 239A5, Rekoyam Tsohg
7→
8→---
9→
10→## Table of Contents
11→
12→1. [Design Philosophy](#1-design-philosophy)
13→ - [Core Principles (All Projects)](#core-principles-all-projects)
14→ - [Dark Variant Differences](#dark-variant-differences)
15→2. [Effect Primitives](#2-effect-primitives)
16→ - [HitCircle](#2a-hitcircle)
17→ - [HitParticle](#2b-hitparticle)
18→ - [Hit Effect (Spritesheet)](#2c-hit-effect-spritesheet)
19→ - [Spring](#2d-spring)
20→ - [Flash](#2e-flash)
21→ - [Trail](#2f-trail)
22→ - [Blink-out](#2g-blink-out)
23→ - [Image Particle](#2h-image-particle)
24→ - [Wall Hit Particle](#2i-wall-hit-particle)
25→ - [Block Death Effect](#2j-block-death-effect)
26→ - [Fading Shoot Capsule](#2k-fading-shoot-capsule)
27→ - [Shoot Effect (Muzzle Tracker)](#2l-shoot-effect-muzzle-tracker)
28→3. [Composite Formulas](#3-composite-formulas)
29→ - [Hit Formula](#3a-hit-formula)
30→ - [Death Formula](#3b-death-formula)
... [170 more lines]
Task (Find WASD movement reference code)
[
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"text": "Perfect! Now I have comprehensive information. Let me create a final summary document by compiling all the findings:\n\n## Summary\n\nI've completed a thorough search of the E:\\a327ex codebase for WASD movement implementations and physics-based movement systems. Here are the key findings:\n\n### 1. **SNKRX Reference Implementation (Orblike/reference/SNKRX/)** - Top-Down Circular Movement\n\n**File:** `/e/a327ex/Orblike/reference/SNKRX/player.lua` (lines 1350-1396)\n\n**Input Binding (main.lua, lines 15-16):**\n```lua\ninput:bind('move_left', {'a', 'left', 'dpleft', 'm1'})\ninput:bind('move_right', {'d', 'e', 's', 'right', 'dpright', 'm2'})\n```\n\n**Movement Logic:**\n- Uses left/right ROTATION input (A/D keys or left/right arrows)\n- Rotates player around a fixed angle using: `self.r = self.r - 1.66*math.pi*dt` (lines 1364-1365)\n- Calculates total velocity from all units, applies it in the direction player is facing\n- Sets velocity using: `self:set_velocity(total_v*math.cos(self.r), total_v*math.sin(self.r))` (line 1377)\n- Camera follows player with velocity-based screen shake\n- No acceleration/deceleration\u2014pure rotation + constant velocity movement\n\n### 2. **Orblike 001-No-title (Full WASD Top-Down Movement)** - Vector Movement with Damping\n\n**File:** `/e/a327ex/Orblike/reference/001-No-title/unit.lua` (lines 92-120)\n\n**Movement Implementation (Lines 92-120):**\n```lua\n-- Movement\nlocal move_r = nil\nlocal left, right, up, down = an:input_is_down('left'), an:input_is_down('right'), an:input_is_down('up'), an:input_is_down('down')\nif left then move_r = math.pi end\nif right then move_r = 0 end\nif up then move_r = -math.pi/2 end\nif down then move_r = math.pi/2 end\nif left and up then move_r = -3*math.pi/4 end\nif left and down then move_r = 3*math.pi/4 end\nif right and up then move_r = -math.pi/4 end\nif right and down then move_r = math.pi/4 end\nif left or right or up or down then self.moving = true else self.moving = false end\n\n-- Visual feedback on movement start\nif an:input_is_pressed('right') then self:timer_tween(0.2, self, {visual_r = self.visual_r + math.pi}, math.linear, nil, 'visual_r_move_start') end\nif an:input_is_pressed('left') then self:timer_tween(0.2, self, {visual_r = self.visual_r - math.pi}, math.linear, nil, 'visual_r_move_start') end\nif an:input_is_pressed('right') or an:input_is_pressed('left') then\n self:timer_tween(0.05, self, {sx = 0.8, sy = 0.8}, math.linear, function()\n self:timer_tween(0.4, self, {sx = 1, sy = 1}, math.linear, nil, 'scale_move_start_2')\n end, 'scale_move_start_1')\nend\nif not self.moving and self.previous_moving then self:hitfx_pull('move', 0.35) end\n\n-- Physics with damping\nlocal vx, vy = self:collider_get_velocity()\nif move_r then vx, vy = self.v*math.cos(move_r), self.v*math.sin(move_r) end\nif not left and not right then vx = vx*0.8 end -- Horizontal damping when not moving left/right\nif not up and not down then vy = vy*0.8 end -- Vertical damping when not moving up/down\nself:collider_set_velocity(vx, vy)\nself:collider_rotate_towards_mouse(10)\nself.previous_moving = self.moving\n```\n\n**Key Features:**\n- All 8-directional movement (WASD + diagonals)\n- Movement direction is discrete (8 cardinal/diagonal angles only)\n- Velocity damping: 0.8x when not pressing input (creates fluid deceleration)\n- Visual feedback on movement: squash/stretch animation (0.8 scale for 0.05s, then return to 1 over 0.4s)\n- Movement state tracking for impact feedback\n- Mouse rotation for aiming\n\n### 3. **Emoji Ball Battles (Physics-Based Ball Movement)**\n\n**File:** `/e/a327ex/emoji-ball-battles/main.lua`\n\n**Ball Class Setup (lines 1607-1802):**\n- Uses Box2D physics with zero linear damping and zero friction: `self.collider:set_linear_damping(0)`, `self.collider:set_friction(0)` (lines 1763)\n- Collision-based restitution of 1.0 (fully elastic)\n- Gravity is set at arena level: `an:physics_set_gravity(0, 384)` (line 236)\n\n**Spring Visual Feedback System (lines 1798-1802):**\n```lua\nself:add(spring())\nself.spring:add('hit', 1)\nself.spring:add('weapon', 1)\nself.spring:add('squash_x', 1)\nself.spring:add('squash_y', 1)\n```\n\n**Spring Usage in Collisions (lines 762-763, 839-840):**\n```lua\nball_a.spring:pull('hit', intensity*0.4, 3, 0.7)\nball_b.spring:pull('hit', intensity*0.4, 3, 0.7)\n\nball_a.spring:pull('weapon', 0.35, 3, 0.5)\nball_b.spring:pull('weapon', 0.35, 3, 0.5)\n```\n\n**Update Logic (lines 1868-2046):**\n- Angular velocity guardrails that smoothly decay/recover toward base speed\n- Low vertical velocity detection with random impulse application (prevents floor sliding) - lines 2026-2046\n- Weapon-specific updates (sword, bow, dagger)\n- Spring-based squash/stretch on impact and landing\n\n### 4. **Super-Emoji-Box (Platformer with Jump Mechanics)**\n\n**File:** `/e/a327ex/emoji-ball-battles/reference/super-emoji-box/player.lua` (lines 1-103)\n\n**Movement with Gravity (lines 37-72):**\n```lua\nif inputs[1].left.down then\n if self.movement_jumps_left >= 1 and not self.jumping and not self.bouncing and self.jumps_left >= 1 then\n self.moving_left = true\n self.movement_jumps_left = self.movement_jumps_left - 1\n self.direction = -1\n self.v.x = self.max_v -- Instant acceleration to max\n self.v.y = -105 -- Jump impulse\n sounds.hop:play{volume = 0.085, pitch = rng:float(0.95, 1.05)}\n else\n self.moving_left = true\n self.direction = -1\n self.v.x = self.max_v\n end\nend\n\n-- Velocity damping on input release\nif not inputs[1].left.down then\n if self.moving_left then self.v.x = 0 end\n self.moving_left = false\nend\n\n-- Gravity applied every frame\nself.v.y = self.v.y + 685*dt\n\n-- Velocity set to physics body\nself:set_velocity(self.direction*self.v.x, self.v.y)\n```\n\n**Visual Juice (lines 95-96):**\n- Rotation during jumps/bounces: `self.visual_r = self.visual_r + self.direction*4*math.pi*dt`\n- Camera follows movement direction: `cameras[1].r = math.lerp_angle(0.1, cameras[1].r, math.remap(self.direction*self.v.x, -self.max_v, self.max_v, -math.pi/240, math.pi/240))`\n\n### 5. **Anchor Framework Spring System** \n\n**File:** `/e/a327ex/Anchor/framework/anchor/spring.lua`\n\n**Spring Parameters:**\n```lua\nlocal k = (2*math.pi*frequency)^2\nlocal d = 4*math.pi*(1 - bounce)*frequency\n```\n\n**Spring Update (Damped Oscillator):**\n```lua\nfunction spring:early_update(dt)\n for _, spring_name in ipairs(self.spring_names) do\n local s = self[spring_name]\n local a = -s.k*(s.x - s.target_x) - s.d*s.v\n s.v = s.v + a*dt\n s.x = s.x + s.v*dt\n end\nend\n```\n\n**Default Usage:**\n- `self.spring:add('scale', 1)` \u2014 defaults to 5 Hz, 0.5 bounce\n- `self.spring:pull('hit', 0.3, 3, 0.7)` \u2014 pull with custom frequency/bounce\n- Frequency = oscillations per second (higher = faster)\n- Bounce = bounciness 0-1 (0 = no overshoot, 0.5 = moderate, 1 = infinite oscillation)\n\n### Key Patterns Identified:\n\n1. **Rotation-Based Movement (SNKRX):** Use input to rotate player direction, apply constant velocity in that direction\n2. **Vector-Based Movement (001-No-title):** Discrete 8-direction movement with velocity damping when input released\n3. **Physics-Based Movement (Emoji Ball Battles):** Use Box2D with zero damping, elastic collisions, and spring feedback\n4. **Platformer Movement (Super-Emoji-Box):** Instant acceleration to max velocity on input, gravity application every frame, velocity reset on input release\n5. **Visual Juice:** Springs with 3-5 Hz frequency and 0.3-0.7 bounce for collision feedback, squash/stretch animations, rotation toward movement direction\n\nAll absolute file paths are listed above with line numbers for easy reference."
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Now let me read the 001-No-title source directly — it has the best WASD reference — and the movement effects section of the effects guide.
Read (E:\a327ex\Orblike\reference\001-No-title\unit.lua)
1→-- A unit is anything that has health.
2→-- Player characters, enemies, destructibles and constructs.
3→-- Projectiles, areas and lines are not units as they don't have health.
4→function unit(type, x, y, args)
5→ local self = anchor(args, 'unit')
6→ self.unit_type = type
7→ self:transform_init(x, y)
8→ self:timer_init()
9→ self:hitfx_init()
10→ self:stats_init()
11→
12→ self:hitfx_add('shoot', 1)
13→ self:hitfx_add('move', 1)
14→ self.visual_r = 0
15→
16→ -- Characters are always squares, enemies are always capsules, constructs are always triangles (rectangles for collision purposes though).
17→ -- Destructibles can have arbitrary shapes.
18→ if self.unit_type == 'character' then
19→ self.w, self.h = 10, 10
20→ self.rx, self.ry = 2, 2
21→ self.color = colors.blue[0]
22→ elseif self.unit_type == 'enemy' then
23→ self.w, self.h = 17, 8
24→ self.rx, self.ry = 4, 4
25→ self.color = colors.red[0]
26→ elseif self.unit_type == 'construct' then
27→ self.w, self.h = 8, 8
28→ self.rx = 6
29→ self.color = colors.orange[0]
30→ end
... [152 more lines]
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
200→
201→**Mechanism:** A rounded rectangle that moves in a direction at some velocity. Over its lifetime, width/height shrink to 2x2 and velocity decays to 0, all with easing. The rectangle is oriented along its movement direction (rotated by travel angle).
202→
203→**SNKRX-like defaults:**
204→- Velocity: `random_float(50, 150)`
205→- Width: `random_float(3.5, 7)`, height: `width/2`
206→- Duration: `random_float(0.2, 0.6)`
207→- Easing: `cubic_in_out`
208→- Color: entity color from the start
209→
210→**Dark variant defaults (significantly different):**
211→- Velocity: `random_float(250, 400)` (Rekoyam Tsohg), `random_float(100, 250)` (004, 239A5)
212→- Width: velocity-proportional -- `math.remap(v, 100, 250, 7, 10)` (004, 239A5) or `math.remap(v, 250, 400, 14, 18)` (Rekoyam Tsohg)
213→- Height: `width/2` (same ratio)
214→- Duration: `0.3` fixed (Rekoyam Tsohg) or `random_float(0.2, 0.6)` (004, 239A5)
215→- Easing: `sine_in_out` (004, 239A5, Rekoyam Tsohg) -- slightly different feel than cubic
216→- **Color: starts WHITE, transitions to entity color at 50-66% of duration** via `change_color` method
217→
218→The velocity-proportional width is a meaningful visual improvement: faster particles are visually longer, creating natural directional streaks. This makes particle bursts look more dynamic than the fixed-width SNKRX approach.
219→
220→**Antitower has its own twist:** particles start white then transition to the target color after a randomized delay of 0.15-0.3s (not fraction-based). The initial white flash unifies the impact moment.
221→
222→**Spawn counts by event type (combined across all 8 projects):**
223→
224→| Event | Count | Direction | Color | Projects |
225→|-------|-------|-----------|-------|-------|
226→| Enemy death (SNKRX-like) | 4-6 | Random 360 | Entity color | SNKRX, BUILDRX2, 112020 |
227→| Enemy death (dark variant) | 4 | Random 360 | White -> entity color | Rekoyam Tsohg, 239A5 |
228→| Block hit (Antitower) | 4 | Random 360 | White -> block color | Antitower |
229→| Player-enemy collision | 2+2 or 4 | Random 360 | Mixed or white | All |
... [270 more lines]
Now let me read the movement effects section and attack visual sections from the effects guide — those are critical for projectiles, areas, lines, and single target.
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
500→
501→```yuescript
502→-- Boolean flash pattern (shapes)
503→flash_entity: (duration=0.15) =>
504→ @flashing = true
505→ @timer\after duration, 'flash', -> @flashing = false
506→
507→-- In draw (shapes):
508→c = if @flashing then white! else @color!
509→game\rounded_rectangle -@w/2, -@h/2, @w, @h, 3, c
510→
511→-- In draw (images, with combine shader):
512→game\image @image, 0, 0, nil, @flashing and white!
513→-- or with explicit shader:
514→game\push @x, @y, @angle, s, s
515→game\draw_image 'sprite', @x, @y, @angle, s, s, 0, 0, fg, @flashing and shaders.combine
516→game\pop!
517→```
518→
519→---
520→
521→### 2f. Trail
522→
523→A segmented trail following a fast-moving entity.
524→
525→**Sources:**
526→- 112020: `main.moon:430-465` (Trail class for Dasher enemy)
527→- SNKRX: Lich/Arcanist projectile trails via periodic HitParticle spawning
528→- 001-No-title: No explicit trail system
529→- Rekoyam Tsohg: `main.lua:134-138` (Image particle trail on back layer -- see [2h](#2h-image-particle))
... [370 more lines]
Task (Find attack object implementations)
[
{
"type": "text",
"text": "Perfect! I've read all the files you requested. Here's the complete report of the attack system implementations:\n\n## PROJECTILE.lua (Lines 1-57)\n\n**Creation & Initialization:**\n- `create_projectile(x, y, r, user, ability)` spawns the projectile with a shoot effect\n- `projectile(x, y, args)` initializes as an anchor object with:\n - Transform (position/rotation)\n - Timer and HitFX systems\n - Physics collider (10x4 rectangle, dynamic, no gravity)\n - Stats system\n - HitFX flash on spawn (0.5s intensity)\n\n**Movement:**\n- Updates collider transform each frame\n- Uses `collider_move_towards_angle()` at 150 speed towards rotation angle\n- Renders as a colored rectangle (10x4) scaled by spring animation\n\n**Collision & Death:**\n- Wall death: triggered when projectile exits screen bounds (x >= an.w, x <= 0, etc.)\n- Unit hit: calls `projectile_unit_hit()` which sets dead flag and creates hit effects\n- Creates `projectile_death_effect` on wall death with color sequence and 0.3-0.4s duration\n- Checks `self.src_id == unit.id` to prevent self-collision\n\n**Effects on Hit:**\n- Creates hit_effect at center point between projectile and unit\n- Spawns 2 hit_particle effects with mixed colors (fg and either projectile or unit color)\n\n---\n\n## AREA.lua (Lines 1-68)\n\n**Creation & Initialization:**\n- `create_area(x, y, r, user, ability)` spawns area attack from ability properties\n- `area(x, y, args)` initializes as anchor with:\n - Transform, HitFX, Timer, Stats systems\n - Stores area_shape (rectangle), area_type (instant), color, dimensions (w, h)\n - Creates transparent color variants for rendering\n\n**Visual Presentation:**\n- Rectangle shape animates width/height from 0 to target over 0.05s (cubic_in_out easing)\n- After 0.3s, toggles hidden state every 0.05s for 7 cycles, then dies\n- Renders as rectangle outline with corner brackets (4 corner polylines)\n- Filled rectangle with 8% opacity using transparent color\n- Line width scales with rectangle size (remap max dimension 32-256 to line width 2-4)\n\n**Hit Detection:**\n- For \"instant\" type: converts rectangle to world vertices, rotates by angle\n- Uses `math.polygon_polygon()` to check collision with enemy vertices\n- Iterates all enemies and checks each for polygon collision\n- Prevents self-collision with `src_id` check\n\n**Hit Effects:**\n- Creates hit_effect at unit position\n- Spawns 2 hit_particle effects with mixed colors\n\n---\n\n## LINE.lua (Lines 1-75)\n\n**Creation & Initialization:**\n- `create_line(x, y, r, user, ability)` spawns laser/line attack with line_shoot_effect\n- `line(x, y, args)` initializes as anchor with:\n - Transform, HitFX, Timer, Stats systems\n - Creates line endpoints: x1,y1 (start), x2,y2 (1000 units out at angle r)\n - line_width animates from 0 to 2 over 0.05s\n\n**Hit Detection:**\n- Uses `an:physics_world_raycast()` to check collision along the line path\n- Iterates hits and extracts unit data from fixture\n- Prevents duplicate hits with hit_ids table\n- Calls both `line_unit_hit()` and `unit_line_hit()`\n\n**Wall Intersection:**\n- Detects line intersections with all 4 screen edges using `math.line_line()`\n- Creates line_effect at intersection point with reversed angle (r + pi)\n\n**Visual Presentation:**\n- Renders as thin line from (x1,y1) to (x2,y2)\n- Flashes with fg color when hit\n- Line width scales with spring animation\n\n**Death Sequence:**\n- After 0.2s, toggles hidden every 0.05s for 3 cycles, then dies\n\n**Hit Effects:**\n- Creates hit_effect at hit position\n- Spawns 2 hit_particle effects with mixed colors\n\n---\n\n## SINGLE_TARGET.lua (Lines 1-42)\n\n**Creation & Initialization:**\n- `create_single_target_attack(x, y, r, tx, ty, user, ability)` spawns single-target attack\n- `single_target_attack(x, y, args)` initializes as anchor with:\n - Transform (rotated pi/4)\n - Timer, HitFX, Stats systems\n - w (width) animates from 0 to 10 over 0.05s\n\n**Target Finding:**\n- Uses `units:container_get_closest_object()` with condition function\n- Condition: enemy units within distance 24 of attack position\n- Immediately calls hit functions on closest target\n\n**Visual Presentation:**\n- Renders as cross/plus shape at position\n- Width and line thickness scale with spring animation\n- Flashes with fg color when hit\n\n**Death Sequence:**\n- After 0.2s, toggles hidden every 0.05s for 3 cycles, then dies\n\n**Hit Effects:**\n- Creates hit_effect at unit position\n- Spawns 2 hit_particle effects with mixed colors\n\n---\n\n## EFFECTS.lua (Lines 1-118)\n\n**Shoot/Creation Effects:**\n- `area_effect()`: camera shake (3 intensity, 0.5 duration) + user hitfx_shoot\n- `line_shoot_effect()`: camera shake_spring + user hitfx_shoot + hit_circle + 3 hit_particles\n- `shoot_effect()`: camera shake_spring (intensity 2) + hitfx + hit_circle (0.125s) + 3 particles\n\n**Hit Effects:**\n- `hit_effect(x, y, args)`: animation-based effect using frames.hit1 sprite sheet\n - Plays animation at 0.04s per frame, once, then dies\n - Rendered at position with optional scale\n\n**Visual Particle Effects:**\n\n`hit_circle(x, y, args)` - Expanding circle:\n- Duration 0.05-0.2s (random)\n- Scales from full size to 0 over duration (cubic_in_out easing)\n- Radius 12 (or specified rs value)\n- Optional color sequence\n\n`hit_particle(x, y, args)` - Moving debris:\n- Duration 0.2-0.6s (random)\n- Starts with speed 100-250 (random)\n- Width/height scale based on speed (7-10 for w)\n- Moves toward angle with motion system\n- Color fades per color_sequence\n- Tweens speed to 0 and size to 2x2 over duration\n\n`image_particle(image_name, x, y, args)` - Sprite particle:\n- Loaded from images table\n- Duration 0.4-0.6s (random)\n- Rotates with random angular velocity\n- Moves toward angle with speed 100-150\n- Scales down to 0.01 over duration\n- Supports flash_on_spawn and pull_on_spawn hitfx\n\n**projectile_death_effect** - Projectile destruction:\n- Creates colored rectangle at position\n- Duration 0.25s (or specified)\n- Uses color_sequence for color fading\n- Scales down via spring animation\n\n---\n\n## MAIN.lua (Lines 1-93)\n\n**Initialization (`init()`):**\n\nGraphics Setup:\n- Layers: bg, shadow (offset), game (with shadow), effects (with shadow), ui (with shadow)\n- Theme: \"twitter_emoji\"\n- Resolution: 640x360 at 2.5x scale\n- Loads sprite sheets: star.png, hit1.png (96x48)\n\nInput Bindings:\n- Primary: mouse:1, Z, right shoulder\n- Secondary: mouse:2, X, left shoulder\n- Utility: space, B, left trigger\n- Special: R/C, right trigger\n- Switch abilities 1-4: keys 1-4, ASDF, gamepad buttons\n- Movement: WASD/arrows, dpad, left stick\n- Tracks last input type (keyboard/gamepad)\n\nPhysics World:\n- Collision tags: projectile, unit, wall\n- Disables unit-projectile collision (uses triggers instead)\n- Disables projectile-projectile collision\n- Enables trigger between unit-projectile and projectile-wall\n\nGame Objects:\n- Creates 7 containers: areas, effects, lines, projectiles, single_target_attacks, units, walls\n- Spawns 1 player character at center (640/2, 360/2) with 10 HP\n- Spawns 3 enemies at (640/2 + 160, 360/2 + offset) with 5 HP each\n\n**Update Loop (`update(dt)`):**\n- Updates all containers in order: units, areas, lines, projectiles, single_target_attacks, effects, walls\n- Removes dead objects from each container\n- Renders background rectangle (bg layer)\n\n**Collision Handling:**\n- `on_collision_enter()`: currently empty\n- `on_trigger_enter()`: handles unit-projectile triggers\n - Calls both `unit_projectile_hit()` and `projectile_unit_hit()`\n\n---\n\n## Summary of Attack System Architecture\n\nThe system has four attack types, each with distinct behaviors:\n\n1. **Projectiles**: Physics-based moving objects with collision detection and wall bouncing\n2. **Areas**: Stationary rectangular zones with instant polygon-based hit detection\n3. **Lines**: Raycasted laser attacks that pierce through targets at screen boundaries\n4. **Single Targets**: Proximity-based attacks that auto-hit the closest enemy within range\n\nAll attacks:\n- Create visual effects on firing (camera shake, particles)\n- Play HitFX on the attacker\n- Detect hits and create impact effects\n- Prevent self-collision via src_id checks\n- Spawn colored particles and hit circles for visual feedback\n- Use anchor framework for transform, timing, physics, and animation\n\nThe effects system is comprehensive with dedicated particle types (hit_particle, hit_circle, image_particle, projectile_death_effect) that handle movement, color fading, rotation, and scaling with spring animations."
},
{
"type": "text",
"text": "agentId: a6ac8e212a26f2f73 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 26273\ntool_uses: 7\nduration_ms: 30857</usage>"
}
]
Let me also read the movement effects and attack visuals sections from the effects guide, plus read more of the 001-No-title files for the enemy seeker pattern.
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
900→
901→Triggered when any entity reaches 0 HP. The standard instant-death approach.
902→
903→**SNKRX-like standard recipe (all original projects):**
904→
905→1. 4-6 `HitParticle`s in entity color, random directions
906→2. `HitCircle` rs=12 that scales down over 0.3s, changes from white to entity color at 50%
907→3. Sound with pitch variation
908→4. (Optional) Slow motion for important deaths (player, boss): `slow(0.25, 1)`
909→
910→**Dark variant recipe (Rekoyam Tsohg, Antitower):**
911→
912→1. 4 `HitParticle`s, random directions, start white, change to entity color at 60% of duration
913→2. `HitCircle` rs=14 that scales down over 0.4s, changes white to entity color at 60% (larger and longer)
914→3. Sound with pitch variation
915→4. Additional block_death_effect ghost rectangle (Antitower only)
916→
917→The dark variant death is slightly larger, slightly longer, and uses the white-first color transition pattern. The visual reads as: white flash -> colored debris dispersing.
918→
919→**Anchor translation:**
920→
921→```yuescript
922→-- SNKRX-like death
923→die: =>
924→ for i = 1, an.random\int(4, 6)
925→ an\add hit_particle @x, @y, {color: @color}
926→ an\add (hit_circle @x, @y, {radius: 12})\scale_down(0.3)\change_color(0.5, @color)
927→ an\sound an.random\choice({'enemy_die1', 'enemy_die2'}), {pitch: an.random\float(0.9, 1.1), volume: 0.5}
928→ @\kill!
929→
... [370 more lines]
Grep (seeker|enemy.*move|chase|follow|move_towards)
E:\a327ex\Orblike\reference\001-No-title\effects.lua:63: self:motion_move_towards_angle(self.r, self.speed)
E:\a327ex\Orblike\reference\001-No-title\effects.lua:100: self:motion_move_towards_angle(self.r, self.speed)
E:\a327ex\Orblike\reference\001-No-title\projectile.lua:26: self:collider_move_towards_angle(self.r, 150)
E:\a327ex\Orblike\reference\001-No-title\todo.md:64:these thoughts and actually almost no one is interested in talking about them. I felt similarly a few weeks ago when I was posting some threads on twitter to people who follow me, most threads just got no response
E:\a327ex\Orblike\reference\001-No-title\todo.md:141:It was moving slow enough that everyone could watch it go and follow along, but it just didn't stop. It would go through buildings and slowly destroy them as it passed through them.
E:\a327ex\Orblike\reference\001-No-title\todo.md:153:And so the train kept going, destroying the basement and going deeper and deeper out of view. Very few people dared to go inside to follow the train and see where it would go, as it now was "inside" and not outside in open air
E:\a327ex\Orblike\reference\001-No-title\todo.md:452:* Secondary 011 (secondary, summon, charges): creates a unit that follows the attacker and copies his primary attacks (mirage archer)
E:\a327ex\Orblike\reference\001-No-title\todo.md:461:* Orange + orange: creates a mini-unit that chases enemies and deals damage
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:108: - grants the user the following buffs:
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:162: - creates an expanding circle that grants the user the following buffs while inside it:
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:201: - grants the user the following buffs:
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:243: - creates a circular area that follows the user (aura)
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:267: - creates a circular area that follows the user
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:331: - grants the user the following buffs:
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:455: - grants the user the following buffs:
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:869: * if the target unit is an enemy give it a movement speed debuff
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:1140:* Secondary 011 (secondary, summon, charges): creates a unit that follows the attacker and copies his primary attacks (mirage archer)
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md:1149:* Orange + orange: creates a mini-unit that chases enemies and deals damage
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:3:-- shape_type and following attributes can be:
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:261:-- self:collider_move_towards_point(player.x, player.y, 40) -> moves towards the player with 40 speed
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:262:-- self:collider_move_towards_point(player.x, player.y, nil, 2) -> moves towards the player with speed such that it would reach him in 2 seconds if he never moved
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:263:function collider:collider_move_towards_point(x, y, speed, max_time)
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:269:-- Same as move_towards_object and move_towards_point except towards the mouse
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:270:-- self:collider_move_towards_mouse(nil, 1)
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:271:function collider:collider_move_towards_mouse(speed, max_time)
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:277:-- Same as move_towards_mouse but does so only on the x axis
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:278:-- self:collider_move_towards_mouse_horizontally(nil, 1)
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:279:function collider:collider_move_towards_mouse_horizontally(speed, max_time)
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:286:-- Same as move_towards_mouse but does so only on the y axis
E:\a327ex\Orblike\reference\001-No-title\anchor\collider.lua:287:-- self:collider_move_towards_mouse_vertically(camera, nil, 1)
... [45 more lines]
Grep (seeker|enemy.move|enemy.chase|enemy.*follow|move_towards_object|move_towards_point)
E:\a327ex\Orblike\reference\SNKRX_visual_effects_catalog.md:42:- `red[0]` - enemies (Seeker default), danger, spawn markers, fire damage
E:\a327ex\Orblike\reference\SNKRX_visual_effects_catalog.md:295:**Seeker (enemy) hit flash:**
E:\a327ex\Orblike\reference\SNKRX_visual_effects_catalog.md:320:### 4a. Enemy (Seeker) Death
E:\a327ex\Orblike\reference\SNKRX_visual_effects_catalog.md:965:### 16b. Seeker (Enemy)
E:\a327ex\Orblike\reference\snkrx_style_effects.md:1791:| Seeker (enemy, SNKRX) | 14x6 / 18x7 (boss) | 3-4 | red | SNKRX |
E:\a327ex\Orblike\reference\snkrx_style_effects.md:1792:| Seeker (Rekoyam Tsohg) | 13x6 | 2.5 | red (#d84654) | Rekoyam Tsohg |
E:\a327ex\Orblike\reference\snkrx_style_effects.md:1925:- `enemies.lua:341-365` -- Seeker draw + death
E:\a327ex\Orblike\reference\snkrx_style_effects.md:1936:- `main.moon:338-395` -- Seeker enemy
E:\a327ex\Orblike\reference\112020\main.moon:31: seeker_112 = Image 'seeker_112'
E:\a327ex\Orblike\reference\112020\main.moon:51: enemies = {Seeker, Dasher}
E:\a327ex\Orblike\reference\112020\main.moon:69: SpawnEffect effects, gw/2, gh/2, {color: red, spawn_action: ((@) -> Seeker main, @x, @y)}
E:\a327ex\Orblike\reference\112020\main.moon:352:class Seeker extends Enemy
E:\a327ex\Orblike\reference\112020\main.moon:366: @\separate 10, {Seeker, Dasher}
E:\a327ex\Orblike\reference\112020\main.moon:373: seeker_112\draw @x, @y, 0, 0.13, 0.13, nil, nil, color
E:\a327ex\Orblike\reference\112020\main.lua:25: seeker_112 = Image('seeker_112')
E:\a327ex\Orblike\reference\112020\main.lua:75: Seeker,
E:\a327ex\Orblike\reference\112020\main.lua:140: return Seeker(main, self.x, self.y)
E:\a327ex\Orblike\reference\112020\main.lua:712: Seeker,
E:\a327ex\Orblike\reference\112020\main.lua:723: seeker_112:draw(self.x, self.y, 0, 0.13, 0.13, nil, nil, color)
E:\a327ex\Orblike\reference\112020\main.lua:740: __name = "Seeker",
E:\a327ex\Orblike\reference\112020\main.lua:764: Seeker = _class_0
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:147: Seeker main, 0, gh/2, {r: 0}
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:311:class Seeker extends GameObject
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:334: @\separate 16, {Seeker}
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:371: if other.__class == Seeker
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:426: if other.__class == Seeker
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:587: @\move_towards_point @x2, @y2, 50
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:648: @\move_towards_point @x2, @y2, 50
E:\a327ex\Orblike\reference\BUILDRX2\main.moon:696: if @target = @\get_closest_object_in_shape @sensor, {Seeker}
E:\a327ex\Orblike\reference\SNKRX\todo:28: * Capped enemy movement speed after level 150
... [32 more lines]
Now let me look at how Seeker enemies move in the reference projects.
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
1300→
1301→---
1302→
1303→## 5. Entity Feedback
1304→
1305→### 5a. Movement Effects
1306→
1307→**Direction change spin (001-No-title, 112020):**
1308→
1309→When pressing left/right, the character's visual rotation tweens by +/-pi over 0.2s.
1310→
1311→```yuescript
1312→if pressed_right
1313→ @timer\tween 0.2, @, {visual_angle: @visual_angle + math.pi}, math.linear, nil, 'visual_r'
1314→```
1315→
1316→**Direction change squash (001-No-title, 112020):**
1317→
1318→Two-phase scale animation: squash to 80% over 0.05s, return to 100% over 0.4-0.6s.
1319→
1320→**Stop bounce (001-No-title, 112020):**
1321→
1322→When the character stops, movement spring gets pulled 0.35.
1323→
1324→**Camera tilt (SNKRX, 112020):**
1325→
1326→Very subtle camera rotation: pi/256 ~ 0.7 degrees while moving, lerp rate 0.1.
1327→
1328→**Camera velocity drift (SNKRX, 112020):**
1329→
... [270 more lines]
Grep (class Seeker|Seeker.new|Seeker.update)
No matches found
Read (E:\a327ex\Orblike\reference\112020\main.lua)
690→ end,
691→ __call = function(cls, ...)
692→ local _self_0 = setmetatable({}, _base_0)
693→ cls.__init(_self_0, ...)
694→ return _self_0
695→ end
696→ })
697→ _base_0.__class = _class_0
698→ if _parent_0.__inherited then
699→ _parent_0.__inherited(_parent_0, _class_0)
700→ end
701→ Enemy = _class_0
702→end
703→do
704→ local _class_0
705→ local _parent_0 = Enemy
706→ local _base_0 = {
707→ update = function(self, dt)
708→ _class_0.__parent.__base.update(self, dt)
709→ self:seek_object(player)
710→ self:rotate_towards_velocity(0.2)
711→ self:separate(10, {
712→ Seeker,
713→ Dasher
714→ })
715→ return self:wander(100, 20, 200, 2)
716→ end,
717→ draw = function(self)
718→ local color = self.color
719→ if self.hit_flash then
... [50 more lines]
Read (E:\a327ex\Orblike\reference\SNKRX\shared.lua)
1→-- Shared functions and classes for projects using JUGGLRX's visual style.
2→function shared_init()
3→ local colors = {
4→ white = ColorRamp(Color(1, 1, 1, 1), 0.025),
5→ black = ColorRamp(Color(0, 0, 0, 1), 0.025),
6→ bg = ColorRamp(Color'#303030', 0.025),
7→ fg = ColorRamp(Color'#dadada', 0.025),
8→ fg_alt = ColorRamp(Color'#b0a89f', 0.025),
9→ yellow = ColorRamp(Color'#facf00', 0.025),
10→ orange = ColorRamp(Color'#f07021', 0.025),
11→ blue = ColorRamp(Color'#019bd6', 0.025),
12→ green = ColorRamp(Color'#8bbf40', 0.025),
13→ red = ColorRamp(Color'#e91d39', 0.025),
14→ purple = ColorRamp(Color'#8e559e', 0.025),
15→ blue2 = ColorRamp(Color'#4778ba', 0.025),
16→ yellow2 = ColorRamp(Color'#f59f10', 0.025),
17→ }
18→ for name, color in pairs(colors) do
19→ _G[name] = color
20→ _G[name .. '_transparent'] = Color(color[0].r, color[0].g, color[0].b, 0.5)
21→ _G[name .. '_transparent_weak'] = Color(color[0].r, color[0].g, color[0].b, 0.25)
22→ end
23→ modal_transparent = Color(0.1, 0.1, 0.1, 0.6)
24→ modal_transparent_2 = Color(0.1, 0.1, 0.1, 0.9)
25→
26→ bg_off = Color(46, 46, 46)
27→ bg_gradient = GradientImage('vertical', Color(128, 128, 128, 0), Color(0, 0, 0, 0.3))
28→
29→ graphics.set_background_color(bg[0])
30→ graphics.set_color(fg[0])
... [20 more lines]
Now let me check the Anchor framework's collider API for the actual movement functions available to us.
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API.md)
1→# Framework API
2→
3→Complete documentation for Lua framework classes. For quick reference signatures, see `FRAMEWORK_API_QUICK.md`.
4→
5→---
6→
7→## Initialization
8→
9→The Anchor framework is initialized by requiring it with a configuration table:
10→
11→```lua
12→require('anchor') {
13→ width = 640,
14→ height = 360,
15→ title = "My Game",
16→ scale = 2,
17→ vsync = true,
18→ fullscreen = false,
19→ resizable = true,
20→ filter = "rough",
21→}
22→```
23→
24→### Configuration Options
25→
26→| Option | Type | Default | Description |
27→|--------|------|---------|-------------|
28→| `width` | int | 480 | Game resolution width |
29→| `height` | int | 270 | Game resolution height |
30→| `title` | string | "Anchor" | Window title |
... [20 more lines]
Grep (set_velocity|get_velocity|set_linear_damping|set_gravity_scale|set_fixed_rotation|move_towards)
1284-self.collider:set_transform(100, 200, 0)
1285-
1286--- Velocity
1287:vx, vy = self.collider:get_velocity()
1288:self.collider:set_velocity(100, 0)
1289-av = self.collider:get_angular_velocity()
1290-self.collider:set_angular_velocity(2)
1291-```
--
1313-### Body Properties
1314-
1315-```lua
1316:self.collider:set_linear_damping(0.5) -- air resistance
1317-self.collider:set_angular_damping(0.2) -- rotation damping
1318:self.collider:set_gravity_scale(0.5) -- half gravity
1319:self.collider:set_gravity_scale(0) -- no gravity
1320:self.collider:set_fixed_rotation(true) -- no rotation
1321-self.collider:set_bullet(true) -- continuous collision detection
1322-
1323-mass = self.collider:get_mass()
Now I have a thorough understanding of everything needed. Let me also quickly check what framework functions are available for rounded_rectangle and line drawing, and whether the layer:push/pop supports the same pattern as reference projects.
Grep (rounded_rectangle|layer:line\b)
No matches found
Grep (rounded_rectangle)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md-19-layer_triangle_line(layer, x1, y1, x2, y2, x3, y3, color, line_width?)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md-20-layer_polygon(layer, vertices, color)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md-21-layer_polygon_line(layer, vertices, color, line_width?)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:22:layer_rounded_rectangle(layer, x, y, w, h, radius, color)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:23:layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md-24-layer_push(layer, x?, y?, r?, sx?, sy?)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md-25-layer_pop(layer)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md-26-layer_draw_texture(layer, texture, x, y, color?, flash?)
--
E:\a327ex\Anchor\docs\ENGINE_API.md-149-layer_polygon_line(layer, {100, 50, 50, 150, 150, 150, 175, 100}, rgba(128, 0, 255), 2)
E:\a327ex\Anchor\docs\ENGINE_API.md-150-```
E:\a327ex\Anchor\docs\ENGINE_API.md-151-
E:\a327ex\Anchor\docs\ENGINE_API.md:152:### layer_rounded_rectangle
E:\a327ex\Anchor\docs\ENGINE_API.md-153-
E:\a327ex\Anchor\docs\ENGINE_API.md:154:`layer_rounded_rectangle(layer, x, y, w, h, radius, color)`
E:\a327ex\Anchor\docs\ENGINE_API.md-155-
E:\a327ex\Anchor\docs\ENGINE_API.md-156-Draws a filled rectangle with rounded corners.
E:\a327ex\Anchor\docs\ENGINE_API.md-157-
E:\a327ex\Anchor\docs\ENGINE_API.md-158-```lua
E:\a327ex\Anchor\docs\ENGINE_API.md:159:layer_rounded_rectangle(layer, 100, 100, 80, 40, 8, rgba(100, 200, 100))
E:\a327ex\Anchor\docs\ENGINE_API.md-160-```
E:\a327ex\Anchor\docs\ENGINE_API.md-161-
E:\a327ex\Anchor\docs\ENGINE_API.md:162:### layer_rounded_rectangle_line
E:\a327ex\Anchor\docs\ENGINE_API.md-163-
E:\a327ex\Anchor\docs\ENGINE_API.md:164:`layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)`
E:\a327ex\Anchor\docs\ENGINE_API.md-165-
E:\a327ex\Anchor\docs\ENGINE_API.md-166-Draws a rounded rectangle outline.
E:\a327ex\Anchor\docs\ENGINE_API.md-167-
E:\a327ex\Anchor\docs\ENGINE_API.md-168-```lua
E:\a327ex\Anchor\docs\ENGINE_API.md:169:layer_rounded_rectangle_line(layer, 100, 100, 80, 40, 8, rgba(100, 200, 100), 2)
... [3 more lines]
Good. Now let me check how the framework wraps these engine functions.
Grep (rounded_rectangle|function layer)
31- - Stores the C handle for subsequent draw calls
32-]]
33:function layer:new(name)
34- self.name = name
35- self.handle = layer_create(self.name)
--
50- color - packed RGBA (use rgba() helper)
51-]]
52:function layer:rectangle(x, y, w, h, color)
53- layer_rectangle(self.handle, x, y, w, h, color)
54-end
--
65- color - packed RGBA (use rgba() helper)
66-]]
67:function layer:circle(x, y, radius, color)
68- layer_circle(self.handle, x, y, radius, color)
69-end
--
82- line_width - outline thickness (default: 1)
83-]]
84:function layer:rectangle_line(x, y, w, h, color, line_width)
85- layer_rectangle_line(self.handle, x, y, w, h, color, line_width or 1)
86-end
--
99- line_width - outline thickness (default: 1)
100-]]
101:function layer:circle_line(x, y, radius, color, line_width)
102- layer_circle_line(self.handle, x, y, radius, color, line_width or 1)
103-end
--
... [206 more lines]
Good. I now have a complete picture. Let me write this up as a detailed summary.
Here's the detailed plan for everything that goes into main.lua:
1. Infrastructure Setup
Physics world — initialize with zero gravity, define collision tags (player, enemy, projectile, area), set up sensor/collision pairs so projectiles detect enemies and player, enemies detect player, etc.
Input bindings — WASD/arrows bound to left, right, up, down actions. Mouse or auto-aim for attack direction.
Layers — keep the existing bg, game, shadow setup with the shadow shader compositing pipeline already in main.lua.
Camera — already created, will add camera:follow(player) with a lerp.
2. Player
Directly based on 001-No-title's unit.lua (the most relevant WASD reference), translated to Anchor's current API:
Creation:
- 10x10 rounded rectangle, blue color, corner radius 2
- Dynamic collider (box), zero gravity, fixed rotation
- Speed: 100
- Springs:
hit(1),shoot(1),move(1) — multiplicative in draw, matching 001's pattern - Tracks
movingandprevious_movingstate visual_rfor spin juice,flashingfor white flash
Movement (every frame):
- Read
an:is_down('left'),right,up,down - Compute
move_rfrom the 8-directional angle table (exactly as 001 does: left=pi, right=0, up=-pi/2, down=pi/2, diagonals combined) - If
move_rexists, set velocity tospeed * cos(move_r), speed * sin(move_r) - Axis-independent damping: if not pressing left/right,
vx = vx * 0.8; if not pressing up/down,vy = vy * 0.8— this gives smooth deceleration per-axis
Movement juice (all from 001-No-title, section 5a of effects guide):
- Direction change spin — when
leftpressed, tweenvisual_rby-piover 0.2s; whenrightpressed, tween by+pi. This makes the square do a half-rotation when changing horizontal direction. - Direction change squash — on left/right press: tween scale to 0.8 over 0.05s, then back to 1.0 over 0.4s. A quick "crunch" then slow recovery.
- Stop bounce — when transitioning from moving to not moving (
not moving and previous_moving), pull themovespring by 0.35. The spring oscillation creates a satisfying bounce on stop.
Drawing:
game:push(x, y, r + visual_r, sx * spring.hit.x * spring.shoot.x * spring.move.x, sy * spring.hit.x * spring.shoot.x * spring.move.x)game:rounded_rectangle(-w/2, -h/2, w, h, 2, color_or_white)game:pop()- If
flashing, draw white instead of blue
3. Seeker Enemy
Based on 112020's Seeker behavior, simplified for Anchor:
Creation:
- 14x6 rounded rectangle (capsule shape), red color, corner radius 3-4
- Dynamic collider (box), zero gravity, fixed rotation
- Speed: randomized 50-75
- Spring:
hit(1) - HP: some initial value (5-10)
Movement:
- Each frame, compute angle to player:
math.angle_to_point(self.x, self.y, player.x, player.y) - Set velocity toward player:
speed * cos(angle), speed * sin(angle) - Rotate visual angle toward velocity direction (lerp
self.rtoward movement angle) - Separation from other enemies: check distance to nearby enemies, if too close (< 10-16 px), add a repulsion velocity component. This prevents clumping.
Drawing:
- Same push/pop with spring scale pattern
- Flash white when hit
Taking damage:
- Spring pull
hitby 0.3-0.5 - Flash white for 0.15s
- Show HP bar for 2s (thin line, dark gray background, red fill)
- If HP <= 0: death formula (see below)
Death:
- 4-6 hit_particles in random directions, entity color
- 1 hit_circle, radius 12, scale-down over 0.3s, white -> entity color at 50%
- Kill self
4. Effect Primitives
These are small objects added to the game via an:add(), each self-managing with timers:
hit_circle
- Parameters: x, y, radius (default 8), color (default white), duration
- Two modes: flash (exists for 0.05s at full size, then dies) and scale_down (tweens radius to 0 over duration, then dies)
- Optional
change_color(fraction, target_color)— afterfraction * duration, swap color - Draws as
game:circle(x, y, radius, color())
hit_particle
- Parameters: x, y, velocity (random 50-150), angle (random), duration (random 0.2-0.6), w (random 3.5-7), h (w/2), color
- Moves in
angledirection atvelocity - Tweens
w,hto 2 andvelocityto 0 over duration with cubic_in_out easing - Draws as a rounded rectangle rotated to travel angle
- Optional
change_color(fraction, target_color)
5. Attack Objects
All four attack types follow the expand → pop → blink → die lifecycle from 001-No-title:
Projectile
- 10x4 rounded rectangle, travels in a straight line at 150-250 speed
- Dynamic collider (sensor/bullet), zero gravity
- On spawn: shoot formula fires on the player (spring pull
shoot, flash 0.1s, hit_circle at muzzle, 3 hit_particles in cone +/-60 around fire direction, camera spring shake magnitude 2 in fire direction) - On hitting enemy: hit formula on enemy + projectile dies (hit_circle + 2-4 hit_particles at contact + spring pull + flash on enemy)
- On hitting screen bounds / walls: death effect (hit_circle + 2-3 hit_particles in cone around wall normal)
- Draws with spring scale, flashes white on spawn
Area (Rectangle)
- Four L-shaped corner brackets + semi-transparent fill (8% alpha)
- No collider — uses spatial query (
an:query_boxor polygon check) on the frame it spawns - Width/height tween from 0 to target over 0.05s (cubic_in_out)
- At 0.05s: spring pull 0.15-0.25 + flash white
- Stays visible ~0.2s
- Blink-out death: 7 visibility toggles at 0.05s intervals, then dies
- Hit formula applied to each enemy caught inside
- Spawned at an offset in front of the player in the aim direction
Single Target
- X/cross shape at target location (two rotated rectangles forming a +/X)
- Finds closest enemy within range (~24px) of target point
- Width tweens from 0 to 10 over 0.05s
- Spring pull + flash on pop
- Blink-out death: 3 toggles at 0.05s, then dies
- Applies hit formula to the found target
Line (Laser/Pierce)
- Thin line from player extending 1000px in aim direction
- Line width tweens from 0 to 2 over 0.05s
- Uses raycast or iterates enemies along the line path
- At screen-edge intersections: hit_circle + hit_particles
- Blink-out death: 3 toggles at 0.05s, then dies
- Hits all enemies it pierces through
6. Composite Effect Formulas
Shoot/Muzzle Formula (on player firing)
- Camera spring shake in fire direction, magnitude 2
- Player
spring:pull('shoot', 0.25-0.5) - Player flash white 0.1-0.15s
- hit_circle at muzzle position (radius 6, 0.05s flash)
- 3 hit_particles in cone +/-60 around fire direction
Hit Formula (on enemy taking damage)
- Enemy
spring:pull('hit', 0.3) - Enemy flash white 0.15s
- hit_circle at contact (radius 6, 0.1s)
- 2-4 hit_particles at contact (mixed attacker/defender colors)
- Camera shake if warranted
Death Formula (on enemy reaching 0 HP)
- 4-6 hit_particles in entity color, random directions
- hit_circle radius 12, scale-down 0.3s, white → entity color at 50%
- Kill entity
7. What This Gives You
A playable prototype where you:
- Move a blue square with WASD (with spin, squash, stop-bounce juice)
- Red capsule seekers chase you
- Four distinct attack types demonstrate ORBS spatial primitives
- Every interaction has layered SNKRX-style feedback (springs + flash + particles + circles + camera shake)
All of this fits in main.lua as pure functions (no classes, matching the existing Orblike code style). The attack objects are what ORBS will eventually formalize — but for now they're concrete implementations we can learn patterns from.
Want me to proceed with implementing this? I'd start with just the player + movement + one enemy type, then add attacks one at a time.
Make sure to save all this to a temporary file in case you compact. Let's do one thing at a time, player movement first.
Write (E:\a327ex\Orblike\reference\implementation_plan.md)
File created successfully at: E:\a327ex\Orblike\reference\implementation_plan.md
Plan saved. Now let me re-read the current main.lua and verify the framework API for the pieces I need, then show you the player movement code.
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Camera
22→an:add(camera(gw, gh))
23→
24→-- Layers
25→bg = an:layer('bg')
26→game = an:layer('game')
27→shadow = an:layer('shadow')
28→
29→-- Shaders
30→an:shader('shadow', 'assets/shadow.frag')
... [49 more lines]
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API.md)
1240→self.hit1.direction -- play direction (1 or -1 for bounce)
1241→```
1242→
1243→---
1244→
1245→## Collider
1246→
1247→Physics body wrapper for Box2D integration.
1248→
1249→### Creating Colliders
1250→
1251→```lua
1252→-- As child object
1253→self:add(collider('player', 'dynamic', 'circle', 16))
1254→
1255→-- With options
1256→self:add(collider('sensor', 'static', 'box', 100, 100, {sensor = true}))
1257→
1258→-- Multiple shapes
1259→self:add(collider('player', 'dynamic', 'circle', 16))
1260→self.collider:add_box('feet', 10, 5, {offset_y = 16})
1261→```
1262→
1263→**Body types:**
1264→- `'static'` - doesn't move (walls, platforms)
1265→- `'dynamic'` - full physics simulation
1266→- `'kinematic'` - moves but not affected by forces
1267→
1268→**Shape types:**
1269→- `'circle'` - args: `radius`
... [90 more lines]
Now let me check how object, timer, spring, and collider are added as children — I need to understand the exact pattern used in emoji-ball-battles.
Grep (add(timer|add(spring|add(collider|spring:add(|spring:pull()
387- self:add(object('effects'))
388- self:add(object('projectiles'))
389: self:add(timer())
390-
391- -- Play area dimensions (200x200, centered)
--
760-
761- -- Spring pull on both balls
762: ball_a.spring:pull('hit', intensity*0.4, 3, 0.7)
763: ball_b.spring:pull('hit', intensity*0.4, 3, 0.7)
764- end
765-
--
837-
838- -- Spring pull on weapons
839: ball_a.spring:pull('weapon', 0.35, 3, 0.5)
840: ball_b.spring:pull('weapon', 0.35, 3, 0.5)
841-
842- -- Reset swing sound timer for melee weapons
--
977- -- Flash and spring pull on weapon (same as weapon-weapon)
978- ball_object:flash_weapon()
979: ball_object.spring:pull('weapon', 0.35, 3, 0.5)
980-
981- -- Apply weapon weight to angular velocity: heavier weapons resist rotation changes (quadratic)
--
1157- an:sound_play("weapon_projectile_" .. an.random:int(1, 2), 1.0, an.random:float(0.95, 1.05))
1158- ball_object:flash_weapon()
1159: ball_object.spring:pull('weapon', 0.35, 3, 0.5)
1160- self.effects:add(dying_knife(projectile_object.x, projectile_object.y, {
... [12 more lines]
Grep (self:add(spring|self:add(timer|self:add(collider|self.spring:add)
386-
387- self:add(object('effects'))
388- self:add(object('projectiles'))
389: self:add(timer())
390-
391- -- Play area dimensions (200x200, centered)
392- self.w, self.h = 200, 200
--
1756- self.kitchen_knife_spin_up_duration = 1 -- seconds to reach max spin before firing
1757- end
1758-
1759: self:add(collider('ball', 'dynamic', 'circle', self.radius))
1760- self.collider:set_position(self.x, self.y)
1761- self.collider:set_restitution(1)
1762- self.collider:set_friction(0)
--
1795- self.can_swing_sound_time = 1.33 -- starts expired, reset on weapon hits
1796-
1797- -- Springs for visual feedback
1798: self:add(spring())
1799: self.spring:add('hit', 1)
1800: self.spring:add('weapon', 1)
1801: self.spring:add('squash_x', 1)
1802: self.spring:add('squash_y', 1)
1803-
1804- -- Shake for visual feedback
1805- self:add(shake('ball_shake'))
--
1835- self:add(weapon_ui(self.team, self.weapon_type, self.image, self.image_hit))
1836-
... [2 more lines]
Now let me check how object() works — whether you call object() directly or need to construct differently.
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
1→require('anchor.class')
2→
3→object = class:extend()
4→
5→--[[
6→ Creates a new object with optional name.
7→
8→ Usage:
9→ obj = object() -- anonymous object
10→ obj = object('player') -- named object
11→
12→ Properties initialized:
13→ self.name - string or nil, used for bidirectional links
14→ self.parent - reference to parent object, nil if root
15→ self.children - array of child objects
16→ self.dead - boolean, true when killed (removed at end of frame)
17→ self.tags - set of tags, used for querying with all(tag) and is()
18→]]
19→function object:new(name)
20→ self.name = name
21→ self.parent = nil
22→ self.children = {}
23→ self.dead = false
24→ self.tags = {}
25→end
26→
27→--[[
28→ Adds a child to this object's tree.
29→
30→ Usage:
... [50 more lines]
Let me also check how timer:tween works with named tweens and how to cancel/replace them.
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API.md)
1355→## Timer
1356→
1357→Scheduling system for delayed and repeating callbacks.
1358→
1359→### Creating Timers
1360→
1361→```lua
1362→self:add(timer())
1363→
1364→-- Access as self.timer
1365→self.timer:after(1, function() print("1 second later") end)
1366→```
1367→
1368→---
1369→
1370→### One-shot Timers
1371→
1372→#### timer:after(delay, name_or_callback, callback?)
1373→
1374→```lua
1375→self.timer:after(2, function() self:explode() end)
1376→
1377→-- Named (can be cancelled/replaced)
1378→self.timer:after(0.5, 'invincibility', function() self.invincible = false end)
1379→```
1380→
1381→---
1382→
1383→### Repeating Timers
1384→
... [120 more lines]
Now I have everything I need. Let me check one more thing — the tween signature for named tweens — specifically, in 001-No-title the pattern is timer_tween(0.2, self, {visual_r = self.visual_r + math.pi}, math.linear, nil, 'visual_r_move_start') where the name comes at position 5 (after easing). Let me verify Anchor's tween signature matches.
The Framework API shows: timer:tween(duration, target, properties, easing?, name?, after?) — so name is position 5, after is position 6. That matches 001's pattern (they pass nil for after, then name — wait, actually 001 has nil, 'name' which would be after=nil, name='name' but Anchor's signature is easing?, name?, after?. Let me re-read carefully.
Looking at the API: timer:tween(duration, target, properties, easing?, name?, after?)
So the signature is: duration, target, props, easing, name, after.
In 001: self:timer_tween(0.2, self, {visual_r = self.visual_r + math.pi}, math.linear, nil, 'visual_r_move_start') — this is duration, target, props, easing, nil (which would be name=nil), 'visual_r_move_start' (which would be after). That's the old API. In Anchor the name comes at position 5, so I'd write: self.timer:tween(0.2, self, {visual_r = self.visual_r + math.pi}, math.linear, 'visual_r_move_start').
Here's the player movement code I'll add to main.lua. It replaces the palette rectangles with a movable player:
-- Physics
an:physics_init()
an:physics_set_gravity(0, 0)
an:physics_tag('player')
-- Input
an:bind('left', {'a', 'left'})
an:bind('right', {'d', 'right'})
an:bind('up', {'w', 'up'})
an:bind('down', {'s', 'down'})
-- Player
player = an:add(object('player'))
player.x, player.y = gw/2, gh/2
player.w, player.h = 10, 10
player.speed = 100
player.visual_r = 0
player.sx, player.sy = 1, 1
player.moving = false
player.previous_moving = false
player.flashing = false
player:add(collider('player', 'dynamic', 'box', 10, 10))
player.collider:set_gravity_scale(0)
player.collider:set_fixed_rotation(true)
player.collider:set_position(player.x, player.y)
player:add(timer())
player:add(spring())
player.spring:add('hit', 1)
player.spring:add('shoot', 1)
player.spring:add('move', 1)
player:action(function()
-- Sync position from physics
player.x, player.y = player.collider:get_position()
-- Movement direction
local move_r = nil
local left = an:is_down('left')
local right = an:is_down('right')
local up = an:is_down('up')
local down = an:is_down('down')
if left then move_r = math.pi end
if right then move_r = 0 end
if up then move_r = -math.pi/2 end
if down then move_r = math.pi/2 end
if left and up then move_r = -3*math.pi/4 end
if left and down then move_r = 3*math.pi/4 end
if right and up then move_r = -math.pi/4 end
if right and down then move_r = math.pi/4 end
if left or right or up or down then player.moving = true else player.moving = false end
-- Direction change spin
if an:is_pressed('right') then
player.timer:tween(0.2, player, {visual_r = player.visual_r + math.pi}, math.linear, 'visual_r_move')
end
if an:is_pressed('left') then
player.timer:tween(0.2, player, {visual_r = player.visual_r - math.pi}, math.linear, 'visual_r_move')
end
-- Direction change squash
if an:is_pressed('right') or an:is_pressed('left') then
player.timer:tween(0.05, player, {sx = 0.8, sy = 0.8}, math.linear, 'scale_move_1', function()
player.timer:tween(0.4, player, {sx = 1, sy = 1}, math.linear, 'scale_move_2')
end)
end
-- Stop bounce
if not player.moving and player.previous_moving then
player.spring:pull('move', 0.35)
end
-- Apply velocity
local vx, vy = player.collider:get_velocity()
if move_r then vx, vy = player.speed*math.cos(move_r), player.speed*math.sin(move_r) end
if not left and not right then vx = vx*0.8 end
if not up and not down then vy = vy*0.8 end
player.collider:set_velocity(vx, vy)
player.previous_moving = player.moving
-- Draw
local s = player.spring.hit.x*player.spring.shoot.x*player.spring.move.x
local c = player.flashing and fg_color() or blue()
game:push(player.x, player.y, player.visual_r, player.sx*s, player.sy*s)
game:rounded_rectangle(-player.w/2, -player.h/2, player.w, player.h, 2, c)
game:pop()
end)
Key points:
- 8-directional movement with per-axis damping (0.8 multiplier) — exactly 001's pattern
- Three layers of juice: spin on direction change, squash/stretch on direction change, spring bounce on stop
- Multiplicative springs (
hit * shoot * move) ready for future attack feedback - Named tweens (
'visual_r_move','scale_move_1', etc.) so rapid direction changes cancel and replace smoothly
Does this look right to you?
Create the player as a class.
Let me check how classes are defined in the codebase.
Read (E:\a327ex\Anchor\framework\anchor\class.lua)
1→-- Class system based on rxi/classic.
2→-- https://github.com/rxi/classic
3→--
4→-- Create a class:
5→-- animal = class:extend()
6→-- function animal:new(name) self.name = name end
7→-- a = animal('dog')
8→--
9→-- Inheritance:
10→-- dog = animal:extend()
11→-- function dog:new(name)
12→-- animal.new(self, name)
13→-- self.type = 'dog'
14→-- end
15→
16→local next_id = 0
17→
18→class = {}
19→class.__index = class
20→
21→function class:new()
22→end
23→
24→function class:extend()
25→ local cls = {}
26→ for k, v in pairs(self) do
27→ if k:find("__") == 1 then
28→ cls[k] = v
29→ end
30→ end
... [35 more lines]
Grep (class:extend|:extend()|function.*:new()
335- ui:draw()
336- debug_draw:draw()
337-end
338-
339-
340:arena = object:extend()
341-
342-arena.plant_configs = {
343- seedling = {
344- {size = 12, offset = 0},
345- {size = 14, offset = 0},
--
373- {left = -24, right = 19}, -- Group 6: sheaf 16 + four_leaf_clover 19 + seedling 14
374- {left = -24, right = 38}, -- Group 7: sheaf 16 + blossom 22 + seedlings + sheaf 16
375- {left = -28, right = 27}, -- Group 8: tulip 16 + tulip 22 + tulip 14
376-}
377-
378:function arena:new(args)
379- args = args or {}
380- object.new(self, 'arena')
381-
382- -- headless: seed RNG for deterministic battles
383- if args.seed then
--
1600- end
1601- end
1602-end
1603-
1604-
1605:ball = object:extend()
... [12 more lines]
Read (E:\a327ex\emoji-ball-battles\main.lua)
1604→
1605→ball = object:extend()
1606→
1607→function ball:new(x, y, team, weapon_type)
1608→ self.x, self.y, self.team = x, y, team
1609→ self.weapon_type = weapon_type or 'dagger'
1610→ object.new(self)
1611→ self:tag('ball')
1612→ self.image = self.team == 'player' and an.images.no_mouth or an.images.no_mouth
1613→ self.image_hit = self.team == 'player' and an.images.no_mouth_hit or an.images.no_mouth_hit
1614→ self.radius = 10
1615→ self.scale = 2*self.radius/self.image.width
1616→ if self.image == an.images.cowboy then -- cowboy is visually larger
1617→ self.scale = 1.125*self.scale
1618→ end
1619→
1620→ -- Weapon-specific code uses explicit switches with repeated code per weapon rather than
1621→ -- shared abstractions. For this codebase, locality matters more than code reuse — having
1622→ -- all behavior for each weapon visible in one place is clearer than factoring out shared
1623→ -- patterns across weapons.
1624→ if self.weapon_type == 'gun' then
1625→ self.weapon_class = 'ranged'
1626→ self.weapon_image = an.images.gun
1627→ self.weapon_visual_offset = 21
1628→ self.weapon_perpendicular_offset = 2
1629→ self.weapon_hitbox_offset = 21
1630→ self.weapon_hitbox_length = 20
1631→ self.weapon_hitbox_width = 12
1632→ self.weapon_scale = 18/512 -- gun.png is 512x512
1633→ self.weapon_scale_y = -18/512 -- y flipped
... [20 more lines]
Good. The pattern is clear: my_class = object:extend(), then function my_class:new(...) calling object.new(self) (or object.new(self, 'name')). Here's the player class:
player_class = object:extend()
function player_class:new(x, y)
object.new(self, 'player')
self:tag('player')
self.x, self.y = x, y
self.w, self.h = 10, 10
self.speed = 100
self.visual_r = 0
self.sx, self.sy = 1, 1
self.moving = false
self.previous_moving = false
self.flashing = false
self:add(collider('player', 'dynamic', 'box', 10, 10))
self.collider:set_gravity_scale(0)
self.collider:set_fixed_rotation(true)
self.collider:set_position(self.x, self.y)
self:add(timer())
self:add(spring())
self.spring:add('hit', 1)
self.spring:add('shoot', 1)
self.spring:add('move', 1)
end
function player_class:update(dt)
self.x, self.y = self.collider:get_position()
-- Movement direction
local move_r = nil
local left = an:is_down('left')
local right = an:is_down('right')
local up = an:is_down('up')
local down = an:is_down('down')
if left then move_r = math.pi end
if right then move_r = 0 end
if up then move_r = -math.pi/2 end
if down then move_r = math.pi/2 end
if left and up then move_r = -3*math.pi/4 end
if left and down then move_r = 3*math.pi/4 end
if right and up then move_r = -math.pi/4 end
if right and down then move_r = math.pi/4 end
if left or right or up or down then self.moving = true else self.moving = false end
-- Direction change spin
if an:is_pressed('right') then
self.timer:tween(0.2, self, {visual_r = self.visual_r + math.pi}, math.linear, 'visual_r_move')
end
if an:is_pressed('left') then
self.timer:tween(0.2, self, {visual_r = self.visual_r - math.pi}, math.linear, 'visual_r_move')
end
-- Direction change squash
if an:is_pressed('right') or an:is_pressed('left') then
self.timer:tween(0.05, self, {sx = 0.8, sy = 0.8}, math.linear, 'scale_move_1', function()
self.timer:tween(0.4, self, {sx = 1, sy = 1}, math.linear, 'scale_move_2')
end)
end
-- Stop bounce
if not self.moving and self.previous_moving then
self.spring:pull('move', 0.35)
end
-- Apply velocity
local vx, vy = self.collider:get_velocity()
if move_r then vx, vy = self.speed*math.cos(move_r), self.speed*math.sin(move_r) end
if not left and not right then vx = vx*0.8 end
if not up and not down then vy = vy*0.8 end
self.collider:set_velocity(vx, vy)
self.previous_moving = self.moving
-- Draw
local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
local c = self.flashing and fg_color() or blue()
game:push(self.x, self.y, self.visual_r, self.sx*s, self.sy*s)
game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
game:pop()
end
Does that look right? One question — the update method. Let me check how emoji-ball-battles hooks into the update loop, since object:extend() classes don't have an automatic update call.
Grep (:action(|:update(|function ball:update|ball.*update|early_action|late_action)
518- arena_left = cloud_area_x,
519- arena_right = self.x + self.w + 30,
520- })
521: cloud:action(function(self, dt)
522- self.x = self.x + self.speed*dt
523- if self.x > self.arena_right then self.x = self.arena_left - 20 end
524- bg:push(self.x, self.y, 0, self.flip*self.scale, self.scale)
--
1375- end
1376-end
1377-
1378:function arena:update(dt)
1379- self.time_since_last_hit = self.time_since_last_hit + dt
1380-
1381- -- headless: step counter and battle-end detection
--
1865- end
1866-end
1867-
1868:function ball:update(dt)
1869- -- When paused, use dt = 0 so physics logic doesn't run
1870- if self.parent.paused then dt = 0 end
1871-
--
2576- self.kitchen_knife_current_spin = self.kitchen_knife_pre_spin_angular_velocity
2577- local target_spin = spin_sign*self.kitchen_knife_spin_angular_velocity
2578- self.timer:tween(self.kitchen_knife_spin_up_duration, 'kitchen_knife_spin_up', self, {kitchen_knife_current_spin = target_spin}, math.quad_in)
2579: self:action('kitchen_knife_spin_sync', function()
2580- self.collider:set_angular_velocity(self.kitchen_knife_current_spin)
2581- if not self.kitchen_knife_spinning_attack then return true end
... [12 more lines]
Good — update(dt) is called automatically on objects in the tree. Let me verify by checking the object's update dispatch.
Grep (function object:update|:update()
398- end
399- end
400-end
401-
402---[[
403- Internal: runs main phase for this object.
404- Called by init.lua's update loop, not meant to be called directly.
405-
406- Behavior:
407- - Returns immediately if self.dead
408: - Calls self:update(dt) if object has an update method
409- - Runs all actions, marking those that return true for removal
410-]]
411-function object:_update(dt)
412- if self.dead then return end
413: if self.update then self:update(dt) end
414- if self.actions then
415- for i, fn in ipairs(self.actions) do
416- if fn(self, dt) == true then
417- if not self.actions_to_remove then self.actions_to_remove = {} end
418- table.insert(self.actions_to_remove, i)
419- end
420- end
421- end
422-end
423-
update(dt) is called automatically. The code I showed is correct. Here's the full main.lua rewrite — I'll remove the palette rectangles and add the player class + physics + input setup:
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Camera
22→an:add(camera(gw, gh))
23→
24→-- Layers
25→bg = an:layer('bg')
26→game = an:layer('game')
27→shadow = an:layer('shadow')
28→
29→-- Shaders
30→an:shader('shadow', 'assets/shadow.frag')
... [49 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. The player is now a player_class extending object, with new for initialization and update for per-frame movement + drawing. Spawn is player = an:add(player_class(gw/2, gh/2)). Give it a try.
Just call it "player" instead of player_class.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated. All occurrences of 'player_class' were successfully replaced with 'player'.
Done. Class is now player = object:extend(), and the spawn line is player = an:add(player(gw/2, gh/2)) — the class gets overwritten by the instance, which is fine since we only create one.
player = an:add(player...) overwrites the class.
Right. I'll store the instance as p1 instead.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now player stays as the class and p1 is the instance.
ERROR: anchor/init.lua:1286: bad argument #2 to 'input_bind' (string expected, got table) stack traceback: [C]: in function 'input_bind' anchor/init.lua:1286: in method 'bind' main.lua:27: in main chunk
an:bind takes one control at a time, not a table. Let me fix it.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Each control bound separately now. Try again.
Read the input API properly, as input is not working.
Grep (bind|is_pressed|is_down|is_released)
516-
517-### Input Binding
518-
519-The action system maps physical inputs to named actions.
520-
521:#### an:bind(action, control)
522-
523-Binds a control to an action.
524-
525-```lua
526:an:bind('jump', 'space')
527:an:bind('jump', 'gamepad_a')
528:an:bind('left', 'a')
529:an:bind('left', 'left')
530:an:bind('fire', 'mouse_1')
531-```
532-
533-**Control names:**
534-- Keyboard: 'a'-'z', '0'-'9', 'space', 'escape', 'return', 'left', 'right', 'up', 'down', etc.
535-- Mouse: 'mouse_1', 'mouse_2', 'mouse_3', 'mouse_wheel_up', 'mouse_wheel_down'
536-- Gamepad: 'gamepad_a', 'gamepad_b', 'gamepad_x', 'gamepad_y', 'gamepad_lb', 'gamepad_rb', etc.
537-
538----
539-
540:#### an:unbind(action, control?)
541-
542:Removes a binding.
543-
544-```lua
545:an:unbind('jump', 'space') -- remove specific binding
... [93 more lines]
The binding API looks correct — an:bind('left', 'a') and an:is_down('left') should work. Let me check how the framework actually implements is_down and is_pressed to find the issue.
Grep (function.:is_down|function.:is_pressed|function.*:bind\b)
1275- an:bind('jump', 'button:a')
1276- an:bind('fire', 'mouse:1')
1277- an:bind('left', 'axis:leftx-')
1278-
1279- Control string formats:
1280- key:a, key:space, key:lshift, key:up, key:1
1281- mouse:1 (left), mouse:2 (middle), mouse:3 (right)
1282- button:a, button:b, button:x, button:y, button:start, button:dpup, etc.
1283- axis:leftx+, axis:leftx-, axis:lefty+, axis:lefty-, axis:triggerleft, etc.
1284- ]]
1285: function an:bind(action, control)
1286- input_bind(action, control)
1287- end
1288-
1289- --[[
1290- Unbinds a specific control from an action.
1291-
1292- Usage:
1293- an:unbind('jump', 'key:space')
1294- ]]
1295- function an:unbind(action, control)
--
1357- end
1358-
1359- --[[
1360- Returns true on the frame an action was pressed.
1361-
1362- Usage:
1363- if an:is_pressed('jump') then
1364- player:jump()
... [25 more lines]
There it is. The control strings need prefixes: key:a, key:left, mouse:1, etc. — not bare 'a' or 'left'.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Controls need the key: prefix. Try again.
ERROR: anchor/timer.lua:559: attempt to call a string value (field 'after') stack traceback: anchor/timer.lua:559: in method 'update' anchor/object.lua:413: in method '_update' anchor/init.lua:1720: in function 'update'
Error when moving. Make sure that the API calls you made to Anchor, you actually read the signatures and didn't just copy from the old projects, those projects don't have the same signatures as Anchor does now, most likely.
Read (E:\a327ex\Anchor\framework\anchor\timer.lua)
540→ end
541→
542→ elseif entry.mode == 'during' then
543→ local duration = entry.duration*(entry.multiplier or 1)
544→ local progress = math.min(entry.time/duration, 1)
545→ entry.callback(dt, progress)
546→ if entry.time >= duration then
547→ if entry.after then entry.after() end
548→ entry.to_be_removed = true
549→ end
550→
551→ elseif entry.mode == 'tween' then
552→ local duration = entry.duration*(entry.multiplier or 1)
553→ local progress = math.min(entry.time/duration, 1)
554→ local eased = entry.easing(progress)
555→ for key, target_value in pairs(entry.values) do
556→ entry.target[key] = math.lerp(eased, entry.initial_values[key], target_value)
557→ end
558→ if entry.time >= duration then
559→ if entry.after then entry.after() end
560→ entry.to_be_removed = true
561→ end
562→
563→ elseif entry.mode == 'watch' then
564→ entry.previous = entry.current
565→ entry.current = self.parent[entry.field]
566→ if entry.previous ~= entry.current then
567→ entry.callback(entry.current, entry.previous)
568→ if entry.times then
569→ entry.count = entry.count + 1
... [10 more lines]
Line 559 tries to call entry.after() but entry.after is a string. Let me see how tween entries are created.
Grep (function timer:tween)
148- local entry = {name = name, mode = 'during', time = 0, duration = duration, callback = callback, after = after}
149- if self:find(name) then
150- self.entries[self:find(name)] = entry
151- else
152- table.insert(self.entries, entry)
153- end
154-end
155-
156---[[
157- Interpolates target properties over duration using easing.
158-
159- Usage:
160- self.timer:tween(0.5, self, {x = 100, y = 200})
161- self.timer:tween(0.5, 'move', self, {x = 100}, math.cubic_out, function() print('done') end)
162-
163- Parameters:
164- duration - seconds for interpolation
165- name - (optional) timer name
166- target - object whose properties will be modified
167- values - table of {property = target_value} pairs
168- easing - (optional) easing function, defaults to math.linear
169- after - (optional) callback when tween completes
170-
171- Behavior:
172- - Captures initial values at creation time
173- - Interpolates each property from initial to target value
174- - Properties are set to exact target values on completion
175-
176- Returns: nothing
177-]]
... [31 more lines]
There it is. The actual signature is:
timer:tween(duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)
The name comes second (optional), not fifth. So the correct call is:
self.timer:tween(0.2, 'visual_r_move', self, {visual_r = ...}, math.linear)
Not what I had: self.timer:tween(0.2, self, {...}, math.linear, 'visual_r_move').
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Fixed. The name goes as the second argument (before target), not fifth. Try again.
Now let's make sure the player is pointing towards where the mouse is, like in the reference projects. In the reference projects, does movement up/down also not have any spring juice to it?
You're right — looking back at the 001-No-title code:
-- Only left/right get spin and squash:
if an:input_is_pressed('right') then self:timer_tween(0.2, self, {visual_r = ...})
if an:input_is_pressed('left') then self:timer_tween(0.2, self, {visual_r = ...})
if an:input_is_pressed('right') or an:input_is_pressed('left') then -- squash
-- Stop bounce is the only one that applies to ALL directions:
if not self.moving and self.previous_moving then self:hitfx_pull('move', 0.35) end
So up/down presses have no spin or squash — only the stop bounce is universal. That's already what we have.
For mouse facing, 001 does self:collider_rotate_towards_mouse(10) and draws with self.r + self.visual_r. Let me add a self.r that lerps toward the mouse angle.
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Physics
22→an:physics_init()
23→an:physics_set_gravity(0, 0)
24→an:physics_tag('player')
25→
26→-- Input
27→an:bind('left', 'key:a')
28→an:bind('left', 'key:left')
29→an:bind('right', 'key:d')
30→an:bind('right', 'key:right')
... [135 more lines]
Now I need to add self.r and mouse-facing. Let me confirm the camera mouse API.
Grep (mouse.x|mouse.y|camera.*mouse)
89---[[
90- Converts screen coordinates to world coordinates.
91-
92- Usage:
93- world_x, world_y = camera:to_world(screen_x, screen_y)
94: world_x, world_y = camera:to_world(mouse_position())
95-
96- Parameters:
97- sx, sy - Screen coordinates
98-
99- Returns: world_x, world_y
--
276- self.y = math.clamp(self.y, self.bounds.min_y + half_h, self.bounds.max_y - half_h)
277- end
278-
279- -- Update mouse world position
280- local mx, my = mouse_position()
281: self.mouse.x, self.mouse.y = self:to_world(mx, my)
282-end
Good — an.camera.mouse.x and an.camera.mouse.y give world-space mouse coordinates. Now I'll add self.r initialized to 0, lerp it toward the mouse angle each frame, and use self.r + self.visual_r in draw.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added mouse-facing. The player now:
self.rlerps toward the mouse angle each frame (math.lerp_angle_dtwith p=0.5, rate=10)- Draws with
self.r + self.visual_r— facing angle plus spin juice layered on top
And to confirm your second question: yes, in 001-No-title, only left/right get the spin and squash effects. Up/down movement has no juice beyond the universal stop bounce. Try it out.
lerp_angle_dt is rotating it too slow?
Grep (function math.lerp_angle_dt|lerp_angle_dt)
E:\a327ex\Anchor\framework\anchor\math.lua-1---[[
E:\a327ex\Anchor\framework\anchor\math.lua-2- Math utility functions and easing curves.
E:\a327ex\Anchor\framework\anchor\math.lua-3-
E:\a327ex\Anchor\framework\anchor\math.lua-4- Utility functions:
E:\a327ex\Anchor\framework\anchor\math.lua-5- lerp, lerp_dt - Linear interpolation
E:\a327ex\Anchor\framework\anchor\math.lua:6: lerp_angle, lerp_angle_dt - Angle interpolation with wrapping
E:\a327ex\Anchor\framework\anchor\math.lua-7- clamp - Clamp value to range
E:\a327ex\Anchor\framework\anchor\math.lua-8- remap - Remap value from one range to another
E:\a327ex\Anchor\framework\anchor\math.lua-9- loop - Loop value within range (for angles)
E:\a327ex\Anchor\framework\anchor\math.lua-10- sign - Sign of a number (-1, 0, 1)
E:\a327ex\Anchor\framework\anchor\math.lua-11- length - Length of a 2D vector
E:\a327ex\Anchor\framework\anchor\math.lua-12- angle - Angle from vector components
E:\a327ex\Anchor\framework\anchor\math.lua-13- angle_to_point - Angle between two points
E:\a327ex\Anchor\framework\anchor\math.lua-14- distance - Distance between two points
E:\a327ex\Anchor\framework\anchor\math.lua-15- normalize - Normalize a vector to unit length
E:\a327ex\Anchor\framework\anchor\math.lua-16- direction - Unit vector from angle
--
E:\a327ex\Anchor\framework\anchor\math.lua-142-function math.lerp_angle(t, source, destination)
E:\a327ex\Anchor\framework\anchor\math.lua-143- local dt = math.loop(destination - source, 2*math.pi)
E:\a327ex\Anchor\framework\anchor\math.lua-144- if dt > math.pi then dt = dt - 2*math.pi end
E:\a327ex\Anchor\framework\anchor\math.lua-145- return source + dt*math.clamp(t, 0, 1)
E:\a327ex\Anchor\framework\anchor\math.lua-146-end
E:\a327ex\Anchor\framework\anchor\math.lua-147-
E:\a327ex\Anchor\framework\anchor\math.lua-148---[[
E:\a327ex\Anchor\framework\anchor\math.lua-149- Framerate-independent angle interpolation with correct wrapping.
E:\a327ex\Anchor\framework\anchor\math.lua-150-
E:\a327ex\Anchor\framework\anchor\math.lua-151- Usage:
E:\a327ex\Anchor\framework\anchor\math.lua:152: angle = math.lerp_angle_dt(0.9, 1, dt, angle, target_angle)
E:\a327ex\Anchor\framework\anchor\math.lua-153-
E:\a327ex\Anchor\framework\anchor\math.lua-154- Parameters:
... [23 more lines]
So p=0.5, t=10 means "cover 50% of the remaining distance every 10 seconds" — very slow. The reference uses collider_rotate_towards_mouse(10) which is a different approach entirely. Let me crank the values up — p=0.9, t=0.05 would cover 90% every 0.05s, making it near-instant.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now it covers 90% of the remaining angle every 0.05s — should feel nearly instant while still being slightly smooth. Try it.
What was the lerp in the reference projects like?
Grep (collider_rotate_towards_mouse|rotate_towards_mouse)
E:\a327ex\Orblike\reference\001-No-title\unit.lua-104-
E:\a327ex\Orblike\reference\001-No-title\unit.lua-105- if an:input_is_pressed('right') then self:timer_tween(0.2, self, {visual_r = self.visual_r + math.pi}, math.linear, nil, 'visual_r_move_start') end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-106- if an:input_is_pressed('left') then self:timer_tween(0.2, self, {visual_r = self.visual_r - math.pi}, math.linear, nil, 'visual_r_move_start') end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-107- if an:input_is_pressed('right') or an:input_is_pressed('left') then
E:\a327ex\Orblike\reference\001-No-title\unit.lua-108- self:timer_tween(0.05, self, {sx = 0.8, sy = 0.8}, math.linear, function()
E:\a327ex\Orblike\reference\001-No-title\unit.lua-109- self:timer_tween(0.4, self, {sx = 1, sy = 1}, math.linear, nil, 'scale_move_start_2')
E:\a327ex\Orblike\reference\001-No-title\unit.lua-110- end, 'scale_move_start_1')
E:\a327ex\Orblike\reference\001-No-title\unit.lua-111- end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-112- if not self.moving and self.previous_moving then self:hitfx_pull('move', 0.35) end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-113-
E:\a327ex\Orblike\reference\001-No-title\unit.lua-114- local vx, vy = self:collider_get_velocity()
E:\a327ex\Orblike\reference\001-No-title\unit.lua-115- if move_r then vx, vy = self.v*math.cos(move_r), self.v*math.sin(move_r) end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-116- if not left and not right then vx = vx*0.8 end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-117- if not up and not down then vy = vy*0.8 end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-118- self:collider_set_velocity(vx, vy)
E:\a327ex\Orblike\reference\001-No-title\unit.lua:119: self:collider_rotate_towards_mouse(10)
E:\a327ex\Orblike\reference\001-No-title\unit.lua-120- self.previous_moving = self.moving
E:\a327ex\Orblike\reference\001-No-title\unit.lua-121- end
E:\a327ex\Orblike\reference\001-No-title\unit.lua-122-
E:\a327ex\Orblike\reference\001-No-title\unit.lua-123- if self.unit_type == 'character' or self.unit_type == 'enemy' then
E:\a327ex\Orblike\reference\001-No-title\unit.lua-124- push('game', self.x, self.y, self.r + self.visual_r, self.sx*self.springs.main.x*self.springs.shoot.x*self.springs.move.x, self.sy*self.springs.main.x*self.springs.shoot.x*self.springs.move.x)
E:\a327ex\Orblike\reference\001-No-title\unit.lua-125- rectangle('game', self.x, self.y, self.w, self.h, self.rx, self.ry, ((self.flashes.main.x or self.flashes.shoot.x) and colors.fg[0]) or self.color)
E:\a327ex\Orblike\reference\001-No-title\unit.lua-126- pop('game')
E:\a327ex\Orblike\reference\001-No-title\unit.lua-127-
E:\a327ex\Orblike\reference\001-No-title\unit.lua-128- push('ui', self.x, self.y, 0, self.sx*self.springs.main.x*self.springs.shoot.x*self.springs.move.x, self.sy*self.springs.main.x*self.springs.shoot.x*self.springs.move.x)
E:\a327ex\Orblike\reference\001-No-title\unit.lua-129- if self.show_hp_bar then
E:\a327ex\Orblike\reference\001-No-title\unit.lua-130- lined('ui', self.x - 0.5*self.w, self.y - self.h, self.x + 0.5*self.w, self.y - self.h, colors.bg[-5], 2)
E:\a327ex\Orblike\reference\001-No-title\unit.lua-131- lined('ui', self.x - 0.5*self.w, self.y - self.h, self.x - 0.5*self.w + math.remap(self.stats.hp.x, 0, self.stats.max_hp.x, 0, 1)*self.w, self.y - self.h,
E:\a327ex\Orblike\reference\001-No-title\unit.lua-132- (self.flashes.main.x or self.flashes.shoot.x) and colors.fg[0] or colors.red[0], 2)
E:\a327ex\Orblike\reference\001-No-title\unit.lua-133- end
... [67 more lines]
The old lerp_angle_dt in the reference had a different signature: math.lerp_angle_dt(lerp_value, dt, source, destination) — just 4 args, where the lerp_value was passed directly as the t parameter.
The call was math.lerp_angle_dt(10, an.rate, self.r, target_angle) with lerp_value=10.
Anchor's current signature is math.lerp_angle_dt(p, t, dt, source, destination) — 5 args. These are different functions. The old one was a simple per-frame lerp; the new one is percentage-over-time.
To match the reference feel (lerp_value=10, effectively snapping quickly), the simplest translation is to just use math.lerp_angle directly per-frame:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
This matches the reference exactly — math.lerp_angle(10*dt, source, target) is the same logic as the old math.lerp_angle_dt(10, dt, source, target). The 10 means it covers the full distance in roughly 0.1s. Try it.
Use lerp_angle_dt, just match the fact that it covers the full distance in roughly 0.1s.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
99% of the distance covered in 0.1 seconds. Try it.
Perfect, seeker next. Make sure to include a spawn effect, and make sure to use the effects from the black background projects when applicable, as I believe those are better. Use @Orblike\reference\snkrx_style_effects.md extensively for the effects, translating them to Lua.
Let me re-read the key dark variant effect sections and the seeker entity details.
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
1600→| black/bg | (0,0,0) | Background |
1601→| gray172 | (172,172,172) | Light gray |
1602→| gray128 | (128,128,128) | Medium gray |
1603→| gray70 | (70,70,70) | Inactive elements (arrows) |
1604→| gray50 | (50,50,50) | Darker gray |
1605→| gray32 | (32,32,32) | Very dark gray |
1606→| gray20 | (20,20,20) | Near-black gray |
1607→
1608→This creates a pure black-and-white aesthetic with grayscale for emphasis levels.
1609→
1610→### 239A5 Near-Monochrome Palette
1611→
1612→White, 5 gray ramps, and 3 red ramps -- no other hues:
1613→
1614→| Name | RGB | Usage |
1615→|------|-----|-------|
1616→| fg | (255,255,255) | Player, projectiles, effects |
1617→| bg | (0,0,0) | Background |
1618→| gray1 | (20,20,20) | Background grid lines |
1619→| gray2 | (60,50,50) | Warm dark gray |
1620→| gray3 | (70,70,70) | Medium gray |
1621→| gray4 | (162,162,162) | Medium gray |
1622→| gray5 | (224,224,224) | Light gray |
1623→| red1 | (140,50,50) | Dark red |
1624→| red2 | (192,63,46) | Enemy color |
1625→| red3 | (223,173,163) | Light pink-red |
1626→
1627→### Color Pattern: White-First Transitions
1628→
1629→The single most important color pattern difference between the styles:
... [270 more lines]
Read (E:\a327ex\Orblike\reference\snkrx_style_effects.md)
100→---
101→
102→## 2. Effect Primitives
103→
104→### 2a. HitCircle
105→
106→A filled circle that appears briefly at an impact/event point. The universal "something happened here" indicator.
107→
108→**Sources:**
109→- SNKRX: `shared.lua:725-759`
110→- BUILDRX2: `main.moon:468-488` (class `HitCircle`)
111→- 112020: `main.moon:468-488`
112→- 001-No-title: `effects.lua:69-82`
113→- Antitower: `main.yue:617-625`
114→- 004: `main.yue:326-337`
115→- 239A5: `main.yue:332-343`
116→- Rekoyam Tsohg: `effects.lua:42-59`
117→
118→**Mechanism:** A filled circle that shrinks from its initial radius to 0 over a duration, then dies.
119→
120→**SNKRX-like approach:** Two modes -- flash mode (appears at full size for 0.05s, vanishes instantly) and scale-down mode (tweens radius to 0 with cubic_in_out, optionally changing color midway). Color change is achieved by scheduling a `timer_after` at a fraction of the duration.
121→
122→**Dark variant approach:** Always uses scale-down mode. Never uses flash mode. Adds a chainable `change_color(fraction, target_color)` method. Default duration is randomized (0.05-0.2s in 004/239A5) rather than fixed. Death circles are notably larger and longer-lived (rs=14, duration=0.4s) compared to SNKRX-likes.
123→
124→The critical difference: in the dark variants, hit circles at death events start white then transition to the entity's color (e.g., white -> red for enemy death). In SNKRX-likes, the same transition exists but is less consistently applied.
125→
126→**Common parameter sets across all projects:**
127→
128→| Context | Radius | Duration | Color behavior | Projects |
129→|---------|--------|----------|----------------|----------|
... [70 more lines]
Now let me read the spawn formula section and the 112020 seeker more carefully for the seek/separate/wander behavior.
Grep (seek_object|function.separate|function.wander|set_as_steerable)
E:\a327ex\Orblike\reference\112020\main.moon-344- x, y = contact\getPositions!
E:\a327ex\Orblike\reference\112020\main.moon-345- @hit_spring\pull 0.25
E:\a327ex\Orblike\reference\112020\main.moon-346- for i = 1, 2 do HitParticle effects, x, y, {color: @color, m: 0.75}
E:\a327ex\Orblike\reference\112020\main.moon-347- with HitCircle effects, x, y, {rs: 0.5*@shape.w}
E:\a327ex\Orblike\reference\112020\main.moon-348- \scale_down 0.15
E:\a327ex\Orblike\reference\112020\main.moon-349- \change_color 0.3, @color
E:\a327ex\Orblike\reference\112020\main.moon-350-
E:\a327ex\Orblike\reference\112020\main.moon-351-
E:\a327ex\Orblike\reference\112020\main.moon-352-class Seeker extends Enemy
E:\a327ex\Orblike\reference\112020\main.moon-353- new: (group, x, y, opts) =>
E:\a327ex\Orblike\reference\112020\main.moon-354- super group, x, y, opts
E:\a327ex\Orblike\reference\112020\main.moon-355- @\set_as_rectangle 14, 6, 'dynamic', 'enemy'
E:\a327ex\Orblike\reference\112020\main.moon-356- @\set_fixed_rotation true
E:\a327ex\Orblike\reference\112020\main.moon-357- @color = red
E:\a327ex\Orblike\reference\112020\main.moon-358- @color_class = 'red'
E:\a327ex\Orblike\reference\112020\main.moon:359: @\set_as_steerable random\float(50, 75), nil, 4*math.pi, 4
E:\a327ex\Orblike\reference\112020\main.moon-360- @hp = 25
E:\a327ex\Orblike\reference\112020\main.moon-361-
E:\a327ex\Orblike\reference\112020\main.moon-362- update: (dt) =>
E:\a327ex\Orblike\reference\112020\main.moon-363- super dt
E:\a327ex\Orblike\reference\112020\main.moon:364: @\seek_object player
E:\a327ex\Orblike\reference\112020\main.moon-365- @\rotate_towards_velocity 0.2
E:\a327ex\Orblike\reference\112020\main.moon-366- @\separate 10, {Seeker, Dasher}
E:\a327ex\Orblike\reference\112020\main.moon-367- @\wander 100, 20, 200, 2
E:\a327ex\Orblike\reference\112020\main.moon-368-
E:\a327ex\Orblike\reference\112020\main.moon-369- draw: =>
E:\a327ex\Orblike\reference\112020\main.moon-370- color = @color
E:\a327ex\Orblike\reference\112020\main.moon-371- if @hit_flash then color = fg1
E:\a327ex\Orblike\reference\112020\main.moon-372- graphics.push @x, @y, @r, @hit_spring.x, @hit_spring.y
E:\a327ex\Orblike\reference\112020\main.moon-373- seeker_112\draw @x, @y, 0, 0.13, 0.13, nil, nil, color
... [176 more lines]
Now I have everything. Let me read the current main.lua one more time and write the seeker + effect primitives.
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Physics
22→an:physics_init()
23→an:physics_set_gravity(0, 0)
24→an:physics_tag('player')
25→
26→-- Input
27→an:bind('left', 'key:a')
28→an:bind('left', 'key:left')
29→an:bind('right', 'key:d')
30→an:bind('right', 'key:right')
... [140 more lines]
Now I need to add the enemy physics tag first, then the effect primitives (hit_circle, hit_particle), then the seeker class. Here's everything:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add effect primitives and seeker class between the player spawn and the background drawing:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Here's what was added:
Effect primitives (dark variant style):
- hit_circle — filled circle that shrinks radius to 0 with cubic_in_out easing, chainable
change_color(fraction, target_color)for white-first transitions - hit_particle — rectangle that flies outward, velocity-proportional width (7-10px mapped from velocity 100-250), sine_in_out easing, chainable
change_color
Seeker enemy:
- 14x6 rounded rectangle, red, corner radius 3
- Speed randomized 50-75, seeks the player each frame
- Rotates toward velocity with same lerp as player's mouse rotation
- Separation force from other enemies (pushes apart within 20px)
- Single
mainspring (dark variant pattern — bigger pulls on one spring) - Linear damping on collider for smooth steering feel
Spawn effect (dark variant):
- Spring pull 0.5 + flash white 0.15s on the seeker itself
- hit_circle radius 10, 0.3s, white → red at 50%
- 4 hit_particles, white → red at 60%
Hit/death effects (dark variant):
- Hit: spring pull 0.5, flash 0.15s, hit_circle radius 8, 2 particles white → red
- Death: hit_circle radius 14, 0.4s duration, white → red at 60%, 4-6 particles
Try it out.
Which effects were taken from dark variant projects?
Going through each piece honestly:
Genuinely dark variant:
- hit_circle: Always scale-down mode (dark variants never use flash mode), chainable
change_colormethod — both dark variant patterns - hit_particle: Velocity-proportional width
math.remap(v, 100, 250, 7, 10)from 004/239A5, sine_in_out easing (vs SNKRX's cubic_in_out), starts white withchange_colortransition — all dark variant - Hit feedback: Single
mainspring with bigger pull (0.5) instead of multiple smaller springs — dark variant simplification - Death effect: radius 14, duration 0.4s, color change at 60% — exactly the dark variant death constants from the table
- Entity drawing: Single spring
self.spring.main.x— dark variant pattern
Actually SNKRX-like, not dark variant:
- Spawn effect: The dark variants don't use spawn circles/particles at all. The doc explicitly says: "The dark variant projects do not use spawn markers or spawn effects. Entities simply appear, relying on the initial spring pop + flash on their first frame to signal their arrival." The circle + 4 particles I added is closer to SNKRX's spawn formula. Only the spring pop + flash part is dark variant.
- HP bar: Shows for 2s then hides — that's SNKRX. Dark variants show HP bars permanently.
- Seeker size: 14x6 is SNKRX's Seeker. Rekoyam Tsohg uses 13x6.
Want me to strip the spawn effect down to just the spring pop + flash (true dark variant), or keep the circle + particles since it looks better?
Let's see what it looks like. Give me a key to spawn a seeker, deal damage to it, and kill it.
Read (E:\a327ex\Orblike\main.lua)
26→
27→-- Input
28→an:bind('left', 'key:a')
29→an:bind('left', 'key:left')
30→an:bind('right', 'key:d')
31→an:bind('right', 'key:right')
32→an:bind('up', 'key:w')
33→an:bind('up', 'key:up')
34→an:bind('down', 'key:s')
35→an:bind('down', 'key:down')
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
- F1 — spawn a seeker near the player
- F2 — deal 1 damage to nearest seeker
- F3 — kill nearest seeker (deals remaining HP as damage)
ERROR: main.lua:313: attempt to perform arithmetic on a nil value (field 'x') stack traceback: main.lua:313: in local 'fn' anchor/object.lua:416: in method '_update' anchor/init.lua:1720: in function 'update' f1
Read (E:\a327ex\Orblike\main.lua)
305→end
306→
307→-- Spawn player
308→p1 = an:add(player(gw/2, gh/2))
309→
310→-- Debug: F1 = spawn seeker, F2 = damage nearest, F3 = kill nearest
311→an:action(function()
312→ if an:key_is_pressed('f1') then
313→ an:add(seeker(p1.x + an.random:float(-80, 80), p1.y + an.random:float(-60, 60)))
314→ end
315→ if an:key_is_pressed('f2') then
316→ local closest, closest_d = nil, math.huge
317→ for _, e in ipairs(an:all('enemy')) do
318→ if not e.dead then
319→ local d = math.distance(p1.x, p1.y, e.x, e.y)
320→ if d < closest_d then closest, closest_d = e, d end
321→ end
322→ end
323→ if closest then closest:take_damage(1) end
324→ end
Line 313 is an:add(seeker(p1.x + ...)) — p1.x is nil. The issue is an:add() returns self (the parent), not the child. So p1 is an, not the player instance.
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
47→function object:add(child)
48→ table.insert(self.children, child)
49→ child.parent = self
50→ if child.name then
51→ if self[child.name] then self[child.name]:kill() end
52→ self[child.name] = child
53→ end
54→ if self.name then
55→ child[self.name] = self
56→ end
57→ return self
58→end
Confirmed — add returns self (the parent), not the child. But the player's constructor calls object.new(self, 'player') which gives it the name 'player', so an:add(player_instance) creates an['player'] = player_instance via line 52. So we can access it as an.player.
But for the p1 variable, we need to grab the child directly:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
p1 now holds the actual player instance. Try again.
ERROR: main.lua:234: attempt to call a nil value (method 'change_color') stack traceback: main.lua:234: in method 'new' anchor/class.lua:62: in global 'seeker' main.lua:314: in local 'fn' anchor/object.lua:416: in method '_update' anchor/init.lua:1720: in function 'update'
f1
Same an:add() issue — it returns an, not the child. So an:add(hit_circle(...)):change_color(...) calls change_color on an. Need to create first, then add.
Read (E:\a327ex\Orblike\main.lua)
225→
226→ self:add(timer())
227→ self:add(spring())
228→ self.spring:add('main', 1)
229→
230→ -- Spawn effect: spring pop + flash + hit_circle + particles (dark variant)
231→ self.spring:pull('main', 0.5)
232→ self.flashing = true
233→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
234→ an:add(hit_circle(self.x, self.y, {radius = 10, duration = 0.3})):change_color(0.5, red:clone())
235→ for i = 1, 4 do
236→ an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 200), duration = an.random:float(0.2, 0.4)})):change_color(0.6, red:clone())
237→ end
238→end
239→
240→function seeker:take_damage(damage)
241→ self.hp = self.hp - damage
242→ -- Hit feedback: spring pull + flash + hit circle + particles (dark variant)
243→ self.spring:pull('main', 0.5)
244→ self.flashing = true
245→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
246→ self.show_hp_bar = true
247→ self.timer:after(2, 'show_hp_bar', function() self.show_hp_bar = false end)
248→ an:add(hit_circle(self.x, self.y, {radius = 8, duration = 0.2}))
249→ for i = 1, 2 do
250→ an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 200)})):change_color(0.6, red:clone())
251→ end
252→
253→ if self.hp <= 0 then
254→ self:die()
... [20 more lines]
I need to fix every an:add(...):change_color(...) pattern. Create the effect, chain change_color, then add.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Fixed all three spots — create the effect, call change_color on it, then an:add(). Try again.
Can't you do hit_particle(...):change_color(...):flow_to(an)?
flow_to is for state transitions, not for adding to parents. But you're right that there's a simpler pattern — just wrap the chain inside an:add():
an:add(hit_circle(self.x, self.y, {radius = 14, duration = 0.4}):change_color(0.6, red:clone()))
hit_circle(...) creates it, :change_color(...) returns self, then an:add() receives the instance. The mistake before was an:add(...):change_color(...) — calling change_color on an:add()'s return value.
Read (E:\a327ex\Orblike\main.lua)
230→ -- Spawn effect: spring pop + flash + hit_circle + particles (dark variant)
231→ self.spring:pull('main', 0.5)
232→ self.flashing = true
233→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
234→ local hc = hit_circle(self.x, self.y, {radius = 10, duration = 0.3})
235→ hc:change_color(0.5, red:clone())
236→ an:add(hc)
237→ for i = 1, 4 do
238→ local hp = hit_particle(self.x, self.y, {velocity = an.random:float(100, 200), duration = an.random:float(0.2, 0.4)})
239→ hp:change_color(0.6, red:clone())
240→ an:add(hp)
241→ end
242→end
243→
244→function seeker:take_damage(damage)
245→ self.hp = self.hp - damage
246→ -- Hit feedback: spring pull + flash + hit circle + particles (dark variant)
247→ self.spring:pull('main', 0.5)
248→ self.flashing = true
249→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
250→ self.show_hp_bar = true
251→ self.timer:after(2, 'show_hp_bar', function() self.show_hp_bar = false end)
252→ an:add(hit_circle(self.x, self.y, {radius = 8, duration = 0.2}))
253→ for i = 1, 2 do
254→ local hp = hit_particle(self.x, self.y, {velocity = an.random:float(100, 200)})
255→ hp:change_color(0.6, red:clone())
256→ an:add(hp)
257→ end
258→
259→ if self.hp <= 0 then
... [10 more lines]
Read (E:\a327ex\Orblike\main.lua)
269→ for i = 1, an.random:int(4, 6) do
270→ local hp = hit_particle(self.x, self.y, {velocity = an.random:float(100, 300), duration = an.random:float(0.2, 0.5)})
271→ hp:change_color(0.6, red:clone())
272→ an:add(hp)
273→ end
274→ self:kill()
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Cleaned up all three spots. Pattern is now an:add(effect(...):change_color(...)) — chain on the effect, pass result to an:add().
Isn't flow_to just for adding the child to the parent, the same as add but in reverse? Don't change the code further, but I believe my solution would have worked as well.
Grep (function.*flow_to)
241- return self
242-end
243-
244---[[
245- Adds this object to a parent (reverse of add).
246-
247- Usage:
248- player:flow_to(arena) -- equivalent to: arena:add(player)
249-
250- Behavior:
251- - Calls parent:add(self) internally
252- - Useful for fluent chaining when creating objects inline
253-
254- Returns: self (for chaining)
255-]]
256:function object:flow_to(parent)
257- parent:add(self)
258- return self
259-end
260-
261---[[
262- Adds an action to run during the early phase (before main update).
263-
264- Usage:
265- self:early_action(function() print('runs every frame') end) -- anonymous
266- self:early_action('input', function(s) s:handle_input() end) -- named
267- self:early_action(function() return true end) -- one-shot (returns true to remove)
268-
269- Behavior:
270- - Anonymous: function stored in self.early_actions array
... [1 more lines]
You're right. flow_to is exactly "add but in reverse" — it calls parent:add(self) and returns self. So hit_particle(...):change_color(...):flow_to(an) would have worked perfectly. Good call.
Perfect, the effects are really stellar. Let's have the spring on the seeker be pulled a bit stronger (higher value) and for slightly longer. And let's have the hit circle + particles also follow the parent (seeker) in a relative way, if that makes sense.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically:
User starts by saying they want to work on Orblike - basic player WASD movement, seeker enemy, basic projectile/area/single target/line objects. They want WASD-only first, and want to copy movement from reference projects faithfully with all juice and effects.
I read the required Orblike files (ORBS.md, FRAMEWORK_API_QUICK.md, main.lua, snkrx_style_effects.md) and explored the codebase for WASD movement implementations.
Key reference found: 001-No-title's unit.lua has the best WASD movement reference with 8-directional movement, velocity damping, and movement juice (spin, squash, stop bounce).
I presented a detailed plan covering player, seeker, effect primitives, and attack objects. User said to save it to a file and do player movement first.
Saved plan to
Orblike/reference/implementation_plan.md.Initially wrote player as a plain object with actions. User said "Create the player as a class."
Rewrote as
player_class = object:extend(). User said "Just call it 'player' instead of player_class."Renamed to
player. User pointed outplayer = an:add(player(...))overwrites the class.Changed instance variable to
p1.ERROR:
input_bindexpected string, got table. Fix: Changed froman:bind('left', {'a', 'left'})to individualan:bind('left', 'a')calls.User said input still not working, told me to read the API properly. Fix: Controls need
key:prefix -an:bind('left', 'key:a').ERROR:
attempt to call a string value (field 'after')in timer.lua. User told me not to copy from old projects. Fix: Timer tween signature in Anchor istimer:tween(duration, name_or_target, target_or_values, ...)where name comes SECOND, not fifth. Changed fromself.timer:tween(0.2, self, {...}, math.linear, 'visual_r_move')toself.timer:tween(0.2, 'visual_r_move', self, {...}, math.linear).Added mouse-facing rotation with
math.lerp_angle_dt(0.5, 10, dt, self.r, target_r). User said it rotates too slow.Changed to
math.lerp_angle_dt(0.9, 0.05, dt, ...). User asked what the reference projects used.Found that reference used
math.lerp_angle_dt(lerp_value, dt, source, destination)- a DIFFERENT 4-arg signature. Changed tomath.lerp_angle(10*dt, self.r, target_r)to match.User said "Use lerp_angle_dt, just match the fact that it covers the full distance in roughly 0.1s." Changed to
math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r).User confirmed it's perfect, asked for seeker next with spawn effects, dark variant effects.
I implemented hit_circle, hit_particle (dark variant style), and seeker class with spawn/hit/death effects.
User asked which effects were taken from dark variant. I gave honest breakdown - spawn effect circles/particles were actually SNKRX-like (dark variants don't use spawn effects), HP bar 2s show is SNKRX, seeker size 14x6 is SNKRX.
User asked for F1/F2/F3 debug keys to test.
ERROR:
p1.xis nil.an:add()returns self (parent), not child. Fix: Changed fromp1 = an:add(player(...))top1 = player(...); an:add(p1).ERROR:
change_colornil method.an:add(hit_circle(...)):change_color(...)calls change_color onan. Fix: Create effect first, chain change_color, then add. Changed tolocal hc = hit_circle(...); hc:change_color(...); an:add(hc).User suggested
hit_particle(...):change_color(...):flow_to(an)pattern. I initially said flow_to is for state transitions. User corrected me - flow_to IS add-in-reverse. I confirmed after reading the code:flow_tocallsparent:add(self)and returnsself.But we ended up with
an:add(hit_circle(...):change_color(...))pattern which also works.User said effects are "really stellar" and asked for:
- Stronger/longer spring pull on seeker
- Hit circle + particles following the parent (seeker) in a relative way
This is where we were when the summary was requested.
Current state of main.lua includes: - Physics init with player/enemy tags - Input bindings with key: prefix - Camera, layers, shadow shader - player class (object:extend) with WASD movement, mouse facing, movement juice - hit_circle class (dark variant, scale-down, change_color) - hit_particle class (dark variant, velocity-proportional width, sine_in_out, change_color) - seeker class with seek behavior, separation, spawn/hit/death effects - Debug F1/F2/F3 keys - Background drawing
Summary: 1. Primary Request and Intent: The user is building Orblike, an ORBS (Orthogonal Rule Binding System) example game with SNKRX visual style, using the Anchor engine. The session goal is implementing basic gameplay: WASD player movement, seeker enemies, and eventually projectile/area/single-target/line attack objects. The user wants effects faithfully copied from reference projects (especially dark variant/black background projects like 239A5, Rekoyam Tsohg, 004, Antitower) translated to Anchor's current API. They want incremental development — one piece at a time, with testing between each.
Key Technical Concepts:
- Anchor engine: C/Lua game engine with
object:extend()class system, physics (Box2D), springs, timers, layers, shadersobject:add(child)returnsself(parent), NOT the child — critical pattern that caused multiple bugsobject:flow_to(parent)is the reverse ofadd— callsparent:add(self)and returnsselffor chaining- Timer tween signature:
timer:tween(duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)— name comes SECOND (optional)- Input binding requires
key:prefix:an:bind('left', 'key:a')notan:bind('left', 'a')math.lerp_angle_dt(p, t, dt, source, destination)— 5-arg signature, p=percentage, t=time to cover that percentage- Dark variant effects: white-first color transitions, single spring with bigger pulls, velocity-proportional particle width, sine_in_out easing, scale-down hit circles (never flash mode)
- SNKRX visual style: 480x270 resolution, scale 3, checkerboard background, drop shadow layer, rounded rectangles for entities
- Multiplicative springs for player (hit * shoot * move), single spring for enemies (dark variant simplification)
- Operator spacing convention: no spaces for
*and/, spaces for+and-Files and Code Sections:
E:\a327ex\Orblike\main.lua— The main game file, extensively modified throughout the session
- Started as palette demo (79 lines), now contains player class, effect primitives, seeker class, debug controls, background rendering
- Current state includes physics init, input bindings, camera/layers/shadow, player class, hit_circle class, hit_particle class, seeker class, F1/F2/F3 debug keys, background drawing
E:\a327ex\Orblike\reference\implementation_plan.md— Saved detailed plan for all systems (player, seeker, effects, attacks)
E:\a327ex\Orblike\ORBS.md— Design document read at session start
E:\a327ex\Orblike\reference\snkrx_style_effects.md— Comprehensive effects guide, extensively referenced for dark variant effect parameters (hit_circle, hit_particle, spring values, death/spawn/hit formulas, camera effects, color transitions)
E:\a327ex\Orblike\reference\001-No-title\unit.lua— Primary WASD movement reference (8-directional, velocity damping 0.8, direction change spin/squash, stop bounce, mouse rotation, multiplicative springs)
E:\a327ex\Anchor\framework\anchor\object.lua— Read to understandadd()returns self,flow_to()is reverse-add,update()called automatically
E:\a327ex\Anchor\framework\anchor\timer.lua— Read to understand tween signature:timer:tween(duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)
E:\a327ex\Anchor\framework\anchor\init.lua— Read to discover input binding requireskey:prefix format
E:\a327ex\Anchor\framework\anchor\math.lua— Read forlerp_angle_dt(p, t, dt, source, destination)signature
E:\a327ex\Anchor\framework\anchor\camera.lua—an.camera.mouse.x/yfor world-space mouse position
E:\a327ex\Anchor\framework\anchor\layer.lua— Layer drawing API (rounded_rectangle, circle, line, push/pop, etc.)
E:\a327ex\Anchor\docs\FRAMEWORK_API.mdandFRAMEWORK_API_QUICK.md— API reference
E:\a327ex\Orblike\reference\112020\main.luaandmain.moon— Seeker enemy reference (seek_object, rotate_towards_velocity, separate, wander, set_as_steerable)
E:\a327ex\emoji-ball-battles\main.lua— Reference for spring usage patterns in Anchor (spring:add,spring:pull)Key current code in main.lua (effect primitives and seeker): ```lua -- Effect: hit_circle (dark variant style) hit_circle = object:extend() function hit_circle:new(x, y, args) object.new(self) self.x, self.y = x, y args = args or {} self.radius = args.radius or 8 self.draw_color = args.color and args.color:clone() or fg_color:clone() self.duration = args.duration or 0.2 self:add(timer()) self.timer:tween(self.duration, self, {radius = 0}, math.cubic_in_out, function() self:kill() end) end function hit_circle:change_color(fraction, target_color) self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end) return self end function hit_circle:update(dt) game:circle(self.x, self.y, self.radius, self.draw_color()) end
-- Effect: hit_particle (dark variant style) hit_particle = object:extend() function hit_particle:new(x, y, args) object.new(self) self.x, self.y = x, y args = args or {} self.velocity = args.velocity or an.random:float(100, 250) self.angle = args.angle or an.random:float(0, 2math.pi) self.duration = args.duration or an.random:float(0.2, 0.6) self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10) self.h = args.h or self.w/2 self.draw_color = args.color and args.color:clone() or fg_color:clone() self:add(timer()) self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end) end function hit_particle:change_color(fraction, target_color) self.timer:after(fractionself.duration, function() self.draw_color = target_color:clone() end) return self end function hit_particle:update(dt) self.x = self.x + self.velocitymath.cos(self.angle)dt self.y = self.y + self.velocitymath.sin(self.angle)dt game:push(self.x, self.y, self.angle) game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color()) game:pop() end
-- Seeker enemy seeker = object:extend() function seeker:new(x, y) object.new(self) self:tag('enemy') self.x, self.y = x, y self.w, self.h = 14, 6 self.speed = an.random:float(50, 75) self.r = 0 self.hp = 5 self.max_hp = 5 self.show_hp_bar = false self.flashing = false self.visible = true self:add(collider('enemy', 'dynamic', 'box', 14, 6)) self.collider:set_gravity_scale(0) self.collider:set_fixed_rotation(true) self.collider:set_position(self.x, self.y) self.collider:set_linear_damping(3) self:add(timer()) self:add(spring()) self.spring:add('main', 1) -- Spawn effect self.spring:pull('main', 0.5) self.flashing = true self.timer:after(0.15, 'flash', function() self.flashing = false end) an:add(hit_circle(self.x, self.y, {radius = 10, duration = 0.3}):change_color(0.5, red:clone())) for i = 1, 4 do an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 200), duration = an.random:float(0.2, 0.4)}):change_color(0.6, red:clone())) end end ```
Errors and fixes:
bad argument #2 to 'input_bind' (string expected, got table): Triedan:bind('left', {'a', 'left'}). Fix: one bind call per controlan:bind('left', 'key:a').- Input not working after individual bind calls: Used bare strings like
'a'instead of prefixed'key:a'. User told me to "Read the input API properly." Fix: Addedkey:prefix to all control strings.attempt to call a string value (field 'after')in timer.lua: Used wrong tween argument order — put name at position 5 instead of position 2. User said "make sure that the API calls you made to Anchor, you actually read the signatures and didn't just copy from the old projects." Fix: Changed fromtimer:tween(0.2, self, {prop = val}, math.linear, 'name')totimer:tween(0.2, 'name', self, {prop = val}, math.linear).- Mouse rotation too slow: Used
math.lerp_angle_dt(0.5, 10, dt, ...)— p=0.5 over t=10s. User asked what reference used. Found old API had different 4-arg signature. User specifically requested: "Use lerp_angle_dt, just match the fact that it covers the full distance in roughly 0.1s." Fix:math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r).p1.xis nil:an:add()returns parent (an), not child.p1 = an:add(player(...))sets p1 toan. Fix:p1 = player(gw/2, gh/2); an:add(p1).attempt to call a nil value (method 'change_color'):an:add(hit_circle(...)):change_color(...)calls change_color onan(return value of add). Fix: Changed toan:add(hit_circle(...):change_color(...))— chain on the effect, pass to add.- User correction on
flow_to: I incorrectly saidflow_tois for state transitions. User corrected: it's add-in-reverse (parent:add(self), returnsself). Confirmed by reading source.hit_particle(...):change_color(...):flow_to(an)would have worked.Problem Solving:
- Successfully translated 001-No-title's WASD movement system to Anchor's current API with all juice effects
- Implemented dark variant effect primitives (hit_circle, hit_particle) with white-first color transitions
- Implemented seeker enemy with seek behavior, separation, spawn/hit/death effects
- Identified and honestly reported which effects were genuinely dark variant vs SNKRX-like (spawn circles/particles are SNKRX, not dark variant)
All user messages:
- "Let's continue on Orblike. Let's do something basic first, like getting a player moving with WASD movement. A seeker enemy that can be spawned. Basic projectile, area, single target, line objects. Let's do WASD-only first. Look at all reference projects that use WASD movement and make sure to copy that faithfully, with all the juice and effects those use, translated to Anchor, of course. @Orblike\reference\snkrx_style_effects.md may have something useful already so you can save on tokens probably. Show me what you'll do first, don't need to show me code, but a detailed summary of everything."
- "Make sure to save all this to a temporary file in case you compact. Let's do one thing at a time, player movement first."
- "Create the player as a class."
- "Just call it 'player' instead of player_class."
- "player = an:add(player...) overwrites the class."
- "ERROR: anchor/init.lua:1286: bad argument #2 to 'input_bind' (string expected, got table)..."
- "Read the input API properly, as input is not working."
- "ERROR: anchor/timer.lua:559: attempt to call a string value (field 'after')... Error when moving. Make sure that the API calls you made to Anchor, you actually read the signatures and didn't just copy from the old projects, those projects don't have the same signatures as Anchor does now, most likely."
- "lerp_angle_dt is rotating it too slow?"
- "What was the lerp in the reference projects like?"
- "Use lerp_angle_dt, just match the fact that it covers the full distance in roughly 0.1s."
- "Now let's make sure the player is pointing towards where the mouse is, like in the reference projects. In the reference projects, does movement up/down also not have any spring juice to it?"
- "Perfect, seeker next. Make sure to include a spawn effect, and make sure to use the effects from the black background projects when applicable, as I believe those are better. Use @Orblike\reference\snkrx_style_effects.md extensively for the effects, translating them to Lua."
- "Which effects were taken from dark variant projects?"
- "Let's see what it looks like. Give me a key to spawn a seeker, deal damage to it, and kill it."
- "ERROR: main.lua:313: attempt to perform arithmetic on a nil value (field 'x')... f1"
- "ERROR: main.lua:234: attempt to call a nil value (method 'change_color')... f1"
- "Can't you do hit_particle(...):change_color(...):flow_to(an)?"
- "Isn't flow_to just for adding the child to the parent, the same as add but in reverse? Don't change the code further, but I believe my solution would have worked as well."
- "Perfect, the effects are really stellar. Let's have the spring on the seeker be pulled a bit stronger (higher value) and for slightly longer. And let's have the hit circle + particles also follow the parent (seeker) in a relative way, if that makes sense."
Pending Tasks:
- Make seeker spring pull stronger and longer-lasting
- Make hit circle + particles follow the seeker (parent-relative positioning)
- Still to implement: basic projectile, area, single target, and line attack objects (future work)
Current Work: The user confirmed the effects look great and made two specific requests:
- Stronger/longer spring pull on seeker: Currently
self.spring:pull('main', 0.5)with default frequency/bounce. Need to increase force and adjust frequency/bounce for longer oscillation.spring:pull(name, force, frequency?, bounce?)— higher force, lower frequency = slower/longer, higher bounce = more overshoot.- Hit circle + particles following the parent seeker: Currently effects spawn at fixed x,y coordinates and don't move with the seeker. Need to add a
followmechanism so effects track the seeker's position as it moves. This applies to spawn and hit effects (not death, since seeker dies).I had read the relevant code sections (lines 155-274 of main.lua) and was about to implement both changes when the summary was requested.
Optional Next Step: Implement the two changes the user explicitly requested in their most recent message: "Let's have the spring on the seeker be pulled a bit stronger (higher value) and for slightly longer. And let's have the hit circle + particles also follow the parent (seeker) in a relative way, if that makes sense."
For the spring: increase force (e.g., 0.75) and add lower frequency + higher bounce params (e.g.,
spring:pull('main', 0.75, 3, 0.7)).For following: add an optional
followparameter to hit_circle and hit_particle that stores a reference and initial offset, then each frame updates position asfollow.x + offset_x, follow.y + offset_y(or tracks position deltas). Need to handle the case where follow target dies.If you need specific details from before compaction (like exact code snippets, error messages, or content you generated), read the full transcript at: C:\Users\adn.claude\projects\E--a327ex\ee85dd43-fd76-43cd-813d-3b74f39d3119.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.
Let me check the spring API to get the exact parameters for pull, and think about the best approach for parent-relative effects.
Task (Check spring:pull API signature)
[
{
"type": "text",
"text": "Perfect! I have all the information you need about the spring:pull function. Here's the complete breakdown:\n\n## spring:pull Function Signature and Documentation\n\n### **Function Signature**\n```lua\nspring:pull(name, force, frequency?, bounce?)\n```\n\n### **Parameters**\n\n| Parameter | Type | Required | Description |\n|-----------|------|----------|-------------|\n| `name` | string | Yes | The spring identifier/name |\n| `force` | number | Yes | Amount to add to the current value (impulse magnitude) |\n| `frequency` | number | Optional | New oscillations per second (Hz). If provided, updates the spring's frequency permanently |\n| `bounce` | number | Optional | New bounciness 0-1 (where 0=no overshoot, 1=infinite oscillation). If provided, updates the spring's bounce permanently. Defaults to 0.5 if frequency is provided but bounce is not |\n\n### **Behavior**\n\nFrom the implementation (lines 101-109 of spring.lua):\n- **Adds an impulse** directly to the spring's current `x` value\n- The spring will then oscillate around its `target_x` and settle back\n- If `frequency` and/or `bounce` are provided, they **permanently update** the spring's oscillation characteristics for future pulls\n- If the spring name doesn't exist, the function returns silently (no error)\n\n### **Usage Examples**\n\n```lua\n-- Simple pull with default settings\nself.spring:pull('main', 0.5)\n\n-- Pull with new frequency and bounce\nself.spring:pull('scale', 0.3, 10, 0.7)\n\n-- Pull with new frequency (bounce defaults to 0.5)\nself.spring:pull('rotation', 0.2, 3)\n```\n\n### **Related Parameters** (for context)\n\nThe `frequency` and `bounce` parameters work the same way as when you create a spring with `add()`:\n\n- **Frequency** (default 5 Hz): Controls how fast the spring oscillates. Higher values = faster oscillation\n- **Bounce** (default 0.5): Controls overshoot behavior:\n - `0` = critically damped (smooth, no overshoot)\n - `0.5` = moderate overshoot\n - Approaching `1` = oscillates for longer before settling\n\nThe implementation uses the standard damped spring equation: `a = -k*(x - target_x) - d*v`\n\n**File locations:**\n- Implementation: `/E:/a327ex/Anchor/framework/anchor/spring.lua` (lines 101-109)\n- Quick reference: `/E:/a327ex/Anchor/docs/FRAMEWORK_API_QUICK.md` (line 436)"
},
{
"type": "text",
"text": "agentId: abd5bbb4e9a6b2b40 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 24033\ntool_uses: 3\nduration_ms: 10100</usage>"
}
]
Good. So spring:pull(name, force, frequency?, bounce?) where frequency/bounce permanently update the spring. Currently the seeker uses spring:pull('main', 0.5) with default frequency (5 Hz) and bounce (0.5).
For a stronger, longer-lasting spring: higher force + lower frequency (slower oscillation) + higher bounce (more overshoot = longer settling). Something like spring:pull('main', 0.75, 3, 0.7).
For the follow mechanic, I'd add an optional follow field to hit_circle and hit_particle. Each frame, if follow exists and the target isn't dead, the effect updates its position by tracking how the parent moved since last frame.
Here's what I'm thinking — let me show the code before writing:
Spring change (seeker spawn, hit, and death): ```lua -- Spawn effect (was 0.5): self.spring:pull('main', 0.75, 3, 0.7)
-- Hit effect (was 0.5): self.spring:pull('main', 0.75) -- (frequency/bounce already set permanently from spawn)
-- Death effect (was 0.5): self.spring:pull('main', 0.75) ```
Follow mechanic for hit_circle: ```lua function hit_circle:new(x, y, args) -- ...existing code... self.follow = args.follow or nil end
function hit_circle:update(dt) if self.follow and not self.follow.dead then self.x, self.y = self.follow.x, self.follow.y end game:circle(self.x, self.y, self.radius, self.draw_color()) end ```
Follow mechanic for hit_particle — same idea but offset-based, since particles fly outward from the parent: ```lua function hit_particle:new(x, y, args) -- ...existing code... self.follow = args.follow or nil if self.follow then self.follow_ox, self.follow_oy = x - self.follow.x, y - self.follow.y end end
function hit_particle:update(dt) -- existing movement (relative to self.x/self.y) self.x = self.x + self.velocitymath.cos(self.angle)dt self.y = self.y + self.velocitymath.sin(self.angle)dt -- follow parent if self.follow and not self.follow.dead then -- track parent's movement as offset delta each frame end -- draw... end ```
Actually, the offset approach for particles is tricky — they fly outward each frame, so tracking deltas gets messy. A cleaner approach: store the parent's position at spawn, and each frame add (parent.current - parent.at_spawn) as a displacement. This way the particle's own outward movement is preserved, plus it drifts with the parent.
function hit_particle:new(x, y, args)
-- ...existing code...
self.follow = args.follow or nil
if self.follow then
self.follow_x0, self.follow_y0 = self.follow.x, self.follow.y
end
end
function hit_particle:update(dt)
self.x = self.x + self.velocity*math.cos(self.angle)*dt
self.y = self.y + self.velocity*math.sin(self.angle)*dt
local dx, dy = 0, 0
if self.follow and not self.follow.dead then
dx = self.follow.x - self.follow_x0
dy = self.follow.y - self.follow_y0
end
game:push(self.x + dx, self.y + dy, self.angle)
game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color())
game:pop()
end
And hit_circle similarly — store parent position at spawn, draw at self.x + dx, self.y + dy.
Then in seeker's spawn/hit effects, pass {follow = self}.
Does this look right? Let me write it.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now hit_particle — store parent's position at spawn, use delta for drawing:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the spring pull and passing follow = self in seeker's spawn effect:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the hit effect — stronger pull and follow:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Death effect — stronger pull but no follow (seeker is dying):
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Here's a summary of the changes:
Spring pull — increased from 0.5 to 0.75 everywhere. On spawn, also set frequency to 3 Hz (slower than default 5) and bounce to 0.7 (more overshoot than default 0.5). These are permanent for the spring, so subsequent hit/death pulls inherit the same slower, bouncier oscillation.
Follow mechanic:
hit_circlewithfollow: each frame, draws at the follow target's current position (centering on the seeker as it moves)hit_particlewithfollow: stores the follow target's position at spawn time, then each frame offsets the draw position by how far the target has moved since spawn. This preserves the particle's own outward flight while dragging it along with the seeker.- Death effects don't use follow since the seeker is killed immediately after.
- Both handle the
follow.deadcase gracefully — if the target dies, effects freeze in place and finish their animation.
I'd like to avoid adding an additional reference between objects, they're already referenced by the tree. We should either use link, or just the tree structure. Can you think of another way?
Good point — the follow field is a redundant manual reference.
The tree approach would be the most natural: add effects as children of the seeker (self:add(...) instead of an:add(...)) and use self.parent.x, self.parent.y for positioning. The hit_circle would draw at its parent's position, and hit_particle would track an offset that it updates with velocity each frame, drawn relative to self.parent.
The catch is death — when the seeker dies, its children die too. So death effects would still go to an, but spawn and hit effects would be children of the seeker.
Before I go further though, I'm not sure what link does in Anchor. Let me check.
Grep (function.*:link)
E:\a327ex\Anchor\framework\anchor\object.lua:196:function object:link(target, callback)
Grep (link)
160:object:link(name, target)
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
190→ - If no callback provided, self is killed when target dies
191→ - Links are bidirectional internally: self.links stores outgoing, target.linked_from stores incoming
192→ - Both are cleaned up when either object is removed from tree
193→
194→ Returns: self (for chaining)
195→]]
196→function object:link(target, callback)
197→ if not self.links then self.links = {} end
198→ table.insert(self.links, {target = target, callback = callback})
199→ if not target.linked_from then target.linked_from = {} end
200→ table.insert(target.linked_from, {source = self, callback = callback})
201→ return self
202→end
203→
204→--[[
205→ Assigns properties from a table to this object.
206→
207→ Usage:
208→ self:set({x = 100, y = 200, hp = 50})
209→
210→ Behavior:
211→ - Iterates over key-value pairs in the table
212→ - Assigns each key-value pair to self
213→
214→ Returns: self (for chaining)
215→]]
216→function object:set(properties)
217→ for key, value in pairs(properties) do
218→ self[key] = value
219→ end
Grep (link)
824-
825----
826-
827-### Linking
828-
829:#### object:link(name, target)
830-
831-Creates a reference that auto-clears when target dies.
832-
833-```lua
834:self:link('target', enemy)
835-
836--- In update
837-if self.target then
838- move_toward(self.target.x, self.target.y)
839-else
Grep (link)
814-
815-#### object:is(tag)
816-
817-Checks if the object has a tag.
818-
819-```lua
820-if obj:is('enemy') then
821- obj:take_damage(damage)
822-end
823-```
824-
825----
826-
827-### Linking
828-
829:#### object:link(name, target)
830-
831-Creates a reference that auto-clears when target dies.
832-
833-```lua
834:self:link('target', enemy)
835-
836--- In update
837-if self.target then
838- move_toward(self.target.x, self.target.y)
839-else
840- find_new_target()
841-end
842-```
843-
... [6 more lines]
Interesting. So the API docs show object:link(name, target) — it stores a named reference (self.target = enemy) that auto-clears when the target dies. But the actual implementation is object:link(target, callback) — no name parameter, just target + optional callback. Let me look more carefully at the implementation.
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
180→
181→--[[
182→ Creates a horizontal link to another object for death notification.
183→
184→ Usage:
185→ self:link(target) -- kill self when target dies
186→ self:link(target, function(s) s.homing = false end) -- run callback when target dies
187→
188→ Behavior:
189→ - When target dies (kill() is called), callback runs with self as argument
190→ - If no callback provided, self is killed when target dies
191→ - Links are bidirectional internally: self.links stores outgoing, target.linked_from stores incoming
192→ - Both are cleaned up when either object is removed from tree
193→
194→ Returns: self (for chaining)
195→]]
196→function object:link(target, callback)
197→ if not self.links then self.links = {} end
198→ table.insert(self.links, {target = target, callback = callback})
199→ if not target.linked_from then target.linked_from = {} end
200→ table.insert(target.linked_from, {source = self, callback = callback})
201→ return self
202→end
203→
204→--[[
OK, so link is a death-notification mechanism — not a "follow" mechanism. It doesn't give you a named reference to the target. It just fires a callback (or kills self) when the target dies.
So here are the two real options:
Option A — Tree structure: Add effects as children of the seeker with self:add(...). Effects use self.parent.x, self.parent.y for positioning. Clean and no extra references. But: effects die when the seeker dies, so death effects must still go to an.
Option B — Link: Add effects to an as now, but link them to the seeker. This handles cleanup (effect dies when seeker dies), but doesn't help with positioning — you'd still need a reference to know where the seeker is each frame.
Tree structure seems like the right fit. The self.parent reference is already there, no new references needed, and the lifecycle (children die when parent dies) is exactly what we want for spawn/hit effects. Death effects stay on an since they need to outlive the seeker.
One thing to consider: hit_particle stores self.x, self.y as absolute coordinates and moves outward. As a child of the seeker, self.parent.x/y changes each frame, so the particle would need to track its offset from parent, not absolute position.
Want me to go with the tree approach? The changes would be:
- hit_circle: when it has a parent with
.x/.y, draw atself.parent.x, self.parent.yinstead ofself.x, self.y - hit_particle: store initial offset from parent, update offset with velocity each frame, draw at
self.parent.x + ox, self.parent.y + oy - Seeker spawn/hit effects:
self:add(...)instead ofan:add(...) - Seeker death effects: stay as
an:add(...)(outlive the seeker)
Use the tree structure, but use an only. We don't want the effects to die if the object suddenly dies. Perhaps we need another way of linking objects that we can also use for following, without having to rely on the tree structure directly? Are you sure link can't be used for this purpose? I remember when we designed it we added a callback mechanism to it, or something similar.
You're right to push on this. Let me look at what link actually gives us more carefully.
The current implementation stores {target = ..., callback = ...} in a self.links array. So after effect:link(seeker), the seeker reference lives at self.links[1].target. That's technically accessible for following, but it's ugly to dig into.
The docs, interestingly, show a different signature:
-- From FRAMEWORK_API.md:
self:link('target', enemy)
-- In update
if self.target then
move_toward(self.target.x, self.target.y)
end
That's a named link — link('target', enemy) would create self.target = enemy that auto-clears when the enemy dies. That pattern is exactly what we'd want for following. But the actual implementation is link(target, callback) — the named version isn't implemented.
So we have a few paths:
Extend
linkto support the named form —link(name, target)createsself[name] = target, auto-clears on death. This matches the existing docs and gives useffect:link('follow', seeker)+ checkingself.followin update.Use current link + its callback —
self:link(seeker, function(s) s.follow_target = nil end)plus manually setself.follow_target = seeker. The link handles cleanup, but the initial reference is still manual.Use current link, dig into
self.links[1].target— no new references, but ugly internals access.
Do you want me to implement the named form from the docs? That seems like the design you had in mind — it makes link serve double duty as both a death-notification and a safe reference mechanism.
In this case we only want the safe reference mechanism though, since we don't want the effects to die on death.
Right — the named link should just be a safe reference. When the seeker dies, self.follow becomes nil, but the effect stays alive and finishes its animation.
So the named form of link would:
effect:link('follow', seeker)— setseffect.follow = seeker- When seeker dies — sets
effect.follow = nil - Effect keeps living
That's essentially using link with a callback that clears the named field. Let me check how link callbacks get fired on death so I implement this correctly.
Grep (linked_from|.links)
130: if self.linked_from then
131: for _, link in ipairs(self.linked_from) do
191: - Links are bidirectional internally: self.links stores outgoing, target.linked_from stores incoming
197: if not self.links then self.links = {} end
198: table.insert(self.links, {target = target, callback = callback})
199: if not target.linked_from then target.linked_from = {} end
200: table.insert(target.linked_from, {source = self, callback = callback})
511: -- Clean up child's outgoing links (remove from targets' linked_from)
512: if child.links then
513: for _, link in ipairs(child.links) do
514: if link.target.linked_from then
515: for k = #link.target.linked_from, 1, -1 do
516: if link.target.linked_from[k].source == child then
517: table.remove(link.target.linked_from, k)
524: if child.linked_from then
525: for _, entry in ipairs(child.linked_from) do
526: if entry.source.links then
527: for k = #entry.source.links, 1, -1 do
528: if entry.source.links[k].target == child then
529: table.remove(entry.source.links, k)
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
126→ end
127→ end
128→ else
129→ self.dead = true
130→ if self.linked_from then
131→ for _, link in ipairs(self.linked_from) do
132→ if not link.source.dead then
133→ if link.callback then
134→ link.callback(link.source)
135→ else
136→ link.source:kill()
137→ end
138→ end
139→ end
140→ end
141→ for _, obj in ipairs(self:all()) do
142→ obj.dead = true
143→ end
144→ end
145→ return self
Good. When a target dies (line 129-140): it iterates self.linked_from, and for each link, if there's a callback it calls callback(source), otherwise it kills the source. So the named form just needs to register a callback that clears the field.
Here's what the change to link would look like:
function object:link(name_or_target, target_or_callback)
local name, target, callback
if type(name_or_target) == 'string' then
name = name_or_target
target = target_or_callback
self[name] = target
callback = function(s) s[name] = nil end
else
target = name_or_target
callback = target_or_callback
end
if not self.links then self.links = {} end
table.insert(self.links, {target = target, callback = callback})
if not target.linked_from then target.linked_from = {} end
table.insert(target.linked_from, {source = self, callback = callback})
return self
end
When called as effect:link('follow', seeker):
- Sets
effect.follow = seeker - Registers callback
function(s) s['follow'] = nil end - When seeker dies → callback fires →
effect.follow = nil - Effect stays alive
The existing link(target) and link(target, callback) forms still work identically.
Does this look right?
What would the gameplay code look like in the end?
For hit_circle — straightforward, just draws at follow's position when linked:
function hit_circle:update(dt)
local x = self.follow and self.follow.x or self.x
local y = self.follow and self.follow.y or self.y
game:circle(x, y, self.radius, self.draw_color())
end
For hit_particle — needs a small rework to offset-based positioning so it flies outward relative to the origin, which can move:
function hit_particle:new(x, y, args)
-- ...existing setup...
self.origin_x, self.origin_y = x, y
self.ox, self.oy = 0, 0
end
function hit_particle:update(dt)
self.ox = self.ox + self.velocity*math.cos(self.angle)*dt
self.oy = self.oy + self.velocity*math.sin(self.angle)*dt
local bx = self.follow and self.follow.x or self.origin_x
local by = self.follow and self.follow.y or self.origin_y
game:push(bx + self.ox, by + self.oy, self.angle)
game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color())
game:pop()
end
And the seeker spawn usage — chaining link + change_color:
an:add(hit_circle(self.x, self.y, {radius = 10, duration = 0.3}):change_color(0.5, red:clone()):link('follow', self))
for i = 1, 4 do
an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 200), duration = an.random:float(0.2, 0.4)}):change_color(0.6, red:clone()):link('follow', self))
end
Death effects stay as-is — no link, no follow, since the seeker is dying.
And where do the links get cleaned up automatically on death?
Two places:
1. Callback fires during kill() (object.lua line 130-138) — when the seeker dies, it iterates self.linked_from and fires each callback. Our named link registers function(s) s[name] = nil end as the callback, so effect.follow gets set to nil.
2. Link data structures cleaned up during tree removal (object.lua lines 511-529) — when dead objects are swept from the tree, their .links and .linked_from entries are removed from both sides.
So the sequence is: seeker dies → callback fires → effect.follow = nil → later, tree cleanup removes the link entries from the arrays.
The named field (self.follow) is cleaned by the callback. The bookkeeping arrays (.links, .linked_from) are cleaned by the tree. Both automatic, at different stages.
OK, make the changes then.
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
194→ Returns: self (for chaining)
195→]]
196→function object:link(target, callback)
197→ if not self.links then self.links = {} end
198→ table.insert(self.links, {target = target, callback = callback})
199→ if not target.linked_from then target.linked_from = {} end
200→ table.insert(target.linked_from, {source = self, callback = callback})
201→ return self
202→end
203→
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Physics
22→an:physics_init()
23→an:physics_set_gravity(0, 0)
24→an:physics_tag('player')
25→an:physics_tag('enemy')
26→
27→-- Input
28→an:bind('left', 'key:a')
29→an:bind('left', 'key:left')
30→an:bind('right', 'key:d')
... [343 more lines]
Good, I can see the current state with the manual follow fields. Let me also read the docstring for link so I update it properly.
Read (E:\a327ex\Anchor\framework\anchor\object.lua)
181→--[[
182→ Creates a horizontal link to another object for death notification.
183→
184→ Usage:
185→ self:link(target) -- kill self when target dies
186→ self:link(target, function(s) s.homing = false end) -- run callback when target dies
187→
188→ Behavior:
189→ - When target dies (kill() is called), callback runs with self as argument
190→ - If no callback provided, self is killed when target dies
191→ - Links are bidirectional internally: self.links stores outgoing, target.linked_from stores incoming
192→ - Both are cleaned up when either object is removed from tree
193→
194→ Returns: self (for chaining)
195→]]
196→function object:link(target, callback)
197→ if not self.links then self.links = {} end
198→ table.insert(self.links, {target = target, callback = callback})
199→ if not target.linked_from then target.linked_from = {} end
200→ table.insert(target.linked_from, {source = self, callback = callback})
201→ return self
202→end
Now I'll make all three changes: extend link, update hit_circle, update hit_particle, update seeker usage.
Edit (E:\a327ex\Anchor\framework\anchor\object.lua)
The file E:\a327ex\Anchor\framework\anchor\object.lua has been updated successfully.
Now update hit_circle — remove manual follow, use self.follow from link:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update hit_particle — remove manual follow, switch to offset-based positioning:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update seeker spawn/hit effects — replace follow = self in args with :link('follow', self) chained:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now let me also copy the updated object.lua to the Orblike project's local anchor folder.
Grep (function object:link)
Found 1 file
Orblike\anchor\object.lua
Read (E:\a327ex\Orblike\anchor\object.lua)
181→--[[
182→ Creates a horizontal link to another object for death notification.
183→
184→ Usage:
185→ self:link(target) -- kill self when target dies
186→ self:link(target, function(s) s.homing = false end) -- run callback when target dies
187→
188→ Behavior:
189→ - When target dies (kill() is called), callback runs with self as argument
190→ - If no callback provided, self is killed when target dies
191→ - Links are bidirectional internally: self.links stores outgoing, target.linked_from stores incoming
192→ - Both are cleaned up when either object is removed from tree
193→
194→ Returns: self (for chaining)
195→]]
196→function object:link(target, callback)
197→ if not self.links then self.links = {} end
198→ table.insert(self.links, {target = target, callback = callback})
199→ if not target.linked_from then target.linked_from = {} end
200→ table.insert(target.linked_from, {source = self, callback = callback})
201→ return self
202→end
Same old version. Need to update this copy too.
Edit (E:\a327ex\Orblike\anchor\object.lua)
The file E:\a327ex\Orblike\anchor\object.lua has been updated successfully.
Summary of changes:
object:link (both copies) — now supports named form self:link('follow', target) which sets self.follow = target and auto-clears to nil when target dies. Existing link(target) and link(target, callback) forms unchanged.
hit_circle — removed manual follow field from args. In update, draws at self.follow.x/y if self.follow exists, otherwise at self.x/y. Follow is set externally via :link('follow', seeker).
hit_particle — switched from absolute self.x/y to offset-based self.ox/oy that accumulates velocity each frame. Draws at follow.x + ox, follow.y + oy when linked, or origin_x + ox, origin_y + oy when not. No manual follow fields.
Seeker spawn/hit effects — chain :link('follow', self) instead of passing follow = self in args. Death effects stay unlinked.
Spring on hit is too strong now, lasts too long.
The spawn pull sets frequency to 3 and bounce to 0.7 permanently, so the hit pull inherits those slow/bouncy settings. I'll give the hit pull its own snappier frequency and bounce.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Force back to 0.5, frequency 5 (faster oscillation), bounce 0.5 (less overshoot). These override the spawn's permanent 3/0.7 settings. The spawn effect keeps its slower, bouncier feel while hits are snappier.
Spawn effects shouldn't follow the seeker.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Spawn effects now stay at the spawn position. Only hit effects follow the seeker.
Hit should be 2, 3 particles randomly, not just 2.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Let's do player + seeker collision next. I believe the reference projects also probably have some of this behavior in them.
Task (Find player-enemy collision in references)
[
{
"type": "text",
"text": "I now have a very complete picture. Let me compile all findings into a thorough report.\n\n---\n\nHere is a thorough account of player-enemy collision handling across all the Orblike reference projects.\n\n---\n\n## Collision Architecture\n\nAll projects share the same fundamental approach: player and enemy colliders have **physical collision disabled** between each other. Instead, **trigger overlap** (sensor/ghost collision) is used to detect contact. The physics engine fires `on_trigger_enter` when the shapes overlap, without physically pushing them apart.\n\n**001-No-title** (`main.lua:47-51`):\n```lua\nan:physics_world_disable_collision_between('unit', {'projectile'})\nan:physics_world_enable_trigger_between('unit', {'projectile'})\n```\nNote: this project has no separate 'enemy' tag -- everything is 'unit'. Enemy-player physical contact is handled via full physics collision (not triggers), but projectile-unit is trigger-based.\n\n**112020** (`main.lua:78-79`):\n```lua\nmain:disable_collision_between('player', 'projectile')\nmain:enable_trigger_between('player', 'projectile')\n```\nPlayer vs enemy is still full physics (they physically push). No trigger for direct body contact.\n\n**239A5** (`main.lua:180-188`):\n```lua\nmain:physics_world_disable_collision_between('player', {'enemy', 'projectile'})\nmain:physics_world_disable_collision_between('enemy', {'enemy', 'projectile'})\n```\nPlayer and enemy are **ghost through each other** -- pure trigger, no physical push.\n\n**SNKRX** (`arena.lua:38-59`):\n```lua\nself.main:disable_collision_between('player', 'projectile')\nself.main:disable_collision_between('player', 'enemy_projectile')\nself.main:enable_trigger_between('enemy_projectile', 'player')\nself.main:enable_trigger_between('player', 'enemy_projectile')\n```\nPlayer vs Seeker (main enemy) is **full physical collision** -- they push each other. Enemy projectiles use triggers.\n\n---\n\n## What Happens When Player Touches an Enemy\n\n### SNKRX: Full Physical Collision (`player.lua:1462-1518`)\n\nThe Seeker physically collides with the player. `Player:on_collision_enter` handles it:\n\n```lua\nelseif table.any(main.current.enemies, function(v) return other:is(v) end) then\n other:push(random:float(25, 35)*(self.knockback_m or 1), self:angle_to_object(other))\n if self.character == 'vagrant' or self.character == 'psykeeper' then other:hit(2*self.dmg)\n else other:hit(self.dmg) end\n if other.headbutting then\n self:hit((4 + math.floor(other.level/3))*other.dmg)\n other.headbutting = false\n else self:hit(other.dmg) end\n HitCircle{group = main.current.effects, x = x, y = y, rs = 6, color = fg[0], duration = 0.1}\n for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = self.color} end\n for i = 1, 2 do HitParticle{group = main.current.effects, x = x, y = y, color = other.color} end\n```\n\nSo on contact:\n- **Enemy gets knockback**: `other:push(25-35 units, away from player)`. The push function applies a Box2D impulse plus angular impulse, sets `steering_enabled = false` briefly.\n- **Enemy takes damage**: `other:hit(self.dmg)` -- player deals their damage value to the enemy.\n- **Player takes damage**: `self:hit(other.dmg)` -- enemy deals its damage value to the player.\n- **Visual at contact point**: HitCircle (rs=6, white, 0.1s flash) + 2 player-colored particles + 2 enemy-colored particles.\n- **No invincibility frames on contact** -- this is notable. SNKRX does not grant the player iframes when body-touching an enemy. Contact fires every time the collision callback fires (each physics step they're touching).\n\nFor `EnemyCritter:on_trigger_enter` (smaller enemy that uses triggers):\n```lua\nif other:is(Player) then\n self:die(self.x, self.y, nil, random:int(2, 3))\n other:hit(self.dmg, nil, nil, true)\nend\n```\nThe critter dies on contact and deals its damage. Clean one-shot contact.\n\nFor `EnemyProjectile:on_trigger_enter`:\n```lua\nif other:is(Player) then\n self:die(self.x, self.y, nil, random:int(2, 3))\n other:hit(self.dmg)\n```\nSame pattern.\n\n### `Player:hit` -- What damage does to the player (`player.lua:1521-1640`)\n\n```lua\nfunction Player:hit(damage, from_undead)\n if self.dead then return end\n if self.magician_invulnerable then return end -- one specific passive\n if self.undead and not from_undead then return end -- undead passive\n self.hfx:use('hit', 0.25, 200, 10) -- spring pull 0.25 + flash white\n self:show_hp()\n\n local actual_damage = math.max(self:calculate_damage(damage), 0)\n self.hp = self.hp - actual_damage\n _G[random:table{'player_hit1', 'player_hit2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}\n camera:shake(4, 0.5) -- random omnidirectional shake\n ...\n if self.hp <= 0 then\n -- death: slow(0.25, 1), hit_circle rs=12 scale_down 0.3s, 4-6 particles, etc.\n end\n```\n\nKey points:\n- **No invincibility frames** as a baseline mechanic. The only i-frame protection is character-specific passives (`magician_invulnerable`, `undead`).\n- **Spring pull 0.25** on the player's hit spring (scale bounce, less visible since `hfx.hit.x` modulates scale).\n- **White flash** via the hfx system (`hfx:use('hit', 0.25, 200, 10)` sets the flash flag true, resets after the spring-duration timeout -- about 0.15s).\n- **Camera shake**: magnitude 4, duration 0.5s, omnidirectional.\n- **Sound**: one of two player hit sounds, randomized pitch 0.95-1.05, volume 0.5.\n- No slow-motion on player hit in SNKRX (only on player death and boss death).\n- No particles spawned at the player's position on the hit itself -- those come from the collision callback (4 particles at the contact point).\n\n### 239A5: Ghost-through triggers + physics death (`main.lua:399-509`)\n\nThis is the most elaborate version. Player and enemy pass through each other (no physical push). `player_hit_enemy` fires:\n\n```lua\nplayer_hit_enemy = function(self, enemy)\n if enemy.dying then return end\n local x, y = (self.x + enemy.x) / 2, (self.y + enemy.y) / 2\n self:hitfx_use('main', 0.8) -- very large spring pull on player (0.8!)\n effects:container_add(animation_effect(x, y, {frames = frames.hit1, sx = 1.2, sy = 1.2}))\n sounds.enemy_hit:sound_play(0.5, main:random_float(0.95, 1.05))\n main.camera:shake_shake(2, 0.5) -- camera shake\n main:slow_slow(0.5, 0.75) -- 50% slow for 0.75s\n\n -- Mutual HP reduction (simultaneous):\n local player_hp = self.stats.hp.x\n self:stats_add_to_stat('hp', -enemy.stats.hp.x) -- player takes enemy's HP as damage\n if self.stats.hp.x <= 0 then\n -- player death: impulse knockback, trailing spark particles, observer waits\n -- for velocity <= 2, then final explosion + HitCircle(rs=14, 0.8s) + 6-8 particles\n -- camera:shake(2,1), slow(0.2, 1)\n end\n enemy:stats_add_to_stat('hp', -player_hp) -- enemy takes player's HP as damage\n if enemy.stats.hp.x <= 0 then\n -- enemy physics death: impulse knockback + trailing sparks + blink-out\n end\nend\n```\n\nThis is a **mutual damage / kamikaze** model -- each entity takes the other's HP as damage. Contact between player and enemy is a dangerous, potentially lethal event for both. The slow-motion (0.5x for 0.75s) fires on every contact hit, making it feel weighty. The player spring pull is 0.8 -- much larger than SNKRX's 0.25.\n\n### 112020: Physical collision, no player damage (`main.lua:646-667`)\n\nThe player in 112020 does NOT take damage from touching enemies. The collision handler only pulls a spring:\n\n```lua\n-- Enemy (parent class):\non_collision_enter = function(self, other, contact)\n if other.__class.__parent == Enemy then\n return self.hit_spring:pull(0.25)\n elseif other.__class == Wall then\n self.hit_spring:pull(0.25)\n -- 2 hit particles + HitCircle at wall contact point\n end\nend\n```\n\nWhen Projectile touches an Enemy:\n```lua\nelseif other.__class.__parent == Enemy then\n local x, y = contact:getPositions()\n self:die(x, y, nil, random:int(2, 3))\n return other:hit(self)\n```\n\nThe player in 112020 does not directly touch enemies to deal damage -- it's entirely projectile-based. Enemy-to-enemy contact fires a spring pull (0.25) to make them bounce/squish visually.\n\n### 001-No-title: Projectile triggers only (`main.lua:87-92`, `unit.lua:143-157`)\n\n```lua\nfunction on_trigger_enter(a, b, c)\n if a.type == 'unit' and b.type == 'projectile' then\n unit_projectile_hit(a, b)\n projectile_unit_hit(b, a)\n end\nend\n```\n\n```lua\nfunction unit_take_damage(self, damage)\n self:hitfx_use('main', 0.5, nil, nil, 0.15) -- spring pull 0.5 + flash 0.15s\n self.show_hp_bar = true\n self:timer_after(2, function() self.show_hp_bar = false end, 'show_hp_bar')\n self:stats_add_to_stat('hp', -damage)\n if self.stats.hp.x <= 0 then\n self:stats_set_stat('hp', 0)\n self.dead = true\n effects:container_add(hit_circle(self.x, self.y, {colors = {colors.fg[0], 0.5, self.color}, duration = 0.3, rs = 12}))\n for i = 1, an:random_int(4, 6) do\n effects:container_add(hit_particle(self.x, self.y, {colors = ..., w = an:random_float(3.5, 7)}))\n end\n end\nend\n```\n\nNo distinction between player and enemy in 001 -- both are 'unit' type and use the same damage function. No invincibility frames, no knockback, no camera shake in this base version.\n\n### 004: Arrow-based game, player takes \"true miss\" damage\n\nIn 004 the player is not a physics entity that collides with enemies -- it's a rhythm/parry game. The player's `true_miss` function is called by the arrow enemy when a miss is registered:\n\n```lua\ntrue_miss = function(self)\n self:stats_add_to_stat('hp', -1) -- 1 HP loss (heart system)\n self.hearts[#self.hearts]:die()\n main:slow_slow(0.4, 1.5) -- 40% slow for 1.5s\n main.camera:shake_shake(2, 0.5)\n -- blink 6x over 0.3s\n self:hitfx_pull('main', 0.5) -- spring pull 0.5\n -- rotation recoil: r = pi/8 in hit direction, tweens back over 0.3s\n effects:container_add(hit_effect(self.x, ...)) -- spritesheet hit animation\n for i = 1, 2 do effects:container_add(hit_particle(...)) end\n self:timer_tween(0.3, self, {r = 0}, math.linear, nil, 'r')\n```\n\nThe `soft_miss` (near miss, no HP loss):\n```lua\nsoft_miss = function(self)\n self:shake_shake(4, 0.5)\n self:hitfx_pull('main', 0.25)\n -- blink 4x, no HP change\n```\n\n---\n\n## Summary: Visual Effects When Player Is Hit\n\n**On the player:**\n- Spring pull on `hit` spring (0.25 in SNKRX, 0.5 in 001/004, 0.8 in 239A5) -- scale squish/bounce\n- White flash for ~0.15s (hfx boolean swap: `hfx.hit.f` makes draw use `fg[0]` instead of entity color)\n- HP bar appears (if hidden), stays visible for 2s\n- Sound: random one of two player hit sounds, pitch 0.95-1.05, volume 0.5\n- Camera shake: magnitude 4, duration 0.5s (SNKRX), or magnitude 2 (239A5)\n\n**At the contact point (in the SNKRX style):**\n- HitCircle: rs=6, white, 0.1s flash duration\n- 2 particles in player color\n- 2 particles in enemy color\n\n**Special to 004 (hard miss):**\n- Spritesheet hit_effect animation at the player\n- Rotation recoil (player rotates pi/8 toward hit direction, tweens back 0.3s)\n- Slow-motion 0.4x for 1.5s\n\n**Special to 239A5 (player-enemy contact):**\n- Spritesheet hit_effect animation (sx=1.2, sy=1.2) at midpoint\n- Slow-motion 0.5x for 0.75s on every contact\n- If player dies: physics knockback impulse + trailing spark particles + observer waits for velocity <= 2 + final explosion (HitCircle rs=14, 0.8s + 6-8 particles + two bomb sounds + slow 0.2x 1s)\n\n---\n\n## Visual Effects When Enemy Is Hit (by player touching it)\n\n**In SNKRX `Player:on_collision_enter` contact:**\n- `other:push(25-35, angle)` -- Box2D impulse + angular impulse, enemy spins/slides away\n- `other:hit(self.dmg)` which calls `Seeker:hit`:\n - `self.hfx:use('hit', 0.25, 200, 10)` -- spring pull 0.25 + white flash\n - HP reduction\n - If dead: 4-6 particles (enemy color) + HitCircle (rs=12, scale-down 0.3s, color-change to enemy color at 50%) + death sound\n\n**In 239A5 `player_hit_enemy`:**\n- `enemy:hitfx_use('main', 1, nil, nil, 0.3)` -- spring pull 1.0 (massive!) + white flash 0.3s\n- If enemy dies: physics knockback impulse (intensity 20-40) + angular impulse + set damping -- enemy tumbles. Trailing spark particles (spawned with cubic_in easing for front-loaded density). Then after velocity <= 2: enemy blinks out (7 toggles at 0.07s) then `enemy.dead = true`.\n\n---\n\n## Knockback/Pushback\n\n**SNKRX Seeker pushback when player-touches-enemy:**\n```lua\nother:push(random:float(25, 35)*(self.knockback_m or 1), self:angle_to_object(other))\n```\n`push` in SNKRX (`enemies.lua:912-920`):\n```lua\nfunction EnemyCritter:push(f, r)\n self.push_force = f\n self.being_pushed = true\n self.steering_enabled = false\n self:apply_impulse(f*math.cos(r), f*math.sin(r))\n self:apply_angular_impulse(random:table{random:float(-12*math.pi, -4*math.pi), random:float(4*math.pi, 12*math.pi)})\n self:set_damping(1.5)\n self:set_angular_damping(1.5)\nend\n```\nEnemy gets a random angular impulse (it spins) + linear impulse away from player. Damping is set to 1.5 so it slows down reasonably fast. `being_pushed = true` is used for passives that trigger on enemy knockback (e.g., `heavy_impact` makes pushed enemies take damage when they hit walls).\n\n**SNKRX player pushback from enemy:** No explicit player pushback from body contact. The physical collision itself creates the reactive force since both objects have physics bodies.\n\n**239A5 player death knockback:**\n```lua\nself:collider_apply_impulse(intensity*math.cos(r), intensity*math.sin(r)) -- intensity 20-30\nself:collider_apply_angular_impulse(angular_sign * intensity * math.pi)\nself:collider_set_damping(4)\nself:collider_set_angular_damping(4)\n```\nThe dead player tumbles with physics until velocity drops to near zero, then explodes.\n\n---\n\n## Invincibility Frames\n\n**SNKRX baseline: none.** There are no iframes on player contact with enemies. The player can be damaged every physics step they remain in contact.\n\n**Character-specific overrides only:**\n- `magician_invulnerable` -- a specific character passive that blocks all damage temporarily\n- `undead` -- player can't take damage from normal sources (only from the `from_undead=true` delayed kill)\n\n**Dark variants (Antitower, 004):** After taking damage, the player blinks (visibility toggles every 0.05s for 1s in Antitower, 6x over ~0.3s in 004) and is explicitly set `invincible = true` for that duration. This is the SNKRX-lineage's closest thing to classic iframes, but it's only in the dark variants, not in SNKRX itself.\n\n---\n\n## The Collision Setup Pattern (How Triggers Work)\n\nFrom `SNKRX/engine/game/group.lua:325-335`:\n```lua\nself.world:setCallbacks(\n function(fa, fb, c)\n local oa, ob = self:get_object_by_id(fa:getUserData()), self:get_object_by_id(fb:getUserData())\n if fa:isSensor() or fb:isSensor() then\n if fa:isSensor() then if oa.on_trigger_enter then oa:on_trigger_enter(ob, c) end end\n if fb:isSensor() then if ob.on_trigger_enter then ob:on_trigger_enter(oa, c) end end\n else\n if oa.on_collision_enter then oa:on_collision_enter(ob, c) end\n if ob.on_collision_enter then ob:on_collision_enter(oa, c) end\n end\n end, ...\n```\n\nBoth sides of a trigger pair get their `on_trigger_enter` called. So if you set up `enable_trigger_between('enemy', 'player')`, when they overlap, the enemy's `on_trigger_enter(player)` AND the player's `on_trigger_enter(enemy)` both fire. Typical pattern avoids double-processing by having only one side do the actual damage logic.\n\n---\n\n## Key Files for Reference\n\n- `E:/a327ex/Orblike/reference/SNKRX/player.lua` lines 1462-1640 -- `Player:on_collision_enter`, `Player:hit`\n- `E:/a327ex/Orblike/reference/SNKRX/enemies.lua` lines 369-437, 440-540, 901-957 -- `Seeker:on_collision_enter`, `Seeker:hit`, `EnemyCritter:hit`, `EnemyCritter:on_trigger_enter`\n- `E:/a327ex/Orblike/reference/SNKRX/arena.lua` lines 33-59 -- collision tag setup\n- `E:/a327ex/Orblike/reference/239A5-P60B91D/lua/main.lua` lines 191-197, 399-509 -- trigger callback, `player_hit_enemy`\n- `E:/a327ex/Orblike/reference/112020/main.lua` lines 438-667 -- enemy `on_collision_enter`, `hit` function\n- `E:/a327ex/Orblike/reference/001-No-title/unit.lua` lines 143-181 -- `unit_take_damage`, hit functions\n- `E:/a327ex/Orblike/reference/004/lua/main.lua` lines 291-332 -- player `hit`, `soft_miss`, `true_miss`\n- `E:/a327ex/Orblike/reference/snkrx_style_effects.md` sections 3a, 5b, 5e, 6 -- visual formulas and camera effects"
},
{
"type": "text",
"text": "agentId: a4210c65bdc27fc3c (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 116024\ntool_uses: 45\nduration_ms: 253462</usage>"
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That's a thorough breakdown. Let me also check how collision callbacks work in Anchor's current API.
Grep (on_collision_enter|on_trigger_enter|enable_trigger|disable_collision)
No matches found
Grep (collision|trigger)
75:an:physics_collision(tag_a, tag_b)
82:an:collision_begin_events(tag_a, tag_b) -> [{a, b, point_x, point_y, normal_x, normal_y}, ...]
83:an:collision_end_events(tag_a, tag_b) -> [{a, b}, ...]
389:timer:trigger(name)
Grep (physics_collision|collision_begin|collision_end)
302-
303-```lua
304-an:physics_tag('player')
305-an:physics_tag('enemy')
306-an:physics_tag('wall')
307-an:physics_tag('bullet')
308-```
309-
310----
311-
312:#### an:physics_collision(tag_a, tag_b)
313-
314-Enables physical collision between two tags. Bodies will collide and generate collision events.
315-
316-```lua
317:an:physics_collision('player', 'wall')
318:an:physics_collision('player', 'enemy')
319:an:physics_collision('bullet', 'enemy')
320-```
321-
322----
323-
324-#### an:physics_sensor(tag_a, tag_b)
325-
326-Enables sensor overlap detection. Bodies pass through each other but generate sensor events.
327-
328-```lua
329-an:physics_sensor('player', 'coin')
--
340-an:physics_hit('player', 'wall')
... [61 more lines]
Good. Here's how Anchor handles it: an:physics_collision('player', 'enemy') enables collision, then an:collision_begin_events('player', 'enemy') returns events each frame. There's also an:physics_sensor for ghost/trigger overlaps, and an:physics_hit for one-sided collisions.
Here's what the reference projects tell us and what I'd propose:
Collision model options:
- Physical collision (SNKRX style) — player and seeker push each other physically, both take damage
- Sensor/trigger (239A5 style) — ghost through each other, mutual damage
- Physical collision, no player damage (112020 style) — enemies bounce off, only projectiles deal damage
On contact (SNKRX-style baseline):
- Player: spring pull on
hit(0.25-0.5), flash white ~0.15s, camera shake (magnitude 2-4, duration 0.5s), show HP bar - Enemy: knockback impulse away from player, spring pull + flash
- At contact point: hit_circle (radius 6) + 2 particles in player color + 2 in enemy color
Invincibility frames: SNKRX has none by default. Dark variants (004, Antitower) do blink + invincible flag for ~1s after hit.
Which direction do you want to go? Physical collision vs sensor? Should the player take damage, or just the enemy? Invincibility frames after getting hit?
No damage on player, light enemy bounce away, no damage on enemy. Do visual effects similar to a hit on enemy, but with slightly smaller hit circle and particles with a little shorter duration and speed. The push on enemy should be similar to how it is on those games, where the enemy is temporarily not following its normal movement code.
Let me check the collider API for impulse and damping methods.
Grep (apply_impulse|angular_impulse|linear_damping|angular_damping)
317:collider:apply_impulse(ix, iy)
318:collider:apply_impulse_at(ix, iy, px, py)
320:collider:apply_angular_impulse(impulse)
325:collider:set_linear_damping(damping)
326:collider:set_angular_damping(damping)
Good, all the methods we need exist. Here's what I'd write:
Setup — enable collision between player and enemy tags.
Seeker changes — add a pushed flag. When pushed: skip seek behavior, apply impulse away from player, increase damping temporarily, re-enable after ~0.5s.
Collision handler — early_action that processes collision_begin_events('player', 'enemy'):
- Call
enemy:push(angle_away, force)on the seeker - Spring pull + flash on enemy (lighter: 0.3 force)
- Smaller hit_circle (radius 6, duration 0.15) + 1-2 particles (shorter duration, lower velocity)
- Light spring pull on player hit spring (0.15)
-- In seeker:
function seeker:push(r, force)
self.pushed = true
self.collider:set_linear_damping(6)
self.collider:apply_impulse(force*math.cos(r), force*math.sin(r))
self.spring:pull('main', 0.3, 5, 0.5)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
self.timer:after(0.5, 'push', function()
self.pushed = false
self.collider:set_linear_damping(3)
end)
end
-- In seeker:update, wrap the seek + separation in:
if not self.pushed then
-- seek player
-- separation
end
-- Collision handler:
an:early_action(function()
for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
local p, e = event.a, event.b
local r = math.angle_to_point(p.x, p.y, e.x, e.y)
e:push(r, 20)
p1.spring:pull('hit', 0.15)
an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
for i = 1, an.random:int(1, 2) do
an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
end
end
end)
Does this look right?
Is linear damping for seeker 3 by default? Because you're setting it to 3 after push.
Yes, it's set in seeker:new at line 238: self.collider:set_linear_damping(3). So restoring to 3 after the push ends is correct.
p, e but then you use p1? Should use p
Good catch. Should be p.spring:pull('hit', 0.15). Let me write it all now.
Read (E:\a327ex\Orblike\main.lua)
21→-- Physics
22→an:physics_init()
23→an:physics_set_gravity(0, 0)
24→an:physics_tag('player')
25→an:physics_tag('enemy')
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the push method and update seeker:update to skip seeking when pushed:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now wrap the seek + separation in if not self.pushed then:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the collision handler as an early_action, right after spawning the player:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
That should do it. The seeker gets bumped away with an impulse of 20, stops seeking for 0.5s (damping increased to 6 so it slows quickly), gets a light spring pull + flash. The player gets a subtle hit spring pull (0.15). Contact point gets a small hit_circle (radius 6, 0.15s) and 1-2 short particles.
Make sure that while the seeker is being pushed it rotates around itself. This rotation slows down as the push progresses and nears its end. The push impulse is also too strong, should be like 5x less.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add spin rotation in the else branch when pushed, and reduce impulse from 20 to 4:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Impulse reduced to 4. Seeker now spins randomly (8-12*pi rad/s in either direction) when pushed, linearly decelerating to 0 over the 0.5s push duration.
ERROR: main.lua:252: attempt to call a nil value (method 'table') stack traceback: main.lua:252: in method 'push' main.lua:344: in local 'fn' anchor/object.lua:406: in method '_early_update' anchor/init.lua:1716: in function 'update'
Grep (function random.table|function random.choice|function random.*pick)
E:\a327ex\Anchor\framework\anchor\random.lua:165:function random:choice(array)
E:\a327ex\Anchor\framework\anchor\random.lua:181:function random:choices(array, n)
It's choice, not table.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Impulse should be 6, player should also flash and spring slightly.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Impulse bumped to 6, player now flashes white for 0.1s and gets a spring pull of 0.2 on hit.
Perfect, let's do the projectile next. Make sure that visually you're also taking from the dark variant projects, as I believe the projectile effects there are also better.
Task (Find projectile implementation in dark variant references)
[
{
"type": "text",
"text": "Now I have everything I need. Let me compile the complete comprehensive report:\n\n---\n\n# Projectile/Bullet Implementation Reference \u2014 Complete Analysis\n\nThis covers all six requested dimensions across all five source locations. The dark variant projects (239A5 and Rekoyam Tsohg being most complete) are given priority.\n\n---\n\n## 1. Projectile Creation and Spawning\n\n### Collider Setup\n\nAll projects use a `10x4` or `8x2` rectangle collider tagged `'projectile'`, set as a sensor (trigger), with gravity scale 0.\n\n**239A5** (`main.lua` line 542-553):\n```lua\n-- Collider: 10x4 rectangle, dynamic, projectile tag\nself:collider_init('projectile', 'dynamic', 'rectangle', 10, 4)\nself:collider_set_angle(self.r)\n-- No gravity (implicit zero gravity, set via collider_set_gravity_scale(0) in SNKRX version)\n-- Movement: collider_move_towards_angle(self.r, self.v) each frame\n```\n\n**Rekoyam Tsohg** (`main.lua` line 207-218):\n```lua\nfunction projectile:new(x, y, args)\n self:object(nil, args):tag('projectile')\n self.x, self.y = x, y\n self.r = self.r or 0\n self:collider('projectile', 'dynamic', 'rectangle', 8, 2) -- SMALLER: 8x2 not 10x4\n self:collider_set_angle(self.r)\n self:timer()\n self:spring()\n self:spring_pull('main', 0.5) -- pop on spawn\n self:flash(0.2) -- white flash on spawn\nend\n```\n\n**Antitower** (main.yue line 239-246):\n```lua\nclass projectile extends object\n new: (@x, @y, @r, @v, args={}) =>\n super 'projectile', args\n @\\collider 'projectile', 'dynamic', 'rectangle', 10, 4\n @\\collider_set_restitution 1 -- bounces off walls\n @\\collider_set_fixed_rotation true\n @\\collider_apply_impulse @v*math.cos(@r), @v*math.sin(@r) -- physics impulse, not set_velocity\n```\n\n**001-No-title** (`projectile.lua` line 7-21):\n```lua\nfunction projectile(x, y, args)\n local self = anchor(args, 'projectile')\n self:transform_init(x, y)\n self:timer_init()\n self:hitfx_init()\n if self.hitfx_on_spawn then self:hitfx_use('main', 0.5*self.hitfx_on_spawn, nil, nil, 0.15*self.hitfx_on_spawn) end\n self:collider_init('projectile', 'dynamic', 'rectangle', 10, 4)\n self:collider_set_gravity_scale(0)\n self:collider_set_angle(self.r)\nend\n```\n\n### Speed Values\n\n| Project | Speed | Method |\n|---------|-------|--------|\n| 239A5 | 150 px/s | `collider_move_towards_angle(r, 150)` (set velocity each frame) |\n| Rekoyam Tsohg | 150 px/s | `collider_move_towards_angle(r, v)` (set velocity each frame) |\n| 001-No-title | 150 px/s | `collider_move_towards_angle(r, 150)` |\n| Antitower | 20 px impulse | `collider_apply_impulse(v*cos(r), v*sin(r))` \u2014 physics-based speed, much slower than others |\n| SNKRX | varies by unit class | `set_velocity` or `apply_impulse` |\n\n### Spawn Position\n\nProjectile spawns at muzzle (in front of the shooter), at an offset of approximately one shape-width:\n\n**239A5**: `x = player.x + player.w, y = player.y` (right edge, shoots rightward, r=0)\n\n**Rekoyam Tsohg**: `x = star.x + 8*cos(star.r), y = star.y + 8*sin(star.r)` (8px ahead in facing direction)\n\n**001-No-title**: `x = player.x + 1.2*max(w,h)*cos(r), y = player.y + 1.2*max(w,h)*sin(r)`\n\n**Antitower**: `x = player.x + player.w*cos(r), y = player.y + player.w*sin(r)` (one full width ahead)\n\n### Spawn Flash (Dark Variant \u2014 Key Difference)\n\nIn Rekoyam Tsohg, the projectile itself gets a spring pull and flash on spawn \u2014 it pops into existence with energy. SNKRX-likes don't do this.\n\n```lua\n-- Rekoyam Tsohg projectile constructor:\nself:spring_pull('main', 0.5) -- 50% overshoot spring pull\nself:flash(0.2) -- stays white for 0.2s\n-- Result: projectile appears with a white pop, then settles to yellow\n```\n\n---\n\n## 2. Muzzle / Shoot Effects on the Player When Firing\n\n### 239A5 `player_shoot` (main.lua lines 377-398) \u2014 Most complete dark variant reference\n\n```lua\nfunction player_shoot(self)\n local x, y, r = self.x + self.w, self.y, 0 -- muzzle position\n \n -- 1. Camera: directional spring shake magnitude 2, in fire direction\n main.camera:shake_spring(2, r)\n \n -- 2. Player spring + flash (combined via hitfx_use)\n self:hitfx_use('main', 0.25) -- pull 0.25, flash 0.15s (hitfx_use does both)\n \n -- 3. HitCircle at muzzle: radius 10, scale-down over 0.2s\n effects:container_add(hit_circle(x, y, {duration = 0.2, rs = 10}))\n \n -- 4. 3 hit_particles in +/-60 degree cone in fire direction\n for i = 1, 3 do\n effects:container_add(hit_particle(x, y, {\n r = r + main:random_float(-math.pi/3, math.pi/3), -- +/-60 degrees\n v = main:random_float(100, 150), -- velocity 100-150\n w = 8 -- width 8 (height implicit w/2 = 4)\n }))\n end\n \n -- 5. Sound with pitch variation\n sounds.shoot:sound_play(0.5, main:random_float(0.95, 1.05))\n \n -- 6. Create projectile\n level.objects:container_add(projectile(x, y, {damage = self.stats.damage.x, r = r, v = 150}))\nend\n```\n\n### Rekoyam Tsohg `star:shoot` (main.lua lines 191-203)\n\n```lua\nfunction star:shoot()\n -- 1. Player spring pull (single big pull, dark variant style)\n self:spring_pull('main', 0.5)\n \n -- 2. Player flash\n self:flash(0.15)\n \n -- 3. Sound (pick one of 3 attack sounds, volume 0.1, pitch 0.9-1.1)\n lun.sounds[array.random({'attack_1', 'attack_2', 'attack_3'})]:sound_play(0.1, lun:random_float(0.9, 1.1))\n \n -- 4. Muzzle position: 8px ahead in facing direction\n local x, y = self.x + 8*math.cos(self.r), self.y + 8*math.sin(self.r)\n \n -- 5. HitCircle at muzzle: radius 7, default 0.2s scale-down\n self:add(hit_circle(x, y, {rs = 7}))\n \n -- 6. 2 hit_particles in +/-45 degree cone (white -> yellow at 60%)\n for i = 1, 2 do\n local hp = hit_particle(x, y, {\n r = lun:random_float(self.r - math.pi/4, self.r + math.pi/4), -- +/-45 degrees\n v = lun:random_float(40, 200), -- velocity 40-200\n w = 6, -- width 6\n h = 2 -- height 2\n })\n hp:change_color(0.6, lun.colors.yellow[0]) -- white -> yellow at 60% of duration\n self:add(hp)\n end\n \n -- 7. Spawn projectile (v=150, in facing direction)\n self:add(projectile(x, y, {v = 150, r = self.r}))\nend\n```\n\n### Antitower `player:attack` (main.yue lines 205-216)\n\n```lua\nattack: =>\n @\\spring_pull 'attack', 0.5 -- attack spring 50% pull\n @\\spring_pull 'reload', 0.25 -- reload spring 25% pull (dual spring)\n lun\\s_shake 2, @r -- directional spring shake magnitude 2\n shoot_effect @ -- parent-tracking muzzle circle (see below)\n projectile @x + @w*math.cos(@r), @y + @w*math.sin(@r), @r, 20 -- v=20 (impulse-based)\n -- No muzzle particles! No flash (player is already white-colored)\n -- No shoot sound listed in attack function\n```\n\nThe `shoot_effect` is a muzzle tracker that follows the player (unique to Antitower):\n```lua\nclass shoot_effect extends object\n new: (@parent, @rs=8) =>\n @\\timer_tween 0.1, @, {rs: 0}, math.linear, (-> @dead = true)\n -- rs starts at 8, shrinks to 0 linearly over 0.1s\n \n update: (dt) =>\n -- TRACKS THE PARENT each frame\n @x, @y = @parent.x + 0.8*@parent.w*math.cos(@parent.r), \n @parent.y + 0.8*@parent.w*math.sin(@parent.r)\n effects\\circle @x, @y, @rs, lun.colors.fg[0]\n```\n\n### 001-No-title `shoot_effect` (effects.lua lines 18-23)\n\n```lua\nfunction shoot_effect(user, x, y, r)\n an.camera:shake_spring(2, r) -- camera spring shake magnitude 2\n user:hitfx_use('shoot', 0.25, nil, nil, 0.15) -- pull shoot spring 0.25, flash 0.15s\n effects:container_add(hit_circle(x, y, {duration = 0.125, rs = 10})) -- rs=10, 0.125s\n for i = 1, 3 do\n effects:container_add(hit_particle(x, y, {\n colors = {colors.fg[0], 0.5, user.color}, -- white -> entity color at 50%\n r = r + an:random_float(-math.pi/3, math.pi/3), -- +/-60 degrees\n w = 8,\n speed = an:random_float(25, 125) -- speed 25-125 (different from v param)\n }))\n end\nend\n```\n\n### Summary: Shoot/Muzzle Parameters\n\n| Element | 239A5 | Rekoyam Tsohg | Antitower | 001-No-title |\n|---------|-------|---------------|-----------|--------------|\n| Camera | `shake_spring(2, r)` | None | `s_shake(2, r)` | `shake_spring(2, r)` |\n| Shooter spring | `hitfx_use('main', 0.25)` | `spring_pull('main', 0.5)` | `spring_pull('attack', 0.5)` + `'reload', 0.25` | `hitfx_use('shoot', 0.25)` |\n| Shooter flash | 0.15s (via hitfx_use) | `flash(0.15)` | None (player is white) | 0.15s |\n| HitCircle rs | 10 | 7 | Tracking (rs=8, linear) | 10 |\n| HitCircle duration | 0.2s scale-down | 0.2s scale-down | 0.1s linear shrink | 0.125s scale-down |\n| Particle count | 3 | 2 | 0 | 3 |\n| Particle cone | +/-60 deg | +/-45 deg | N/A | +/-60 deg |\n| Particle velocity | 100-150 | 40-200 | N/A | 25-125 |\n| Particle width | 8 | 6 | N/A | 8 |\n| Particle color | white (default) | white -> yellow at 60% | N/A | white -> entity color at 50% |\n| Fire rate | attack_speed table (0.09s min, 5s max at level 10 base) | every 0.5s | on input | ability cooldown 0.7s |\n\n---\n\n## 3. Projectile Flight Visuals\n\n### Shape and Color\n\n**239A5** (main.lua line 555-561):\n```lua\nfunction projectile_update(self, dt)\n self:collider_update_position_and_angle()\n self:collider_move_towards_angle(self.r, self.v)\n \n -- Draw: 10x4 rectangle, corner radius 2, WHITE color (always white in 239A5)\n game:push(self.x, self.y, self.r, self.sx*self.springs.main.x, self.sy*self.springs.main.x)\n game:rectangle(self.x, self.y, self.w, self.h, 2, 2, colors.white[0])\n game:pop()\nend\n```\n\n**Rekoyam Tsohg** (main.lua lines 220-227):\n```lua\nfunction projectile:update(dt)\n self:collider_update_position_and_angle()\n self:collider_move_towards_angle(self.r, self.v)\n \n -- Draw: 8x2 rectangle, corner radius 2, YELLOW (or white when flashing on spawn)\n game:push(self.x, self.y, self.r, self.springs.main.x, self.springs.main.x)\n game:rectangle(self.x, self.y, self.w, self.h, 2, 2, \n self.flashing and lun.colors.fg[0] or lun.colors.yellow[0])\n game:pop()\nend\n```\n\n**Antitower** (main.yue lines 281-283):\n```lua\ngame\\push @x, @y, @r\ngame\\rectangle @x, @y, @w, @h, 2, 2, lun.colors.fg[0] -- always white\ngame\\pop!\n```\n\n**001-No-title** (projectile.lua lines 33-35):\n```lua\npush('game', self.x, self.y, self.r, self.sx*self.springs.main.x, self.sy*self.springs.main.x)\n rectangle('game', self.x, self.y, self.w, self.h, 2, 2, self.flashes.main.x and colors.fg[0] or self.color)\npop('game')\n-- color = user.color (class-specific color passed on spawn)\n-- flashes when hit (hitfx_on_spawn gives initial flash)\n```\n\n### Spring on Projectile\n\nThe projectile is drawn with spring scale every frame \u2014 `self.springs.main.x` multiplied into both sx and sy. On spawn, Rekoyam Tsohg does `spring_pull('main', 0.5)` which makes the projectile \"pop\" in. The spring then oscillates back to 1.0, giving the projectile a brief elastic stretch before settling into normal travel.\n\nIn 001-No-title, `hitfx_on_spawn = 1` triggers `hitfx_use('main', 0.5, nil, nil, 0.15)` \u2014 pull 0.5, flash 0.15s.\n\n### Trail Effects\n\nNo trail in 239A5 or Rekoyam Tsohg projectiles. The `snkrx_style_effects.md` notes that SNKRX has trails on special projectiles (Lich, Arcanist) via periodic HitParticle spawning every 0.08s, but this is NOT in the dark variant projectiles.\n\n---\n\n## 4. What Happens When a Projectile Hits an Enemy\n\n### 239A5 `projectile_hit_enemy` (main.lua lines 562-608)\n\n```lua\nfunction projectile_hit_enemy(self, enemy)\n self.dead = true -- projectile dies immediately\n \n local x, y = (self.x + enemy.x)/2, (self.y + enemy.y)/2 -- midpoint between projectile and enemy\n local r = self.r + math.pi -- reverse of travel direction\n \n -- 2 hit_particles in a cone around the reverse-travel direction\n for i = 1, 2 do\n effects:container_add(hit_particle(x, y, {\n r = r + main:random_float(-math.pi/3, math.pi/3), -- +/-60 degrees backward\n w = 6,\n v = main:random_float(25, 125)\n }))\n end\n \n -- hit1 spritesheet animation at contact point, 1.2x scale\n effects:container_add(animation_effect(x, y, {\n frames = frames.hit1,\n sx = 1.2,\n sy = 1.2\n }))\n \n -- Sound\n sounds.enemy_hit:sound_play(0.5, main:random_float(0.95, 1.05))\n \n -- Enemy spring + flash via hitfx_use\n enemy:hitfx_use('main', 0.5, nil, nil, 0.15) -- spring pull 0.5, flash 0.15s\n \n -- Apply damage\n enemy:stats_add_to_stat('hp', -self.damage)\n \n -- If enemy dies: physics death formula (tumble, trail, blink-die)\n if enemy.stats.hp.x <= 0 then\n enemy.dying = true\n enemy:hitfx_use('main', 1, nil, nil, 0.3) -- big pull 1.0, long flash 0.3s\n main:random_table(enemy_death_sounds):sound_play(0.5, ...)\n -- ... knockback impulse, angular impulse, trail particles, blink-die\n end\nend\n```\n\n### Rekoyam Tsohg `projectile:hit` (main.lua lines 229-240)\n\n```lua\nfunction projectile:hit(other, arena)\n if other:is('seeker') then\n self.dead = true\n \n local r = math.angle_to_point(other.x, other.y, self.x, self.y) -- angle from enemy toward projectile\n local s = math.max(other.w, other.h) -- enemy size\n local x, y = other.x + s*0.75*math.cos(r), other.y + s*0.75*math.sin(r) -- 75% of enemy size offset from center\n \n -- hit1 spritesheet animation at contact, 0.7x scale (smaller than 239A5's 1.2x)\n arena:add(hit_effect(x, y, {s = 0.7}))\n \n -- 2 image_particle star sprites, s=9, velocity 50-100, flash_on_spawn=0.66\n for i = 1, 2 do\n arena:add(image_particle(x, y, {\n image_name = 'star', \n s = 9, -- 9/512 scale = ~9px\n v = lun:random_float(50, 100), -- velocity 50-100 (slower than rectangle particles)\n flash_on_spawn = 0.66 -- white for 66% of life (0.4-0.6s * 0.66)\n }))\n end\n \n other:hit(x, y, self, arena) -- call seeker's hit function\n end\nend\n\n-- Then seeker:hit:\nfunction seeker:hit(x, y, projectile, arena)\n self:spring_pull('main', 0.5) -- enemy spring pull 0.5\n self:flash(0.15) -- enemy flashes white 0.15s\n \n -- Two sounds: impact + star hit (layered)\n lun.sounds[array.random({'seeker_hit_1', 'seeker_hit_2', 'seeker_hit_3'})]:sound_play(0.085, ...)\n lun.sounds[array.random({'star_hit_1', 'star_hit_2', 'star_hit_3', 'star_hit_4'})]:sound_play(0.12, ...)\n \n self.hp = self.hp - 1\n if self.hp <= 0 then self:die(x, y, arena) end\nend\n```\n\n### 001-No-title `projectile_unit_hit` (projectile.lua lines 47-56)\n\n```lua\nfunction projectile_unit_hit(self, unit)\n if self.src_id == unit.id then return end -- no self-hit\n \n self.dead = true\n local x, y = (self.x + unit.x)/2, (self.y + unit.y)/2 -- midpoint\n local r = self.r + math.pi -- reverse direction\n \n -- hit1 spritesheet animation\n effects:container_add(hit_effect(x, y))\n \n -- hitfx on self (projectile flashes on hit before dying)\n self:hitfx_use('main', 0.5, nil, nil, 0.15)\n \n -- 2 hit_particles with mixed colors (white at 50% transition to shooter or enemy color)\n for i = 1, 2 do\n effects:container_add(hit_particle(x, y, {\n colors = {colors.fg[0], 0.5, an:random_bool(50) and self.color or unit.color},\n r = r + an:random_float(-math.pi/3, math.pi/3),\n w = 6,\n speed = an:random_float(25, 125)\n }))\n end\nend\n```\n\n### Summary: Projectile-Enemy Hit\n\n| Element | 239A5 | Rekoyam Tsohg | 001-No-title |\n|---------|-------|---------------|--------------|\n| Contact point | Midpoint (proj+enemy)/2 | Enemy edge (75% of enemy size in impact direction) | Midpoint |\n| Particle count | 2 | 0 rectangle, 2 image_particle stars | 2 |\n| Particle direction | Reverse of travel, +/-60 | N/A | Reverse of travel, +/-60 |\n| Particle velocity | 25-125 | 50-100 (image) | 25-125 |\n| Particle width | 6 | 9px star image | 6 |\n| Spritesheet hit | yes, 1.2x | yes, 0.7x | yes, 1.0x |\n| Enemy spring | `hitfx_use('main', 0.5)` | `spring_pull('main', 0.5)` | (in unit_take_damage) |\n| Enemy flash | 0.15s | `flash(0.15)` | 0.15s |\n| Camera | None at projectile hit | None | None |\n| Sound | 1 sound | 2 layered sounds | (separate) |\n\n---\n\n## 5. What Happens When a Projectile Hits a Wall / Screen Edge\n\n### 239A5 `projectile_wall_die` (main.lua line 28-41 in 001, and 239A5 checks in update)\n\nIn **239A5** (main.lua lines 555-561, the update function):\n```lua\n-- Screen edge death checks:\nif self.x >= an.w then projectile_wall_die(self) end\nif self.x <= 0 then projectile_wall_die(self) end\nif self.y >= an.h then projectile_wall_die(self) end\nif self.y <= 0 then projectile_wall_die(self) end\n\nfunction projectile_wall_die(self)\n self.dead = true\n -- Death effect: a rectangle that flashes/springs, then shrinks\n effects:container_add(projectile_death_effect(self.x, self.y, {\n colors = {colors.fg[0], 0.75, self.color}, -- white -> entity color at 75%\n duration = an:random_float(0.3, 0.4), -- duration 0.3-0.4s\n w = 10 -- size 10\n }))\nend\n\n-- The projectile_death_effect draws a square that springs in then shrinks:\nfunction projectile_death_effect(x, y, args)\n self:hitfx_init()\n self:hitfx_pull('main', 0.25) -- spring pull on spawn\n self.w = self.w or 8\n -- draws: rectangle(x, y, w, w, 0, 0, fg[0]) -- WHITE square, spring-scaled\n -- duration-based death (0.3-0.4s)\nend\n```\n\n**No particles at wall hit in 001-No-title's basic projectile** \u2014 just the `projectile_death_effect` (a flashing square). The `snkrx_style_effects.md` notes that 001-No-title has wall hit with `hit_circle + hit_particles` for the line weapon at wall intersections (in `line_effect`).\n\n### Antitower `projectile:wall` (main.yue lines 285-291)\n\n```lua\nwall: (x=@x, y=@y, r) =>\n if @ricochet and @ricochet_amount > 0\n nil -- ricochet variant: don't die, bounce\n else\n @dead = true\n -- HitCircle: default rs=8, multiplier=0.5 (so 0.2*0.5 = 0.1s duration)\n hit_circle x, y, nil, 0.5\n -- 2 wall_hit_particles: gravity-affected, direction +/-45 from wall normal\n wall_hit_particle x, y, r + lun\\random_float(-math.pi/4, math.pi/4), lun\\random_float(50, 150) for i = 1, 2\n```\n\nThe `wall_hit_particle` (unique to Antitower):\n```lua\nclass wall_hit_particle extends object\n new: (@x, @y, @r, @v) =>\n @w, @h = 5.4, 1.8 -- 3:1 ratio, thin\n @color = lun.colors.fg[0] -- always white\n @\\timer_tween {0.2, 0.5}, @, {v: 0}, math.linear, (-> @dead = true)\n \n update: (dt) =>\n @x += @v*math.cos(@r)*dt\n @y += (@v*math.sin(@r) + 50)*dt -- GRAVITY: +50 to y each frame\n @w = math.remap @v, 0, 200, 0, 5.4 -- size scales with speed\n @h = math.remap @v, 0, 200, 0, 1.8\n effects\\push @x, @y, math.atan2(@v*math.sin(@r) + 50, @v*math.cos(@r)) -- rotates with gravity\n effects\\rectangle @x, @y, @w, @h, 0, 0, @color\n effects\\pop!\n```\n\n### Summary: Wall Hit\n\n| Element | 239A5/001 | Rekoyam Tsohg | Antitower |\n|---------|-----------|---------------|-----------|\n| Death trigger | Screen bounds check in update | Not implemented | Trigger sensor on wall/boundary |\n| Effect | `projectile_death_effect`: flashing square, springs, duration 0.3-0.4s | Not implemented | `hit_circle` (rs=8, 0.1s) + 2 `wall_hit_particle` |\n| Particles | None at wall (just the death square) | N/A | 2 gravity-affected particles, size proportional to speed, v=50-150 |\n| Particle gravity | N/A | N/A | +50 px/s^2 y-gravity, arcs downward |\n\n---\n\n## 6. The \"Expand -> Pop -> Blink -> Die\" Lifecycle\n\nThis lifecycle is explicitly documented in `implementation_plan.md` (line 93) and applies to the **attack object types** (area, single-target, line) \u2014 NOT to projectiles directly. However, `projectile_death_effect` uses a spring-pop pattern that echoes it.\n\n### Where Each Phase Appears\n\nFrom `snkrx_style_effects.md` section 4b (Areas) and 4e (Single Target):\n\n**Area attack (001-No-title `area.lua`):**\n```\nPhase 1 - Expand (0-0.05s):\n width/height tween from 0 -> target over 0.05s with cubic_in_out\n \nPhase 2 - Pop (at 0.05s):\n spring_pull 0.15-0.25 (bounce overshoot)\n flash white for 0.15s\n \nPhase 3 - Visible (0.05-0.3s):\n stays at full size, white flash fades to entity color at 0.2s\n \nPhase 4 - Blink-die (0.3s+):\n timer_every_immediate(0.05, toggle_visible, 7, function() self.dead = true end)\n = 7 toggles at 0.05s intervals = 0.35s total blink time, then dead\n```\n\n**Single target (001-No-title `single_target.lua` lines 14-16):**\n```lua\n-- Expand:\nself.w = 0\nself:timer_tween(0.05, self, {w = 10}, math.cubic_in_out, function()\n -- Pop:\n self:hitfx_use('main', 0.25, nil, nil, 0.15) -- spring + flash\nend)\n\n-- Blink-die (after 0.2s visible):\nself:timer_after(0.2, function()\n self:timer_every_immediate(0.05, function() self.hidden = not self.hidden end, 3, function()\n self.dead = true\n end)\nend)\n-- 3 toggles at 0.05s = 0.15s blink time (shorter than area's 0.35s)\n```\n\n**Projectile death effect (001-No-title `effects.lua` lines 26-42) \u2014 the projectile's \"pop\" variant:**\n```lua\nfunction projectile_death_effect(x, y, args)\n self:hitfx_pull('main', 0.25) -- Pop: spring pull on spawn\n self.w = self.w or 8\n -- duration-based shrink (built into duration_init and color_sequence)\n -- No blink-die; just shrinks and expires based on duration (0.3-0.4s in 239A5)\nend\n```\n\n### Blink-die Counts Across Object Types\n\n| Object | Count | Interval | Total time |\n|--------|-------|----------|------------|\n| Area | 7 | 0.05s | 0.35s |\n| Line | 3 | 0.05s | 0.15s |\n| Single target | 3 | 0.05s | 0.15s |\n| Enemy (239A5, after tumble-stop) | 7 | 0.07s | 0.49s |\n| Player invincibility (Antitower) | 20 | 0.05s | 1.0s |\n\nThe cycle for areas/lines/single-target is: `timer_after(visible_duration, function() timer_every_immediate(interval, toggle_hidden, count, die) end)`. The `every_immediate` form fires immediately on first tick (so the first toggle happens at t=0, not t=interval).\n\n---\n\n## Exact Numbers Reference Card\n\n### Dark Variant Projectile (Dark Style \u2014 239A5 + Rekoyam Tsohg synthesis)\n\n```\nCollider: rectangle 10x4 (239A5) or 8x2 (Rekoyam Tsohg), sensor, gravity=0\nSpeed: 150 px/s constant (collider_move_towards_angle)\nSpawn offset: ~8-10px ahead of shooter center in aim direction\nSpawn effects: spring_pull('main', 0.5) + flash(0.2) [dark variant]\nColor: white (239A5) or yellow with white flash on spawn (Rekoyam Tsohg)\nDraw: push/pop with spring scale, rounded rectangle, corner radius 2\n```\n\n### Dark Variant Shoot/Muzzle Formula\n\n```\nCamera: shake_spring(2, fire_direction) [239A5 and 001 and Antitower]\nShooter spring: hitfx_use('main', 0.25) or spring_pull('main', 0.5)\nShooter flash: 0.15s white\nHitCircle: rs=7-10, duration=0.1-0.2s, scale-down mode\nParticles: 2-3 hit_particles\n cone: +/-45 to +/-60 degrees in fire direction\n velocity: 40-200 (Rekoyam Tsohg) or 100-150 (239A5)\n width: 6-8\n color: white -> entity color or yellow at 60% of duration\n```\n\n### Dark Variant Projectile-Enemy Hit\n\n```\nContact point: midpoint between projectile and enemy (or edge of enemy)\nSpritesheet: hit1 animation, 0.7x-1.2x scale, random rotation\nParticles: 2 hit_particles or 2 image_particle stars\n direction: reverse-travel cone +/-60 deg\n velocity: 25-125 (rectangle) or 50-100 (star image)\n color: white -> entity color at 60%\nEnemy spring: pull 0.5\nEnemy flash: 0.15s white\nCamera: none at projectile hit specifically\nSound: 1-2 layered sounds (0.085-0.5 volume, pitch 0.9-1.1)\nProjectile: self.dead = true\n```\n\n### Dark Variant Enemy Death (from projectile kill)\n\n```\nType: physics death (239A5) or instant burst (Rekoyam Tsohg)\n\n239A5 physics death:\n 1. dying=true, hitfx_use('main', 1, nil, nil, 0.3) (large spring + 0.3s flash)\n 2. Apply impulse intensity=10-20: intensity*cos(r), intensity*sin(r)\n 3. Apply angular impulse: angular_sign * intensity * pi\n 4. Set damping 4-6, angular_damping 4-6\n 5. 4 hit_particles at contact, v=100-300\n 6. timer_every_step(0.02, 0.2, floor(intensity*0.2)):\n spawn spinning hit_particles along trajectory (white->enemy color at 50%)\n angular_v = angular_sign * random(pi, 6*pi)\n 7. observer_condition: when velocity <= 2:\n timer_every(0.07, toggle_invisible, 7, function() enemy.dead = true end)\n\nRekoyam Tsohg instant death:\n hit_circle(x, y, {rs=14, duration=0.4}):change_color(0.6, red)\n 4x hit_particle(x, y, {v=100-300, duration=0.2-0.5}):change_color(0.6, red)\n Sound: enemy_die_1 or enemy_die_2, volume 0.2, pitch 0.9-1.1\n```\n\n### Wall Hit (Antitower \u2014 most detailed)\n\n```\nhit_circle: rs=8, multiplier=0.5 -> duration 0.1s, cubic_in_out\n2x wall_hit_particle:\n direction: wall_normal + random(-45, +45) degrees\n velocity: 50-150\n size: 5.4 x 1.8 (at full speed), scales with velocity\n gravity: +50 px/s^2 y\n duration: 0.2-0.5s linear decay to v=0\n color: always white\n```"
},
{
"type": "text",
"text": "agentId: a3b9032947ea90b67 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 105659\ntool_uses: 41\nduration_ms: 299207</usage>"
}
]
Great research. Let me also check how Anchor handles the physics sensor/collision for projectiles and what camera shake methods are available.
Grep (shake|physics_sensor|physics_hit)
76:an:physics_sensor(tag_a, tag_b)
77:an:physics_hit(tag_a, tag_b)
452:shake:trauma(amount, duration?)
453:shake:set_trauma_parameters(amplitude)
458:shake:push(angle, amount, frequency?, bounce?)
459:shake:shake(amplitude, duration, frequency?)
460:shake:sine(angle, amplitude, frequency, duration)
461:shake:square(angle, amplitude, frequency, duration)
466:shake:handcam(enabled, amplitude?, frequency?)
471:shake:get_transform() -> {x, y, rotation, zoom}
Grep (shake:push)
1661-```
1662-
1663----
1664-
1665-### Directional Shakes
1666-
1667-```lua
1668--- Spring push (oscillates and settles)
1669:an.camera.shake:push(angle, 20, 5, 0.5) -- angle, amount, frequency, bounce
1670-
1671--- Random jitter
1672-an.camera.shake:shake(15, 0.5, 60) -- amplitude, duration, frequency
1673-
1674--- Sine wave
1675-an.camera.shake:sine(angle, 15, 8, 0.5) -- angle, amplitude, frequency, duration
1676-
1677--- Square wave
Now let me also check sensor_begin_events:
Grep (sensor_begin_events)
368-```lua
369-for _, event in ipairs(an:collision_end_events('player', 'platform')) do
370- event.a.on_ground = false
371-end
372-```
373-
374----
375-
376:#### an:sensor_begin_events(tag_a, tag_b)
377-
378-Returns sensor overlaps that started this frame.
379-
380-```lua
381:for _, event in ipairs(an:sensor_begin_events('player', 'coin')) do
382- event.b:collect()
383- event.a.score = event.a.score + 10
384-end
385-```
386-
387----
388-
389-#### an:sensor_end_events(tag_a, tag_b)
Good. Now let me check how collider_move_towards_angle translates to Anchor — I need to verify if this method exists or if we use set_velocity directly.
Grep (move_towards|set_angle)
301:collider:set_angle(angle)
No move_towards_angle — we'll use set_velocity directly. Here's what I'm proposing:
Projectile class:
- 10x4 rounded rectangle, yellow color (Rekoyam Tsohg style), corner radius 2
- Dynamic collider, sensor tag
'projectile', gravity 0, fixed rotation - Speed: 150
- Spawns at player position + 8px offset in aim direction
- Spring pull 0.5 + flash 0.2s on spawn (dark variant)
- Each frame:
set_velocity(speed*cos(r), speed*sin(r)), draw with spring scale - Dies on screen bounds
Shoot effects on player:
- Camera
shake:push(fire_direction, 2)(directional spring shake) - Player spring pull
shootby 0.25, flash 0.15s - Hit circle at muzzle (radius 7, 0.2s)
- 2 hit particles in +/-45 deg cone, velocity 40-200, white → blue at 60%
Projectile-enemy hit:
- Projectile dies
- 2 particles at midpoint, reverse-travel cone +/-60 deg, velocity 25-125, width 6
- Hit circle at midpoint (radius 6, 0.15s)
- Enemy takes damage (calls existing
take_damage)
Screen edge death:
- Hit circle (radius 6, 0.15s)
- 2 particles
Physics setup:
- New tag
'projectile' an:physics_sensor('projectile', 'enemy')— projectile detects enemies as sensor overlap
Auto-fire: The player fires toward the mouse on a cooldown (say 0.5s). Or would you prefer a key-press to fire?
Does this look right? And should firing be automatic or input-driven?
Key press to fire, mouse 1. Everything else looks right.
Grep (mouse|button)
122:an:mouse_is_down(button) -> bool
123:an:mouse_is_pressed(button) -> bool
124:an:mouse_is_released(button) -> bool
125:an:mouse_position() -> x, y
126:an:mouse_delta() -> dx, dy
127:an:mouse_wheel() -> wx, wy
404:camera.mouse.x -> number (world coordinates)
405:camera.mouse.y -> number (world coordinates)
Grep (mouse_is_pressed|mouse:1|mouse:left)
No matches found
Grep (mouse_is_pressed)
No matches found
Grep (mouse_is)
634-if an:key_is_pressed('escape') then
635- pause_game()
636-end
637-
638--- Mouse
639:if an:mouse_is_down(1) then
640- shoot()
641-end
642-
643-mx, my = an:mouse_position()
644-dx, dy = an:mouse_delta()
Good — an:mouse_is_pressed(1) for left click. Let me also check if we can bind mouse to an action or if we use mouse_is_pressed directly.
Grep (mouse:)
No matches found
I'll use an:mouse_is_pressed(1) directly. Now here's the code. I'll present it piece by piece:
1. Physics setup — add projectile tag + sensor:
an:physics_tag('projectile')
an:physics_sensor('projectile', 'enemy')
2. Projectile class:
projectile = object:extend()
function projectile:new(x, y, r)
object.new(self)
self:tag('projectile')
self.x, self.y = x, y
self.r = r
self.w, self.h = 10, 4
self.speed = 150
self.flashing = false
self:add(collider('projectile', 'dynamic', 'box', 10, 4))
self.collider:set_gravity_scale(0)
self.collider:set_fixed_rotation(true)
self.collider:set_angle(self.r)
self.collider:set_position(self.x, self.y)
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
self.spring:pull('main', 0.5)
self.flashing = true
self.timer:after(0.2, 'flash', function() self.flashing = false end)
end
function projectile:update(dt)
self.x, self.y = self.collider:get_position()
self.collider:set_velocity(self.speed*math.cos(self.r), self.speed*math.sin(self.r))
-- Screen edge death
if self.x < 0 or self.x > gw or self.y < 0 or self.y > gh then
an:add(hit_circle(self.x, self.y, {radius = 6, duration = 0.15}))
for i = 1, 2 do
an:add(hit_particle(self.x, self.y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}))
end
self:kill()
return
end
-- Draw
local s = self.spring.main.x
local c = self.flashing and fg_color() or yellow()
game:push(self.x, self.y, self.r, s, s)
game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
game:pop()
end
3. Shoot logic in player — add cooldown + fire method:
-- In player:new:
self.shoot_cooldown = 0
-- In player:update:
self.shoot_cooldown = math.max(self.shoot_cooldown - dt, 0)
if an:mouse_is_pressed(1) and self.shoot_cooldown <= 0 then
self:shoot()
self.shoot_cooldown = 0.5
end
function player:shoot()
local mx, my = an.camera.mouse.x, an.camera.mouse.y
local r = math.angle_to_point(self.x, self.y, mx, my)
local spawn_x = self.x + 8*math.cos(r)
local spawn_y = self.y + 8*math.sin(r)
an:add(projectile(spawn_x, spawn_y, r))
-- Shoot effects
an.camera.shake:push(r, 2)
self.spring:pull('shoot', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
an:add(hit_circle(spawn_x, spawn_y, {radius = 7, duration = 0.2}))
for i = 1, 2 do
an:add(hit_particle(spawn_x, spawn_y, {
angle = r + an.random:float(-math.pi/4, math.pi/4),
velocity = an.random:float(40, 200),
w = 6,
}):change_color(0.6, blue:clone()))
end
end
4. Projectile-enemy sensor handling:
an:early_action(function()
for _, event in ipairs(an:sensor_begin_events('projectile', 'enemy')) do
local proj, e = event.a, event.b
local mx = (proj.x + e.x)/2
local my = (proj.y + e.y)/2
local r = proj.r + math.pi
an:add(hit_circle(mx, my, {radius = 6, duration = 0.15}))
for i = 1, 2 do
an:add(hit_particle(mx, my, {angle = r + an.random:float(-math.pi/3, math.pi/3), velocity = an.random:float(25, 125), w = 6}))
end
e:take_damage(1)
proj:kill()
end
end)
Does this look right?
Yes.
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Physics
22→an:physics_init()
23→an:physics_set_gravity(0, 0)
24→an:physics_tag('player')
25→an:physics_tag('enemy')
26→an:physics_collision('player', 'enemy')
27→
28→-- Input
29→an:bind('left', 'key:a')
30→an:bind('left', 'key:left')
... [372 more lines]
Good, I have the full picture. Let me make all the edits.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add shoot_cooldown to player constructor:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add shooting logic to player update (before the draw section) and the shoot method:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add the shoot method after the player update method:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the projectile class after the hit_particle class:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the projectile-enemy sensor handler. I'll add it to the existing early_action:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
That's everything. Here's a summary of what was added:
- Physics:
projectiletag + sensor between projectile and enemy - Player:
shoot_cooldown(0.5s), fires on mouse 1 press,shoot()method spawns projectile at muzzle (8px ahead in aim direction) with camera shake, shoot spring pull, flash, hit circle + 2 cone particles (white → blue) - Projectile class: 10x4 yellow rounded rectangle, speed 150, spring pop + flash on spawn, dies at screen edges with hit circle + 2 particles
- Projectile-enemy sensor: on overlap, hit circle + 2 particles at midpoint (reverse-travel cone), enemy takes 1 damage, projectile dies
ERROR: main.lua:167: attempt to index a nil value (field 'shake') stack traceback: main.lua:167: in method 'shoot' main.lua:147: in method 'update' anchor/object.lua:425: in method '_update' anchor/init.lua:1720: in function 'update'
Grep (shake)
1502-
1503-### Creating Camera
1504-
1505-```lua
1506-an:add(camera())
1507:an.camera:add(shake()) -- optional shake effects
1508-```
1509-
1510----
1511-
1512-### Properties
--
1632-
1633----
1634-
1635-## Shake
1636-
1637:Camera shake effects for juice and impact feedback.
1638-
1639-### Creating Shake
1640-
1641-```lua
1642:an.camera:add(shake())
1643-```
1644-
1645----
1646-
1647-### Trauma-based Shake
1648-
1649:Perlin noise shake that accumulates and decays.
... [12 more lines]
The camera needs shake() added explicitly. It's not part of the camera by default.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Projectile should be same color as player, 25% higher velocity, particles should be last a little longer and be slightly bigger too, and the shake should be slightly stronger.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Projectile now blue, speed 190, shake 3, muzzle particles w=8 with duration 0.3-0.7s.
Duration between 0.3, 0.6, w = 6, 8
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Perfect, now projectile hits enemy.
The projectile-enemy hit is already implemented in the sensor handler — on contact it spawns a hit circle (radius 6, 0.15s) + 2 particles at the midpoint in a reverse-travel cone, calls take_damage(1) on the enemy, and kills the projectile. How does it look? Want any adjustments?
Not happening, the projectile hits the enemy physically and nothing happens.
The projectile and enemy are physically colliding by default. We set up sensor detection but didn't disable the physical collision between them. Let me check.
Grep (disable|no_collision)
963-### Creating Layers
964-
965-```lua
966-game = an:layer('game')
967-ui = an:layer('ui')
968:ui.camera = nil -- disable camera for UI layer
969-```
970-
971----
972-
973-### Drawing Primitives
Grep (physics_sensor|physics_collision|physics_hit)
304-an:physics_tag('player')
305-an:physics_tag('enemy')
306-an:physics_tag('wall')
307-an:physics_tag('bullet')
308-```
309-
310----
311-
312:#### an:physics_collision(tag_a, tag_b)
313-
314-Enables physical collision between two tags. Bodies will collide and generate collision events.
315-
316-```lua
317:an:physics_collision('player', 'wall')
318:an:physics_collision('player', 'enemy')
319:an:physics_collision('bullet', 'enemy')
320-```
321-
322----
323-
324:#### an:physics_sensor(tag_a, tag_b)
325-
326-Enables sensor overlap detection. Bodies pass through each other but generate sensor events.
327-
328-```lua
329:an:physics_sensor('player', 'coin')
330:an:physics_sensor('player', 'danger_zone')
331-```
332-
333----
... [34 more lines]
The docs say physics_sensor makes "bodies pass through each other." But maybe by default all bodies collide? Let me check the engine source.
Grep (physics_sensor|physics_collision)
No matches found
[Showing results with pagination = limit: 40, offset: 0]
Grep (sensor|collision.*tag)
465: uint64_t collision_mask; // Which tags this collides with (physical response)
466: uint64_t sensor_mask; // Which tags trigger sensor events
539:// Sensor begin event (shape entered sensor)
541: b2BodyId sensor_body;
543: b2ShapeId sensor_shape;
545: int sensor_tag;
549:// Sensor end event (shape left sensor)
551: b2BodyId sensor_body;
553: b2ShapeId sensor_shape;
555: int sensor_tag;
569:static PhysicsSensorBeginEvent sensor_begin_events[MAX_PHYSICS_EVENTS];
570:static int sensor_begin_count = 0;
572:static PhysicsSensorEndEvent sensor_end_events[MAX_PHYSICS_EVENTS];
573:static int sensor_end_count = 0;
615: sensor_begin_count = 0;
616: sensor_end_count = 0;
710: // Get sensor events
711: b2SensorEvents sensor_events = b2World_GetSensorEvents(physics_world);
713: // Process sensor begin events
714: for (int i = 0; i < sensor_events.beginCount && sensor_begin_count < MAX_PHYSICS_EVENTS; i++) {
715: b2SensorBeginTouchEvent* e = &sensor_events.beginEvents[i];
716: if (!b2Shape_IsValid(e->sensorShapeId) || !b2Shape_IsValid(e->visitorShapeId)) continue;
718: int sensor_tag = physics_get_shape_tag(e->sensorShapeId);
720: if (sensor_tag < 0 || visitor_tag < 0) continue;
722: PhysicsSensorBeginEvent* ev = &sensor_begin_events[sensor_begin_count++];
723: ev->sensor_shape = e->sensorShapeId;
725: ev->sensor_body = b2Shape_GetBody(e->sensorShapeId);
727: ev->sensor_tag = sensor_tag;
731: // Process sensor end events
732: for (int i = 0; i < sensor_events.endCount && sensor_end_count < MAX_PHYSICS_EVENTS; i++) {
... [2 more lines]
Grep (collision_mask|default.mask|all.collide)
462-typedef struct {
463- char name[MAX_TAG_NAME];
464- uint64_t category_bit; // Single bit identifying this tag (1, 2, 4, 8, ...)
465: uint64_t collision_mask; // Which tags this collides with (physical response)
466- uint64_t sensor_mask; // Which tags trigger sensor events
467- uint64_t hit_mask; // Which tags trigger hit events
468-} PhysicsTag;
--
5417- strncpy(tag->name, name, MAX_TAG_NAME - 1);
5418- tag->name[MAX_TAG_NAME - 1] = '\0';
5419- tag->category_bit = (uint64_t)1 << physics_tag_count; // Assign next bit
5420: tag->collision_mask = 0; // No collisions by default
5421- tag->sensor_mask = 0; // No sensor events by default
5422- tag->hit_mask = 0; // No hit events by default
5423-
--
5436- if (!tag_b) return luaL_error(L, "Unknown physics tag: %s", name_b);
5437-
5438- // Enable collision both ways
5439: tag_a->collision_mask |= tag_b->category_bit;
5440: tag_b->collision_mask |= tag_a->category_bit;
5441- return 0;
5442-}
5443-
--
5452- if (!tag_b) return luaL_error(L, "Unknown physics tag: %s", name_b);
5453-
5454- // Disable collision both ways
5455: tag_a->collision_mask &= ~tag_b->category_bit;
5456: tag_b->collision_mask &= ~tag_a->category_bit;
... [24 more lines]
Found it. Line 5420: tag->collision_mask = 0 — no collisions by default. And line 5606: def->filter.maskBits = tag->collision_mask | tag->sensor_mask — sensor mask is ORed into the filter mask bits. But line 5607: def->isSensor = is_sensor — the shape is only a sensor if explicitly created as one.
The issue is that the projectile's collider is created as a regular (non-sensor) body: collider('projectile', 'dynamic', 'box', 10, 4). It needs to be a sensor. Let me check how to create a sensor collider.
Grep (is_sensor|sensor.collider|collider.sensor)
1251-```lua
1252--- As child object
1253-self:add(collider('player', 'dynamic', 'circle', 16))
1254-
1255--- With options
1256:self:add(collider('sensor', 'static', 'box', 100, 100, {sensor = true}))
1257-
1258--- Multiple shapes
1259-self:add(collider('player', 'dynamic', 'circle', 16))
1260-self.collider:add_box('feet', 10, 5, {offset_y = 16})
1261-```
There it is — pass {sensor = true} as an options table.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
The projectile collider is now a sensor — it'll pass through enemies and generate sensor events instead of physically colliding.
Comment out the particle and hit circle effect when the projectile hits the enemy.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
I see, take_damage creates the particles that follow the enemy which makes it look off. Comment out the particles in take_damage, and add the ones on the individual event back.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
The particles here should have similar velocity, duration, etc to the take damage ones.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now matches the take_damage particles: radius 8, duration 0.2, velocity 100-200, 2-3 count, white → red at 60%. The directional cone (+/-60 deg from reverse travel) is kept since it's specific to the projectile impact.
Random 360 degree angle
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Particles now use the default random angle (0 to 2*pi).
Which of the reference projects use the hit effect animation for hits?
From the research earlier, three reference projects use a spritesheet hit animation at the contact point:
- 239A5 (dark variant):
animation_effect(x, y, {frames = frames.hit1, sx = 1.2, sy = 1.2})— 1.2x scale - Rekoyam Tsohg (dark variant):
hit_effect(x, y, {s = 0.7})— 0.7x scale - 001-No-title:
hit_effect(x, y)— 1.0x scale
All three play the same "hit1" spritesheet frames at the projectile-enemy contact point. It's in addition to the particles and spring/flash effects, not instead of them.
Let's try that here too.
Let me check if there are hit effect sprite assets available and what Anchor's animation API looks like.
Glob (*/.png)
E:\a327ex\Orblike\reference\004\lua\assets\crosshair1_left_up.png
E:\a327ex\Orblike\reference\239A5-P60B91D\lua\assets\crosshair_left_up.png
E:\a327ex\Orblike\reference\004\lua\assets\crosshair1_right_up.png
E:\a327ex\Orblike\reference\239A5-P60B91D\lua\assets\crosshair_right_up.png
E:\a327ex\Orblike\reference\004\lua\assets\crosshair1_left_down.png
E:\a327ex\Orblike\reference\239A5-P60B91D\lua\assets\crosshair_left_down.png
E:\a327ex\Orblike\reference\004\lua\assets\crosshair1_right_down.png
E:\a327ex\Orblike\reference\239A5-P60B91D\lua\assets\crosshair_right_down.png
E:\a327ex\Orblike\reference\004\lua\assets\arrow_up_2.png
E:\a327ex\Orblike\reference\004\lua\assets\arrow_right_2.png
E:\a327ex\Orblike\reference\004\lua\assets\arrow_down_2.png
E:\a327ex\Orblike\reference\004\lua\assets\arrow_left_2.png
E:\a327ex\Orblike\reference\004\lua\assets\disappear1.png
E:\a327ex\Orblike\reference\239A5-P60B91D\lua\assets\disappear1.png
E:\a327ex\Orblike\reference\001-No-title\assets\star.png
E:\a327ex\Orblike\reference\112020\assets\images\square_64.png
E:\a327ex\Orblike\reference\112020\assets\images\projectile_80.png
E:\a327ex\Orblike\reference\112020\assets\images\arc_particle_140.png
E:\a327ex\Orblike\reference\112020\assets\images\seeker_112.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\amplify.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\annihilation.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\arrow.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\assassination.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\awakening.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\ballista.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\ballista_x.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\baneling_burst.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\berserking.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\blessing.png
E:\a327ex\Orblike\reference\SNKRX\assets\images\blunt_arrow.png
... [71 more lines]
Grep (animation|spritesheet|frames|image)
46:an:image(name, path) -> image
193:layer:image(image, x, y, color?, flash?)
194:layer:spritesheet(spritesheet, frame, x, y, color?, flash?)
195:layer:animation(animation, x, y, color?, flash?)
231:image.width -> number
232:image.height -> number
233:image.handle -> texture_handle
240:an:spritesheet(name, path, frame_width, frame_height)
245:spritesheet.handle -> spritesheet_handle
246:spritesheet.frame_width -> int
247:spritesheet.frame_height -> int
248:spritesheet.frames -> int
255:animation(spritesheet_name, delay, loop_mode?, actions?)
262:animation:update(dt)
263:animation:play()
264:animation:stop()
265:animation:reset()
266:animation:set_frame(frame)
271:animation.frame -> int
272:animation.playing -> bool
273:animation.dead -> bool
Glob (*/hit)
E:\a327ex\Orblike\reference\SNKRX\engine\game\hitfx.lua
E:\a327ex\Orblike\reference\001-No-title\assets\hit1.png
E:\a327ex\Orblike\reference\004\lua\assets\hit1.png
E:\a327ex\Orblike\reference\239A5-P60B91D\lua\assets\hit1.png
E:\a327ex\Orblike\reference\Rekoyam Tsohg\assets\hit1.png
E:\a327ex\Orblike\reference\001-No-title\anchor\hitfx.lua
E:\a327ex\Orblike\reference\004\anchor\hitfx.yue
E:\a327ex\Orblike\reference\239A5-P60B91D\lua\anchor\hitfx.lua
E:\a327ex\Orblike\reference\004\lua\anchor\hitfx.lua
The hit1.png spritesheet exists in multiple reference projects. Let me check one to see the frame dimensions.
Read (E:\a327ex\Orblike\reference\001-No-title\assets\hit1.png)
[
{
"type": "image",
"source": {
"type": "base64",
"data": "iVBORw0KGgoAAAANSUhEUgAAAeAAAAAwCAMAAAD+Q1k8AAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAGUExURf///wAAAFXC034AAAACdFJOU/8A5bcwSgAAAAlwSFlzAAAOwgAADsIBFShKgAAAAbFJREFUeF7t09FuwjAQRFH4/58utm9aIxrVi2YrvJnzBOt4ZDzhdrfSXHBxLrg4F1ycCy7OBRfngotzwcW54OJccHGfVrBfODEXXJwLLu5qBV/uBYr94FvD5xwuWCzyg3u9Dd8z7F7wx71AgQPRbsNELzO7c8GnRrVgppaZPbjgM/3ufzDVyswectMfti14XP2EuRLJiR3kpjcu+BzBDRO13PQuu+Bw/uIGrmbGigqpB6ZSRGc2nBrehOMXN4yLecKKBpkzVnTIbZjIpYZ34fTFDf3kz1gRIPAV6xJEHphqZWYP8fTF58fJn7DyDhLC2L6MbX/i8XeR8gseECE0Frv4MMkzVgQIfMW6BJEHplqZ2UM8ffX5cfQJcxFCZ6zokNswkUsN78Lpqxv60WfMZYg9MJUiOrOC1PAmHL+8YVzNN6ZCBA/MxFLDh9Twh3D++gZuZ2CmRXZiA7npTW76GwIH6rczMFHLTW9y0x92Lvgf/mH7F7B1wVTM5xy7F7B5wfkuV0A2F1zc1Qq+HBdcnAsuzhdanAsuzgUX54KLc8HFueDiXHBxLrg4F1ycCy7tfv8CY2tXCoIsGuQAAAAASUVORK5CYII=",
"media_type": "image/png"
}
}
]
Grep (hit1)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-107-function hit_effect(x, y, args)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-108- local self = anchor(args)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-109- self:transform_init(x, y, an:random_angle(), self.s or 1, self.s or 1)
E:\a327ex\Orblike\reference\001-No-title\effects.lua:110: self.animation = animation(0.04, frames.hit1, 'once', {[0] = function() self.dead = true end})
E:\a327ex\Orblike\reference\001-No-title\effects.lua-111- self.update = hit_effect_update
E:\a327ex\Orblike\reference\001-No-title\effects.lua-112- return self
E:\a327ex\Orblike\reference\001-No-title\effects.lua-113-end
--
E:\a327ex\Orblike\reference\001-No-title\main.lua-21-
E:\a327ex\Orblike\reference\001-No-title\main.lua-22- images = {}
E:\a327ex\Orblike\reference\001-No-title\main.lua-23- images.star = love.graphics.newImage('assets/star.png')
E:\a327ex\Orblike\reference\001-No-title\main.lua:24: images.hit1 = love.graphics.newImage('assets/hit1.png')
E:\a327ex\Orblike\reference\001-No-title\main.lua-25-
E:\a327ex\Orblike\reference\001-No-title\main.lua-26- frames = {}
E:\a327ex\Orblike\reference\001-No-title\main.lua:27: frames.hit1 = animation_frames(images.hit1, 96, 48)
E:\a327ex\Orblike\reference\001-No-title\main.lua-28-
E:\a327ex\Orblike\reference\001-No-title\main.lua-29- sfx, music = sound_tag{volume = 0.5}, sound_tag{volume = 0.5}
E:\a327ex\Orblike\reference\001-No-title\main.lua-30- tag_sfx, tag_music = {tag = sfx}, {tag = music}
The spritesheet is 96x48 frames. It's a white burst animation. Let me check the frame count and how hit_effect_update draws it.
Grep (hit_effect_update)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-103- pop(self.layer or 'effects')
E:\a327ex\Orblike\reference\001-No-title\effects.lua-104-end
E:\a327ex\Orblike\reference\001-No-title\effects.lua-105-
E:\a327ex\Orblike\reference\001-No-title\effects.lua-106-
E:\a327ex\Orblike\reference\001-No-title\effects.lua-107-function hit_effect(x, y, args)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-108- local self = anchor(args)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-109- self:transform_init(x, y, an:random_angle(), self.s or 1, self.s or 1)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-110- self.animation = animation(0.04, frames.hit1, 'once', {[0] = function() self.dead = true end})
E:\a327ex\Orblike\reference\001-No-title\effects.lua:111: self.update = hit_effect_update
E:\a327ex\Orblike\reference\001-No-title\effects.lua-112- return self
E:\a327ex\Orblike\reference\001-No-title\effects.lua-113-end
E:\a327ex\Orblike\reference\001-No-title\effects.lua-114-
E:\a327ex\Orblike\reference\001-No-title\effects.lua:115:function hit_effect_update(self, dt)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-116- self.animation:update(self.layer or 'effects', dt, self.x, self.y, self.r, self.sx, self.sy)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-117-end
Simple — plays hit1 spritesheet at 0.04s per frame, random rotation, scale 1x, dies when animation ends. Let me check how many frames the image has by looking at its dimensions.
Bash (identify "E:/a327ex/Orblike/reference/001-No-title/assets/hit1.png" 2>/dev/null ...)
E:/a327ex/Orblike/reference/001-No-title/assets/hit1.png: PNG image data, 480 x 48, 8-bit colormap, non-interlaced
480x48 image with 96x48 frames = 5 frames. At 0.04s per frame = 0.2s total animation. Let me copy the asset and set it up.
Bash (cp "E:/a327ex/Orblike/reference/001-No-title/assets/hit1.png" "E:/a327ex/Orblike...)
Now let me check the Anchor spritesheet/animation API to get the exact signatures.
Grep (spritesheet|animation)
896- object.new(self)
897- self:flow_to('idle')
898-end
899-
900-function player:enter_idle()
901: self.animation = 'idle'
902-end
903-
904-function player:idle_action(dt)
905- if an:is_pressed('jump') then
906- self:flow_to('jumping')
--
1023-- `color` - optional tint color
1024-- `flash` - optional flash color (replaces all pixels)
1025-
1026----
1027-
1028:#### layer:spritesheet(spritesheet, frame, x, y, color?, flash?)
1029-
1030:Draws a specific frame from a spritesheet.
1031-
1032-```lua
1033:layer:spritesheet(an.spritesheets.hit, 1, self.x, self.y)
1034:layer:spritesheet(an.spritesheets.hit, 3, self.x, self.y, white(), red()) -- tint and flash
1035-```
1036-
1037-**Parameters:**
1038:- `spritesheet` - spritesheet object from `an.spritesheets`
1039-- `frame` - frame number (1-indexed)
1040-- `x, y` - position (center of frame)
... [52 more lines]
Grep (animation)
1220: layer:animation(self.hit1, 0, 0)
1221- layer:pop()
1222-end
1223-```
1224-
1225-### Control Methods
--
1233-
1234-### Properties
1235-
1236-```lua
1237-self.hit1.frame -- current frame number (1-indexed)
1238:self.hit1.playing -- whether animation is playing
1239:self.hit1.dead -- true when 'once' animation completes
1240-self.hit1.direction -- play direction (1 or -1 for bounce)
1241-```
1242-
1243----
1244-
--
1563-
1564----
1565-
1566-## Spring
1567-
1568:Damped spring animation system.
1569-
1570-### Creating Springs
1571-
1572-```lua
... [15 more lines]
Grep (^## Animation")
No matches found
Grep (## Animation)
1157-```
1158-
1159----
1160-
1161-## Spritesheet
1162-
1163-Spritesheets are textures divided into a grid of frames for animations.
1164-
1165-### Registration
1166-
1167-```lua
1168-an:spritesheet('hit', 'assets/hit.png', 96, 48) -- name, path, frame_width, frame_height
1169-```
1170-
1171-Spritesheets are stored in `an.spritesheets.name`.
1172-
1173-### Properties
1174-
1175-```lua
1176-sheet = an.spritesheets.hit
1177-sheet.handle -- internal spritesheet handle
1178-sheet.frame_width -- width of each frame in pixels
1179-sheet.frame_height -- height of each frame in pixels
1180-sheet.frames -- total number of frames
1181-```
1182-
1183-Frames are indexed 1-based, read left-to-right, top-to-bottom.
1184-
1185----
1186-
... [31 more lines]
Now I have the full picture. Here's the plan:
- Register the spritesheet:
an:spritesheet('hit1', 'assets/hit1.png', 96, 48) - Create a
hit_effectclass that plays the animation at random rotation, then dies
hit_effect = object:extend()
function hit_effect:new(x, y, s)
object.new(self)
self.x, self.y = x, y
self.s = s or 1
self.r = an.random:float(0, 2*math.pi)
self:add(animation('hit1', 0.04, 'once', {
[0] = function() self:kill() end,
}))
end
function hit_effect:update(dt)
self.hit1:update(dt)
game:push(self.x, self.y, self.r, self.s, self.s)
game:animation(self.hit1, 0, 0)
game:pop()
end
Then in the projectile-enemy hit: an:add(hit_effect(mx, my)).
Does this look right?
Sure.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the hit_effect class after hit_particle:
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: -- Projectile</tool_use_error>
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add it to the projectile-enemy hit handler:
Grep (Projectile-enemy hit)
448- e:push(r, 6)
449- p.spring:pull('hit', 0.2)
450- p.flashing = true
451- p.timer:after(0.1, 'flash', function() p.flashing = false end)
452- an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
453- for i = 1, an.random:int(1, 2) do
454- an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
455- end
456- end
457-
458: -- Projectile-enemy hit
459- for _, event in ipairs(an:sensor_begin_events('projectile', 'enemy')) do
460- local proj, e = event.a, event.b
461- local mx = (proj.x + e.x)/2
462- local my = (proj.y + e.y)/2
463- local r = proj.r + math.pi
464- an:add(hit_circle(mx, my, {radius = 8, duration = 0.2}))
465- for i = 1, an.random:int(2, 3) do
466- an:add(hit_particle(mx, my, {velocity = an.random:float(100, 200)}):change_color(0.6, red:clone()))
467- end
468- e:take_damage(1)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added spritesheet registration, hit_effect class (5 frames at 0.04s = 0.2s, random rotation, configurable scale), and spawned at the projectile-enemy contact midpoint.
Do the reference projects to both hit effect and hit circle + particles? If not then comment out the latter. And do reference projects also use sensors for the projectile enemy hit or physical collisions with the actual contact point instead of the average between both?
From the research:
1. Hit effect + particles but NOT hit_circle: All three reference projects use the hit_effect spritesheet + particles, but none use a hit_circle at projectile-enemy contact:
- 239A5: hit1 animation (1.2x) + 2 hit_particles. No hit_circle.
- Rekoyam Tsohg: hit1 animation (0.7x) + 2 image_particles. No hit_circle.
- 001-No-title: hit1 animation + 2 hit_particles. No hit_circle.
2. All use sensors/triggers for projectiles:
- 001-No-title:
disable_collision_between('unit', 'projectile')+enable_trigger_between('unit', 'projectile') - 112020: same pattern
- 239A5: ghost/trigger
- SNKRX:
disable_collision_between('player', 'projectile')
Contact point is calculated, not from physics. Most use (proj.x + enemy.x)/2 (midpoint), Rekoyam Tsohg uses edge of enemy. Our sensor + midpoint approach matches 239A5 and 001-No-title.
So I should comment out the hit_circle:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Show me in the code where Rekoyam Tsohg does its projectile enemy hit1 animation + 2 image_particles. Which images does it use?
Grep (hit_effect|image_particle|projectile.hit|hit.other)
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-71- self:add(star(self.frame.x, self.frame.y))
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-72-end
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-73-
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-74-function arena:update(dt)
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-75- if lun:is_pressed('k') then
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-76- self.enemies:add(seeker(self:get_random_enemy_spawn_position()))
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-77- end
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-78-
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-79- for _, c in ipairs(lun:physics_world_get_trigger_enter('projectile', 'enemy')) do
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-80- local projectile, enemy = c[1], c[2]
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua:81: projectile:hit(enemy, self)
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-82- end
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-83-end
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-84-
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-85-function arena:get_random_enemy_spawn_position()
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-86- if lun:random_bool(50) then -- top, bottom
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-87- if lun:random_bool(50) then -- top
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-88- return lun:random_int(self.frame.x1, self.frame.x2), self.frame.y1
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-89- else -- bottom
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-90- return lun:random_int(self.frame.x1, self.frame.x2), self.frame.y2
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-91- end
--
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-126- self.target = nil
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-127- self.target_angle_delta = nil
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-128- self.should_move_to_target = false
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-129-
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-130- self:collider('player', 'dynamic', 'circle', 6)
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-131- self:collider_set_fixed_rotation(true)
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-132- self:spring()
E:\a327ex\Orblike\reference\Rekoyam Tsohg\main.lua-133- self:timer()
... [86 more lines]
Here's the Rekoyam Tsohg code:
projectile:hit (main.lua:229-241):
lua
function projectile:hit(other, arena)
if other:is('seeker') then
self.dead = true
local r = math.angle_to_point(other.x, other.y, self.x, self.y)
local s = math.max(other.w, other.h)
local x, y = other.x + s*0.75*math.cos(r), other.y + s*0.75*math.sin(r)
arena:add(hit_effect(x, y, {s = 0.7}))
for i = 1, 2 do
arena:add(image_particle(x, y, {image_name = 'star', s = 9, v = lun:random_float(50, 100), flash_on_spawn = 0.66}))
end
other:hit(x, y, self, arena)
end
end
It uses image_particle with image_name = 'star' — a star.png image. The image_particle (effects.lua:15-39) draws a spinning star sprite that shrinks to 0. The s = 9 means 9/512 scale (since images are 512x512), flash_on_spawn = 0.66 means it stays white for 66% of its life before showing the image normally.
So it's not rectangle hit_particles — it's spinning star image sprites. That's specific to Rekoyam Tsohg's star-themed player. Our rectangle hit_particles are closer to how 239A5 and 001-No-title do it.
Let's improve the position calculation. When contact happens, let's take the head of the projectile as the contact point position.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Contact point is now at the projectile's leading edge — 5px ahead of center in the travel direction.
And now let's make the hit effect and particles follow the seeker using link.
Grep (Projectile-enemy hit)
446- local p, e = event.a, event.b
447- local r = math.angle_to_point(p.x, p.y, e.x, e.y)
448- e:push(r, 6)
449- p.spring:pull('hit', 0.2)
450- p.flashing = true
451- p.timer:after(0.1, 'flash', function() p.flashing = false end)
452- an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
453- for i = 1, an.random:int(1, 2) do
454- an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
455- end
456- end
457-
458: -- Projectile-enemy hit
459- for _, event in ipairs(an:sensor_begin_events('projectile', 'enemy')) do
460- local proj, e = event.a, event.b
461- local mx = proj.x + (proj.w/2)*math.cos(proj.r)
462- local my = proj.y + (proj.w/2)*math.sin(proj.r)
463- local r = proj.r + math.pi
464- an:add(hit_effect(mx, my))
465- -- an:add(hit_circle(mx, my, {radius = 8, duration = 0.2}))
466- for i = 1, an.random:int(2, 3) do
467- an:add(hit_particle(mx, my, {velocity = an.random:float(100, 200)}):change_color(0.6, red:clone()))
468- end
469- e:take_damage(1)
470- proj:kill()
I need to add follow support to hit_effect too — it doesn't have it yet. Let me update hit_effect to use self.follow like hit_circle does, then chain :link('follow', e) on all three.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now chain :link('follow', e) on the hit effect and particles:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Hit effect and particles now follow the seeker via :link('follow', e). The hit_effect draws at self.follow.x/y when linked (same pattern as hit_circle), and hit_particle already supports follow through its offset-based positioning. When the seeker dies, the link auto-clears and effects finish in place.
The hit effect code seems to be wrong, doesn't it need to be offset?
You're right. Currently it draws at self.follow.x, self.follow.y which snaps to the seeker's center, losing the offset from the contact point. It needs the same offset approach as hit_particle. Let me fix it:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now it stores the initial offset from the follow target on the first update, then draws at follow.x + offset each frame. Same principle as hit_particle — the effect maintains its relative position to the seeker as it moves.
Actually, hit_circle has the same problem — it snaps to follow.x, follow.y instead of maintaining offset. Want me to fix that one too?
Hmm, let's try the original version that's just at the center. Let's make the hit animation last a little longer too.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Reverted to center-follow, frame delay increased from 0.04 to 0.06 (5 frames × 0.06 = 0.3s total, up from 0.2s).
Is Rekoyam Tsohg using the middle point for the hit animation?
No. Rekoyam Tsohg places the hit animation at the edge of the enemy facing the projectile:
local r = math.angle_to_point(other.x, other.y, self.x, self.y) -- angle from enemy toward projectile
local s = math.max(other.w, other.h)
local x, y = other.x + s*0.75*math.cos(r), other.y + s*0.75*math.sin(r) -- 75% of enemy size from center
arena:add(hit_effect(x, y, {s = 0.7}))
So it's on the enemy's surface where the projectile struck — 75% of the enemy's size outward from center in the direction of the projectile. Not the midpoint, not the projectile head, not the enemy center.
Then copy that for our case, use normal hit effect and particles with no following. The hit particles should be the color of the projectile, not the enemy.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Contact point now at the enemy's edge facing the projectile (75% of enemy size from center), no following, particles change to blue (projectile color).
Don't use blue directly, same for player -> projectile. The projectile should have the color of the player, whatever it is. The particles here should have the color of the projectile, whatever it is.
Read (E:\a327ex\Orblike\main.lua)
65→
66→-- Player
67→player = object:extend()
68→
69→function player:new(x, y)
70→ object.new(self, 'player')
71→ self:tag('player')
72→ self.x, self.y = x, y
73→ self.w, self.h = 10, 10
74→ self.speed = 100
Add self.color to the player, pass it to the projectile, and reference it everywhere instead of hardcoding:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Update player draw to use self.color:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Update muzzle particles to use self.color:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now pass player color to projectile. Update projectile constructor to accept a color:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Update projectile draw to use self.color:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Pass color when spawning projectile in player:shoot():
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the projectile-enemy hit particles to use proj.color:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now the color flows through the chain: player has self.color = blue, passes it to projectile on spawn, projectile uses it for drawing, and hit particles on enemy contact use proj.color. Change the player's color and everything follows.
Perfect, now let's move on to a single target attack. For this example, let's just use a simple click position, it single target hits the closest enemy. I believe one of the projects has this already implemented so we should mostly copy it.
Task (Find single target attack in references)
[
{
"type": "text",
"text": "Now I have the complete picture. Here is the full analysis:\n\n---\n\n## Single Target Attack - Complete Implementation\n\n### Source file: `E:/a327ex/Orblike/reference/001-No-title/single_target.lua`\n\n---\n\n### Visual Shape\n\nThe single target attack draws an **X/cross shape** at the target location. It is not brackets. The `graphics.cross` function draws two perpendicular lines of equal half-length `w/2`, centered on `(x, y)`, rotated by angle `r`. Since the transform init sets `r = math.pi/4`, those two axis-aligned lines become diagonal, forming an X.\n\n```lua\n-- graphics.lua:292-297\nfunction graphics.cross(x, y, w, r, color, line_width)\n if r then graphics.push(x, y, r) end\n graphics.line(x - w/2, y, x + w/2, y, color, line_width)\n graphics.line(x, y - w/2, x, y + w/2, color, line_width)\n if r then graphics.pop() end\nend\n```\n\nThe cross is drawn every frame in the update function:\n\n```lua\n-- single_target.lua:33\ncross('game', self.x, self.y, self.w*self.springs.main.x, self.r, self.flashes.main.x and colors.fg[0] or self.color, 2*self.springs.main.x)\n```\n\nParameters unpacked:\n- Layer: `'game'`\n- Position: `self.x, self.y` (the target mouse position)\n- Size: `self.w * self.springs.main.x` \u2014 `self.w` is the base width (tweened from 0 to 10), modulated by the spring\n- Rotation: `self.r = math.pi/4` (set at init, making it an X not a +)\n- Color: `colors.fg[0]` while flashing, otherwise `self.color` (the shooter's color)\n- Line width: `2 * self.springs.main.x` \u2014 also modulated by the spring\n\n---\n\n### Lifecycle: Expand -> Pop -> Blink -> Die\n\n```lua\n-- single_target.lua:14-16\nself.w = 0\nself:timer_tween(0.05, self, {w = 10}, math.cubic_in_out, function()\n self:hitfx_use('main', 0.25, nil, nil, 0.15)\nend)\nself:timer_after(0.2, function()\n self:timer_every_immediate(0.05, function()\n self.hidden = not self.hidden\n end, 3, function()\n self.dead = true\n end)\nend)\n```\n\nPhase by phase:\n\n1. **Expand (0 to 0.05s):** `self.w` tweens from `0` to `10` using `math.cubic_in_out`. This is the cross growing in from nothing.\n\n2. **Pop (at 0.05s):** On tween completion, `hitfx_use('main', 0.25, nil, nil, 0.15)` is called. This does two things simultaneously:\n - Pulls the `'main'` spring by `+0.25` (so `spring.x` jumps above 1, then oscillates back down \u2014 gives a scale pop/bounce to both the width and line_width of the cross)\n - Flashes white for `0.15s` (the `flashes.main.x` boolean goes true, overriding the color to `colors.fg[0]`)\n\n3. **Hold (0.05s to 0.2s):** Cross sits visible at full size `w=10`, spring settling.\n\n4. **Blink (0.2s onward):** `timer_every_immediate` toggles `self.hidden` every `0.05s`, for `3` repetitions (6 toggles total over `0.15s`). While `hidden` is true, the update function returns early and nothing is drawn.\n\n5. **Die:** After the 3rd blink cycle completes, `self.dead = true`.\n\nTotal lifetime: approximately `0.05 + 0.15 + 0.15 = 0.35s`.\n\n---\n\n### Target Finding\n\nThe target is **the mouse cursor position** \u2014 not the closest enemy.\n\n```lua\n-- unit.lua:83-84\nlocal tx, ty = an.camera:camera_get_mouse_position()\ncreate_single_target_attack(x, y, r, tx, ty, self, ability)\n```\n\n`create_single_target_attack` spawns the attack visual directly at `(tx, ty)` \u2014 the cursor. Then, inside `single_target_attack()`, it does find the closest enemy, but using the attack's own position `(self.x, self.y)` which is already `(tx, ty)`:\n\n```lua\n-- single_target.lua:6\nlocal function character_single_target_attack_condition(x, y, object)\n return object.unit_type == 'enemy' and math.distance(x, y, object.x, object.y) < 24\nend\n\n-- single_target.lua:20-24\nlocal target = units:container_get_closest_object(self.x, self.y, character_single_target_attack_condition)\nif target then\n single_target_unit_hit(self, target)\n unit_single_target_hit(target, self)\nend\n```\n\nSo the mechanic is: the visual spawns at the mouse cursor, then any enemy within radius `24` of that cursor position is hit. It's aim-at-cursor, not auto-targeting.\n\n---\n\n### Parameters Summary\n\n| Parameter | Value | Notes |\n|---|---|---|\n| `self.w` initial | `0` | Starts invisible |\n| `self.w` target | `10` | Full cross arm half-length: the cross spans 20px total |\n| Tween duration (expand) | `0.05s` | Very fast, snappy |\n| Tween easing | `math.cubic_in_out` | |\n| Spring pull amount | `0.25` | On top of the `x=1` baseline, so peak ~1.25 |\n| Spring defaults | `k=100, d=10` | From `hitfx_add('main', 1, nil, nil, 0.15)` which creates `spring(1)` |\n| Flash duration | `0.15s` | White flash at pop moment |\n| Hold before blink | `0.2s` | |\n| Blink interval | `0.05s` | |\n| Blink count | `3` | 3 on/off cycles = 6 visibility toggles |\n| Hit radius | `24` pixels | Condition for enemy detection |\n| `self.r` (rotation) | `math.pi/4` | Makes + into X |\n| Line width | `2 * springs.main.x` | Also spring-modulated |\n| Damage | `2` | From `primary_004` ability: `single_target_damage = 2` |\n| Cooldown | `0.6s` | Attack speed |\n\n---\n\n### Effects on the Enemy\n\nTwo functions are called when a target is found:\n\n**`single_target_unit_hit(self, unit)`** \u2014 spawns visual effects at the enemy position:\n```lua\n-- single_target.lua:36-41\nfunction single_target_unit_hit(self, unit)\n if self.src_id == unit.id then return end\n local x, y = unit.x, unit.y\n effects:container_add(hit_effect(x, y)) -- sprite animation (hit1 spritesheet, 0.04s/frame, plays once)\n for i = 1, 2 do\n effects:container_add(hit_particle(x, y, {\n colors = {colors.fg[0], 0.5, an:random_bool(50) and self.color or unit.color},\n w = 6,\n speed = an:random_float(25, 125)\n }))\n end\nend\n```\nSpawns: 1 hit animation + 2 rectangular particles flying outward in random directions. Particle color is randomly either the attacker's color or the target's color (50/50).\n\n**`unit_single_target_hit(target, self)`** \u2014 applies damage:\n```lua\n-- unit.lua:177-181\nfunction unit_single_target_hit(self, single_target_attack)\n if self.id == single_target_attack.src_id then return end\n local damage = single_target_attack.ability.single_target_damage\n unit_take_damage(self, damage)\nend\n```\n\n`unit_take_damage` then:\n```lua\n-- unit.lua:143-157\nfunction unit_take_damage(self, damage)\n self:hitfx_use('main', 0.5, nil, nil, 0.15) -- spring pull 0.5 + white flash 0.15s on enemy\n self.show_hp_bar = true\n self:timer_after(2, function() self.show_hp_bar = false end, 'show_hp_bar')\n self:stats_add_to_stat('hp', -damage)\n if self.stats.hp.x <= 0 then\n self.dead = true\n effects:container_add(hit_circle(self.x, self.y, {colors = {colors.fg[0], 0.5, self.color}, duration = 0.3, rs = 12}))\n for i = 1, an:random_int(4, 6) do\n effects:container_add(hit_particle(self.x, self.y, {\n colors = {colors.fg[0], 0.5, self.color},\n duration = an:random_float(0.2, 0.6),\n speed = an:random_float(50, 150),\n w = an:random_float(3.5, 7)\n }))\n end\n end\nend\n```\n\nOn damage: scale bounce + white flash on the enemy entity, HP bar shown for 2s. On death: expanding circle (radius 12, 0.3s) + 4-6 particles flying outward.\n\n---\n\n### Shoot Effect (at the Shooter)\n\nBefore the cross spawns, `shoot_effect` fires at the shooter's muzzle position:\n```lua\n-- effects.lua:18-23\nfunction shoot_effect(user, x, y, r)\n an.camera:shake_spring(2, r) -- camera spring-shake intensity 2\n user:hitfx_use('shoot', 0.25, nil, nil, 0.15) -- shooter gets scale bounce + flash\n effects:container_add(hit_circle(x, y, {duration = 0.125, rs = 10})) -- small circle burst\n for i = 1, 3 do\n effects:container_add(hit_particle(x, y, {\n colors = {colors.fg[0], 0.5, user.color},\n r = r + an:random_float(-math.pi/3, math.pi/3),\n w = 8,\n speed = an:random_float(25, 125)\n }))\n end\nend\n```\n\nCamera shakes with spring-shake at the shooting direction, 1 hit_circle burst (radius 10, 0.125s), 3 particles spraying in a ~120 degree cone ahead.\n\n---\n\n### Rekoyam Tsohg and 239A5-P60B91D\n\nNeither reference project contains a single target attack. Rekoyam Tsohg has no `single_target.lua` and 239A5-P60B91D has no references to it at all. The implementation is exclusively in `001-No-title`."
},
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"text": "agentId: a63c10e7944dbe03a (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 37629\ntool_uses: 29\nduration_ms: 128938</usage>"
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]
Good research. The single target is only in 001-No-title. Here's what I'd implement, adapted to our codebase:
Single target class:
- X/cross shape (two lines at pi/4 rotation), line width 2
- Expand:
wtweens from 0 to 10 over 0.05s - Pop: spring pull 0.25 + flash 0.15s
- Hold until 0.2s
- Blink: toggle visibility 3 times at 0.05s intervals, then die
- At pop moment: find closest enemy within 24px of cursor position, apply damage
Shoot effects on player — same as projectile (camera shake, spring pull, flash, muzzle particles)
Effects on enemy — hit_effect animation + 2 particles (50/50 attacker/enemy color) + take_damage
Trigger: Mouse 2 (right click), separate cooldown (0.6s)
I need to check one thing — does Anchor have a cross or line drawing function.
Grep (cross|line)
58:an:music_crossfade(name, duration, channel?)
65:an:playlist_set_crossfade(duration)
325:collider:set_linear_damping(damping)
577:math.linear(t) -> number
No cross — I'll draw it manually with two lines. We already have game:line. Let me also check the timer:every signature for the blink.
Grep (timer:every)
364:timer:every(interval, name_or_callback, callback?, times?) -> timer
365:timer:every_step(name_or_callback, callback?) -> timer
Grep (timer:every\b)
1370-### One-shot Timers
1371-
1372-#### timer:after(delay, name_or_callback, callback?)
1373-
1374-```lua
1375-self.timer:after(2, function() self:explode() end)
1376-
1377--- Named (can be cancelled/replaced)
1378-self.timer:after(0.5, 'invincibility', function() self.invincible = false end)
1379-```
1380-
1381----
1382-
1383-### Repeating Timers
1384-
1385:#### timer:every(interval, name_or_callback, callback?, times?)
1386-
1387-```lua
1388--- Forever
1389:self.timer:every(1, function() spawn_enemy() end)
1390-
1391--- Limited times
1392:self.timer:every(0.5, function() self:shoot() end, 3) -- shoot 3 times
1393-
1394--- Named
1395:self.timer:every(0.1, 'spawn', function() spawn_particle() end, 10)
1396-```
1397-
1398----
1399-
... [11 more lines]
Hmm, timer:every doesn't have an after callback for when all iterations complete. The reference uses timer_every_immediate with a completion callback. Let me check if Anchor has that.
Grep (every_immediate|every.after|every.done|every.*complete)
87---[[
88- Calls callback repeatedly every delay seconds.
89-
90- Usage:
91- self.timer:every(0.5, function() print('tick') end)
92: self.timer:every(0.5, 'spawn', function() self:spawn() end, 10, function() print('done') end)
93-
94- Parameters:
95- delay - seconds between calls
96- name - (optional) timer name for cancellation/replacement
97- callback - function to call
--
102- - Fires indefinitely unless times is specified
103- - After callback only runs if times limit is reached, not on cancel
104-
105- Returns: nothing
106-]]
107:function timer:every(delay, name_or_callback, callback_or_times, times_or_after, after_function)
108- local name, callback, times, after
109- if type(name_or_callback) == 'string' then
110- name, callback, times, after = name_or_callback, callback_or_times, times_or_after, after_function
111- else
112- name, callback, times, after = self:uid(), name_or_callback, callback_or_times, times_or_after
113- end
114: local entry = {name = name, mode = 'every', time = 0, delay = delay, callback = callback, times = times, after = after, count = 0}
115- if self:find(name) then
116- self.entries[self:find(name)] = entry
117- else
118- table.insert(self.entries, entry)
119- end
... [24 more lines]
timer:every does support a completion callback — self.timer:every(0.05, function() ... end, 3, function() ... end). But the reference uses every_immediate which fires on the first tick immediately. Let me check if there's an immediate variant, or I'll use after to start the blink after a delay and handle it manually.
Actually, I can simulate every_immediate by doing the first toggle immediately and then using every. Or I can just use timer:after for the full blink sequence. Let me keep it simple:
Here's the code:
single_target = object:extend()
function single_target:new(x, y, col)
object.new(self)
self.x, self.y = x, y
self.color = col
self.w = 0
self.r = math.pi/4
self.flashing = false
self.hidden = false
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Expand
self.timer:tween(0.05, self, {w = 10}, math.cubic_in_out, function()
-- Pop
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
-- Find and hit closest enemy
local closest, closest_d = nil, math.huge
for _, e in ipairs(an:all('enemy')) do
if not e.dead then
local d = math.distance(self.x, self.y, e.x, e.y)
if d < 24 and d < closest_d then closest, closest_d = e, d end
end
end
if closest then
an:add(hit_effect(closest.x, closest.y))
for i = 1, 2 do
an:add(hit_particle(closest.x, closest.y, {velocity = an.random:float(25, 125), w = 6}):change_color(0.5, an.random:choice({self.color, red}):clone()))
end
closest:take_damage(1)
end
end)
-- Blink and die
self.timer:after(0.2, function()
self.hidden = true
self.timer:every(0.05, function() self.hidden = not self.hidden end, 6, function() self:kill() end)
end)
end
function single_target:update(dt)
if self.hidden then return end
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
local lw = 2*s
local hw = self.w*s/2
game:push(self.x, self.y, self.r)
game:line(self.x - hw, self.y, self.x + hw, self.y, lw, c)
game:line(self.x, self.y - hw, self.x, self.y + hw, lw, c)
game:pop()
end
And in player, right click with 0.6s cooldown. The particle color is 50/50 between attacker and enemy color.
Does this look right?
You can use trigger to simulate every immediate.
Grep (timer:trigger)
1482- self:shoot()
1483-end
1484-```
1485-
1486----
1487-
1488-### Timer Control
1489-
1490-```lua
1491-self.timer:cancel('spawn') -- cancel specific timer
1492:self.timer:trigger('spawn') -- trigger immediately
1493-self.timer:set_multiplier(0.5) -- slow down all timers
1494-time = self.timer:get_time_left('spawn')
1495-```
1496-
1497----
1498-
1499-## Camera
1500-
1501-Manages view transformation and coordinate conversion.
1502-
Right — call trigger on the named every to fire its callback immediately on the first tick. So:
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 6, function() self:kill() end)
self.timer:trigger('blink')
That fires the first toggle immediately, then 5 more at 0.05s intervals, then dies. Let me write it all now.
Read (E:\a327ex\Orblike\main.lua)
144→ local target_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
145→ self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
146→
147→ -- Shooting
148→ self.shoot_cooldown = math.max(self.shoot_cooldown - dt, 0)
149→ if an:mouse_is_pressed(1) and self.shoot_cooldown <= 0 then
150→ self:shoot()
151→ self.shoot_cooldown = 0.5
152→ end
153→
Add single target cooldown + trigger to player. First the constructor:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add the right-click trigger in player update:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add the single_target_attack method after shoot:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the single_target class. I'll put it after hit_effect, before projectile:
Grep (^-- Projectile$)
No matches found
Grep (-- Projectile)
299:-- Projectile
493: -- Projectile-enemy hit
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
That's everything:
- Single target class: X/cross shape at cursor, expands 0→10 over 0.05s, pops with spring 0.25 + flash, finds closest enemy within 24px, spawns hit_effect + 2 particles (50/50 attacker/enemy color), deals 1 damage, blinks 6 times at 0.05s intervals then dies
- Player: right click triggers
single_target_attack()with 0.6s cooldown, same muzzle effects as projectile (camera shake, spring pull, flash, particles) trigger('blink')fires the first blink immediately
Nothing is happening on right click.
Grep (mouse_is_pressed|mouse.button|button.mouse)
2299-static bool keys_current[SDL_NUM_SCANCODES] = {0};
2300-static bool keys_previous[SDL_NUM_SCANCODES] = {0};
2301-
2302-// Input state - Mouse
2303-#define MAX_MOUSE_BUTTONS 5
2304:static bool mouse_buttons_current[MAX_MOUSE_BUTTONS] = {0};
2305:static bool mouse_buttons_previous[MAX_MOUSE_BUTTONS] = {0};
2306-static int mouse_x = 0, mouse_y = 0; // Window coordinates
2307-static int mouse_dx = 0, mouse_dy = 0; // Delta this frame
2308-static int mouse_wheel_x = 0, mouse_wheel_y = 0; // Wheel delta this frame
2309-
2310-// Input state - Gamepad
--
2597-}
2598-
2599-// Copy current input state to previous (called at end of physics frame)
2600-static void input_post_update(void) {
2601- memcpy(keys_previous, keys_current, sizeof(keys_previous));
2602: memcpy(mouse_buttons_previous, mouse_buttons_current, sizeof(mouse_buttons_previous));
2603- memcpy(gamepad_buttons_previous, gamepad_buttons_current, sizeof(gamepad_buttons_previous));
2604- memcpy(gamepad_axes_previous, gamepad_axes, sizeof(gamepad_axes_previous));
2605- // Reset per-frame deltas
2606- mouse_dx = 0;
2607- mouse_dy = 0;
--
2689- CONTROL_GAMEPAD_AXIS, // For Step 6
2690-} ControlType;
2691-
2692-typedef struct {
2693- ControlType type;
... [2 more lines]
Grep (mouse_is_pressed)
7560- if (button < 1 || button > MAX_MOUSE_BUTTONS) {
7561- lua_pushboolean(L, 0);
7562- } else {
7563- lua_pushboolean(L, mouse_buttons_current[button - 1]);
7564- }
7565- return 1;
7566-}
7567-
7568:static int l_mouse_is_pressed(lua_State* L) {
7569- int button = (int)luaL_checkinteger(L, 1);
7570- if (button < 1 || button > MAX_MOUSE_BUTTONS) {
7571- lua_pushboolean(L, 0);
7572- } else {
7573- lua_pushboolean(L, mouse_buttons_current[button - 1] && !mouse_buttons_previous[button - 1]);
7574- }
7575- return 1;
7576-}
--
8434- lua_register(L, "key_is_pressed", l_key_is_pressed);
8435- lua_register(L, "key_is_released", l_key_is_released);
8436- \ --- Input: Mouse ---
8437- lua_register(L, "mouse_position", l_mouse_position);
8438- lua_register(L, "mouse_delta", l_mouse_delta);
8439- lua_register(L, "mouse_set_visible", l_mouse_set_visible);
8440- lua_register(L, "mouse_set_grabbed", l_mouse_set_grabbed);
8441- lua_register(L, "mouse_is_down", l_mouse_is_down);
8442: lua_register(L, "mouse_is_pressed", l_mouse_is_pressed);
8443- lua_register(L, "mouse_is_released", l_mouse_is_released);
8444- lua_register(L, "mouse_wheel", l_mouse_wheel);
8445- \ --- Input: Action Binding ---
... [5 more lines]
The engine uses 1-indexed buttons and SDL. Let me check which SDL button number maps to right click.
Grep (SDL_BUTTON|mouse_buttons_current[" )
No matches found
Grep (MOUSEBUTTONDOWN|mouse_buttons_current)
2299-static bool keys_current[SDL_NUM_SCANCODES] = {0};
2300-static bool keys_previous[SDL_NUM_SCANCODES] = {0};
2301-
2302-// Input state - Mouse
2303-#define MAX_MOUSE_BUTTONS 5
2304:static bool mouse_buttons_current[MAX_MOUSE_BUTTONS] = {0};
2305-static bool mouse_buttons_previous[MAX_MOUSE_BUTTONS] = {0};
2306-static int mouse_x = 0, mouse_y = 0; // Window coordinates
2307-static int mouse_dx = 0, mouse_dy = 0; // Delta this frame
2308-static int mouse_wheel_x = 0, mouse_wheel_y = 0; // Wheel delta this frame
2309-
--
2597-}
2598-
2599-// Copy current input state to previous (called at end of physics frame)
2600-static void input_post_update(void) {
2601- memcpy(keys_previous, keys_current, sizeof(keys_previous));
2602: memcpy(mouse_buttons_previous, mouse_buttons_current, sizeof(mouse_buttons_previous));
2603- memcpy(gamepad_buttons_previous, gamepad_buttons_current, sizeof(gamepad_buttons_previous));
2604- memcpy(gamepad_axes_previous, gamepad_axes, sizeof(gamepad_axes_previous));
2605- // Reset per-frame deltas
2606- mouse_dx = 0;
2607- mouse_dy = 0;
--
2874- switch (ctrl->type) {
2875- case CONTROL_KEY:
2876- return keys_current[ctrl->code];
2877- case CONTROL_MOUSE_BUTTON:
2878- if (ctrl->code >= 1 && ctrl->code <= MAX_MOUSE_BUTTONS) {
2879: return mouse_buttons_current[ctrl->code - 1];
... [90 more lines]
I see — SDL buttons are 1-indexed (event.button.button - 1 stores into array). SDL_BUTTON_LEFT = 1, SDL_BUTTON_MIDDLE = 2, SDL_BUTTON_RIGHT = 3. But mouse_is_pressed takes the button directly and does button - 1 for the array index. So right click should be an:mouse_is_pressed(3), not 2.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
SDL right click is button 3, not 2 (2 is middle click).
I don't see the X effect anywhere?
The draw coordinates are wrong — after game:push(self.x, self.y, self.r), I should draw relative to (0, 0), not (self.x, self.y).
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Lines now drawn in local coordinates after the push transform.
Perfect. Now let's do area, both rectangular and circular. I believe multiple projects, including the style guide, has guidelines on how areas should look visually.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Analysis: Let me go through the conversation chronologically:
Context Recovery: This session continues from a previous conversation that ran out of context. The summary provided details about building Orblike with WASD player movement, seeker enemies, and effects. Key files already modified: main.lua with player, hit_circle, hit_particle, seeker classes.
Spring Pull Stronger + Follow Effects: User asked for stronger/longer spring pull on seeker and hit circle + particles following the seeker. I initially added manual
followfield to hit_circle and hit_particle, and increased spring pull from 0.5 to 0.75 with frequency 3 and bounce 0.7.User rejected manual follow references: User said "I'd like to avoid adding an additional reference between objects, they're already referenced by the tree. We should either use link, or just the tree structure."
Explored link mechanism: Found
object:link(target, callback)in the framework. Docs showedlink(name, target)but implementation only hadlink(target, callback).User wanted safe reference only: Clarified they don't want effects to die on death, just the reference cleared. We designed a named form of link:
link('follow', target)setsself.follow = target, auto-clears to nil on death via callback.User approved the approach: I showed the gameplay code. User approved and I implemented:
- Extended
object:linkin bothAnchor/framework/anchor/object.luaandOrblike/anchor/object.luato support named form- Updated hit_circle to use
self.followfor positioning- Updated hit_particle to use offset-based positioning with
self.follow- Updated seeker spawn effects (no follow) and hit effects (with
:link('follow', self))- Death effects stay unlinked
Hit spring too strong: User said hit spring lasted too long. Fixed by giving hit pull its own frequency/bounce:
self.spring:pull('main', 0.5, 5, 0.5)to override spawn's permanent 3/0.7 settings.Spawn effects shouldn't follow: Removed
:link('follow', self)from spawn effects.Hit particles count: Changed from fixed 2 to
an.random:int(2, 3).Player-seeker collision: Researched reference projects. User wanted no damage, light enemy bounce, visual effects. Implemented:
an:physics_collision('player', 'enemy')seeker:push(r, force)method with pushed flag, damping increase, spring pull, flash- Early action handler for
collision_begin_events- Hit circle + particles at contact point
Push spin: User wanted seeker to spin while pushed. Added
self.spinwith angular velocity that tweens to 0. Error:an.random:tabledoesn't exist, fixed toan.random:choice.Push impulse adjustments: Reduced from 20 to 6. Added player flash and spring on collision.
Projectile implementation: Researched dark variant projects thoroughly. Implemented:
- Physics tag 'projectile' with sensor
- Projectile class: 10x4 rounded rectangle, speed 190, spring pop + flash on spawn
- Player shoot method with camera shake, spring pull, flash, muzzle particles
- Projectile-enemy sensor handler
- Error:
an.camera.shakewas nil - neededan.camera:add(shake())- Error: projectile collider wasn't a sensor - added
{sensor = true}option- Projectile color changed to blue (player color), velocity increased to 190, shake to 3
Hit effect animation: Copied hit1.png spritesheet from reference, created hit_effect class with animation. Added to projectile-enemy hit.
Contact point calculation: Changed from midpoint to projectile head, then to edge of enemy (Rekoyam Tsohg style:
enemy + 75% of enemy size toward projectile).Color propagation: User insisted colors should flow through objects, not be hardcoded. Added
self.color = blueto player, passed to projectile as parameter, usedproj.colorfor hit particles.Single target attack: Researched 001-No-title implementation. Created:
- X/cross shape with expand -> pop -> blink -> die lifecycle
- Right-click trigger with 0.6s cooldown
- Error: right click was button 3 (SDL), not 2
- Error: draw coordinates were in world space inside push/pop - fixed to local coordinates
- Used
timer:trigger('blink')for immediate-fire every patternArea attack research: User asked for both rectangular and circular areas. Research completed showing:
- Rectangle: L-shaped corner brackets + semi-transparent fill, expand -> pop -> blink -> die
- Circle: 4 rotating arc segments + semi-transparent fill circle
- Hit detection: instant spatial query for rectangles, periodic for circles
Current state of main.lua includes: physics setup (player/enemy/projectile), input bindings, camera with shake, layers, player class with color/shoot/single_target_attack, hit_circle, hit_particle, hit_effect, single_target, projectile, seeker with push/spin/take_damage/die, collision handling, debug keys, background drawing.
Summary: 1. Primary Request and Intent: The user is building Orblike, an ORBS (Orthogonal Rule Binding System) example game with SNKRX visual style, using the Anchor C/Lua game engine. The session goal is implementing basic gameplay systems incrementally: WASD player movement (done previously), seeker enemies (done previously), and attack objects. This session covered: - Making seeker spring pulls stronger/longer and effects follow the seeker - Designing and implementing a named
linkmechanism for safe object references - Player-seeker collision with light bounce, no damage - Projectile attack (mouse 1) with full effects pipeline - Single target attack (mouse 3/right click) with X/cross visual - Area attacks (rectangular and circular) — research completed, implementation pendingThe user works incrementally, wants honest critique, prefers being asked over guessed, and wants visual effects faithfully copied from dark variant reference projects.
Key Technical Concepts:
- Anchor engine: C/Lua game engine with
object:extend()class system, Box2D physics, springs, timers, layers, shadersobject:add(child)returns self (parent), NOT the child — critical patternobject:link(name, target): Extended to support named form that setsself[name] = targetand auto-clears on death. Does NOT kill the source object (safe reference only).- Timer tween signature:
timer:tween(duration, name_or_target, target_or_values, values_or_easing, easing_or_after, after_function)— name comes SECOND (optional)timer:trigger(name): Fires a named timer's callback immediately — used to simulateevery_immediatetimer:every(interval, name, callback, times, after): Supports completion callback after N iterations- Physics sensors:
collider('tag', 'dynamic', 'box', w, h, {sensor = true})for pass-through detectionan:physics_collision(a, b)enables physical collision;an:physics_sensor(a, b)enables sensor overlapan:collision_begin_events(a, b)andan:sensor_begin_events(a, b)for per-frame event pollingan.camera:add(shake())required before using shake;shake:push(angle, amount)for directional spring shake- Mouse buttons: SDL 1=left, 2=middle, 3=right —
an:mouse_is_pressed(3)for right click- Dark variant effects: white-first color transitions, scale-down hit circles, velocity-proportional particle width, sine_in_out easing
- Expand → pop → blink → die lifecycle: Used for single_target, area attacks. Expand tweens size from 0 over 0.05s, pop with spring + flash, hold visible, blink with
every+trigger, then kill- Color propagation: Colors flow through objects — player.color → projectile.color → hit particles. Never hardcode colors.
- Operator spacing convention: no spaces for
*and/, spaces for+and-Files and Code Sections:
E:\a327ex\Orblike\main.lua— The main game file, extensively modified throughout the session Current structure (in order): require/init, palette, physics setup (player/enemy/projectile tags + collision/sensor), input bindings, camera with shake, layers, shaders, render pipeline, player class, player:shoot, player:single_target_attack, hit_circle, hit_particle, hit_effect, single_target, projectile, seeker (with push/take_damage/die/update), spawn player, collision handling early_action, debug keys, background drawing.Key current code sections:
Physics setup:
lua an:physics_tag('player') an:physics_tag('enemy') an:physics_tag('projectile') an:physics_collision('player', 'enemy') an:physics_sensor('projectile', 'enemy')Camera with shake:
lua an:add(camera(gw, gh)) an.camera:add(shake())Spritesheet registration:
lua an:spritesheet('hit1', 'assets/hit1.png', 96, 48)Player class (key parts): ```lua player = object:extend() function player:new(x, y) object.new(self, 'player') self:tag('player') self.x, self.y = x, y self.w, self.h = 10, 10 self.speed = 100 self.color = blue self.r = 0 self.visual_r = 0 self.sx, self.sy = 1, 1 self.moving = false self.previous_moving = false self.flashing = false self.shoot_cooldown = 0 self.single_target_cooldown = 0 -- collider, timer, spring setup... self.spring:add('hit', 1) self.spring:add('shoot', 1) self.spring:add('move', 1) end
function player:update(dt) -- WASD movement, direction change spin/squash, stop bounce, velocity damping -- Mouse rotation: math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r) -- Shooting (mouse 1, 0.5s cooldown) -- Single target (mouse 3, 0.6s cooldown) -- Draw with multiplicative springs: hitshootmove local c = self.flashing and fg_color() or self.color() end ```
Player shoot method:
lua function player:shoot() local r = self.r local spawn_x = self.x + 8*math.cos(r) local spawn_y = self.y + 8*math.sin(r) an:add(projectile(spawn_x, spawn_y, r, self.color)) an.camera.shake:push(r, 3) self.spring:pull('shoot', 0.25) self.flashing = true self.timer:after(0.15, 'flash', function() self.flashing = false end) an:add(hit_circle(spawn_x, spawn_y, {radius = 7, duration = 0.2})) for i = 1, 2 do an:add(hit_particle(spawn_x, spawn_y, { angle = r + an.random:float(-math.pi/4, math.pi/4), velocity = an.random:float(40, 200), duration = an.random:float(0.3, 0.6), w = an.random:choice({6, 8}), }):change_color(0.6, self.color:clone())) end endPlayer single target attack method:
lua function player:single_target_attack() local tx, ty = an.camera.mouse.x, an.camera.mouse.y an:add(single_target(tx, ty, self.color)) -- Same muzzle effects as projectile local r = self.r local spawn_x = self.x + 8*math.cos(r) local spawn_y = self.y + 8*math.sin(r) an.camera.shake:push(r, 2) self.spring:pull('shoot', 0.25) self.flashing = true self.timer:after(0.15, 'flash', function() self.flashing = false end) an:add(hit_circle(spawn_x, spawn_y, {radius = 7, duration = 0.2})) for i = 1, 2 do an:add(hit_particle(spawn_x, spawn_y, { angle = r + an.random:float(-math.pi/4, math.pi/4), velocity = an.random:float(40, 200), duration = an.random:float(0.3, 0.6), w = an.random:choice({6, 8}), }):change_color(0.6, self.color:clone())) end endhit_circle class:
lua hit_circle = object:extend() function hit_circle:new(x, y, args) object.new(self) self.x, self.y = x, y args = args or {} self.radius = args.radius or 8 self.draw_color = args.color and args.color:clone() or fg_color:clone() self.duration = args.duration or 0.2 self:add(timer()) self.timer:tween(self.duration, self, {radius = 0}, math.cubic_in_out, function() self:kill() end) end function hit_circle:change_color(fraction, target_color) self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end) return self end function hit_circle:update(dt) local x = self.follow and self.follow.x or self.x local y = self.follow and self.follow.y or self.y game:circle(x, y, self.radius, self.draw_color()) endhit_particle class (offset-based for follow):
lua hit_particle = object:extend() function hit_particle:new(x, y, args) object.new(self) self.origin_x, self.origin_y = x, y self.ox, self.oy = 0, 0 args = args or {} self.velocity = args.velocity or an.random:float(100, 250) self.angle = args.angle or an.random:float(0, 2*math.pi) self.duration = args.duration or an.random:float(0.2, 0.6) self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10) self.h = args.h or self.w/2 self.draw_color = args.color and args.color:clone() or fg_color:clone() self:add(timer()) self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end) end function hit_particle:change_color(fraction, target_color) self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end) return self end function hit_particle:update(dt) self.ox = self.ox + self.velocity*math.cos(self.angle)*dt self.oy = self.oy + self.velocity*math.sin(self.angle)*dt local bx = self.follow and self.follow.x or self.origin_x local by = self.follow and self.follow.y or self.origin_y game:push(bx + self.ox, by + self.oy, self.angle) game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color()) game:pop() endhit_effect class (spritesheet animation):
lua hit_effect = object:extend() function hit_effect:new(x, y, s) object.new(self) self.x, self.y = x, y self.s = s or 1 self.r = an.random:float(0, 2*math.pi) self:add(animation('hit1', 0.06, 'once', { [0] = function() self:kill() end, })) end function hit_effect:update(dt) self.hit1:update(dt) local x = self.follow and self.follow.x or self.x local y = self.follow and self.follow.y or self.y game:push(x, y, self.r, self.s, self.s) game:animation(self.hit1, 0, 0) game:pop() endsingle_target class:
lua single_target = object:extend() function single_target:new(x, y, col) object.new(self) self.x, self.y = x, y self.color = col self.w = 0 self.r = math.pi/4 self.flashing = false self.hidden = false self:add(timer()) self:add(spring()) self.spring:add('main', 1) -- Expand self.timer:tween(0.05, self, {w = 10}, math.cubic_in_out, function() self.spring:pull('main', 0.25) self.flashing = true self.timer:after(0.15, 'flash', function() self.flashing = false end) -- Find and hit closest enemy within 24px local closest, closest_d = nil, math.huge for _, e in ipairs(an:all('enemy')) do if not e.dead then local d = math.distance(self.x, self.y, e.x, e.y) if d < 24 and d < closest_d then closest, closest_d = e, d end end end if closest then an:add(hit_effect(closest.x, closest.y)) for i = 1, 2 do an:add(hit_particle(closest.x, closest.y, {velocity = an.random:float(25, 125), w = 6}):change_color(0.5, an.random:choice({self.color, red}):clone())) end closest:take_damage(1) end end) -- Blink and die self.timer:after(0.2, function() self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 6, function() self:kill() end) self.timer:trigger('blink') end) end function single_target:update(dt) if self.hidden then return end local s = self.spring.main.x local c = self.flashing and fg_color() or self.color() local lw = 2*s local hw = self.w*s/2 game:push(self.x, self.y, self.r) game:line(-hw, 0, hw, 0, lw, c) game:line(0, -hw, 0, hw, lw, c) game:pop() endProjectile class:
lua projectile = object:extend() function projectile:new(x, y, r, col) object.new(self) self:tag('projectile') self.x, self.y = x, y self.r = r self.color = col self.w, self.h = 10, 4 self.speed = 190 self.flashing = false self:add(collider('projectile', 'dynamic', 'box', 10, 4, {sensor = true})) self.collider:set_gravity_scale(0) self.collider:set_fixed_rotation(true) self.collider:set_angle(self.r) self.collider:set_position(self.x, self.y) self:add(timer()) self:add(spring()) self.spring:add('main', 1) self.spring:pull('main', 0.5) self.flashing = true self.timer:after(0.2, 'flash', function() self.flashing = false end) end function projectile:update(dt) self.x, self.y = self.collider:get_position() self.collider:set_velocity(self.speed*math.cos(self.r), self.speed*math.sin(self.r)) if self.x < 0 or self.x > gw or self.y < 0 or self.y > gh then an:add(hit_circle(self.x, self.y, {radius = 6, duration = 0.15})) for i = 1, 2 do an:add(hit_particle(self.x, self.y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)})) end self:kill() return end local s = self.spring.main.x local c = self.flashing and fg_color() or self.color() game:push(self.x, self.y, self.r, s, s) game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c) game:pop() endSeeker class (key parts):
lua seeker = object:extend() function seeker:new(x, y) -- 14x6 red rounded rectangle, speed 50-75, hp 5 -- collider with linear_damping 3 -- pushed = false, spin = 0 -- Spawn: spring:pull('main', 0.75, 3, 0.7), flash, hit_circle + 4 particles (no follow) end function seeker:push(r, force) self.pushed = true self.collider:set_linear_damping(6) self.collider:apply_impulse(force*math.cos(r), force*math.sin(r)) self.spin = an.random:choice({-1, 1})*an.random:float(8, 12)*math.pi self.timer:tween(0.5, 'spin', self, {spin = 0}, math.linear) self.spring:pull('main', 0.3, 5, 0.5) self.flashing = true self.timer:after(0.15, 'flash', function() self.flashing = false end) self.timer:after(0.5, 'push', function() self.pushed = false self.collider:set_linear_damping(3) end) end function seeker:take_damage(damage) self.hp = self.hp - damage self.spring:pull('main', 0.5, 5, 0.5) self.flashing = true self.timer:after(0.15, 'flash', function() self.flashing = false end) self.show_hp_bar = true self.timer:after(2, 'show_hp_bar', function() self.show_hp_bar = false end) -- hit_circle and hit_particles COMMENTED OUT (effects now in collision handler) if self.hp <= 0 then self:die() end end -- die(): hit_circle radius 14 + 4-6 particles, white->red, self:kill() -- update(): if not pushed: seek player, rotate, separate. else: spin. Draw + HP bar.Collision handling (early_action):
lua an:early_action(function() -- Player-enemy collision for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do local p, e = event.a, event.b local r = math.angle_to_point(p.x, p.y, e.x, e.y) e:push(r, 6) p.spring:pull('hit', 0.2) p.flashing = true p.timer:after(0.1, 'flash', function() p.flashing = false end) an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15})) for i = 1, an.random:int(1, 2) do an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)})) end end -- Projectile-enemy hit for _, event in ipairs(an:sensor_begin_events('projectile', 'enemy')) do local proj, e = event.a, event.b local r = math.angle_to_point(e.x, e.y, proj.x, proj.y) local s = math.max(e.w, e.h) local hx = e.x + s*0.75*math.cos(r) local hy = e.y + s*0.75*math.sin(r) an:add(hit_effect(hx, hy)) for i = 1, an.random:int(2, 3) do an:add(hit_particle(hx, hy, {velocity = an.random:float(100, 200)}):change_color(0.6, proj.color:clone())) end e:take_damage(1) proj:kill() end end)
E:\a327ex\Anchor\framework\anchor\object.luaandE:\a327ex\Orblike\anchor\object.lua— Extendedobject:linkto support named formlua function object:link(name_or_target, target_or_callback) local name, target, callback if type(name_or_target) == 'string' then name = name_or_target target = target_or_callback self[name] = target callback = function(s) s[name] = nil end else target = name_or_target callback = target_or_callback end if not self.links then self.links = {} end table.insert(self.links, {target = target, callback = callback}) if not target.linked_from then target.linked_from = {} end table.insert(target.linked_from, {source = self, callback = callback}) return self end
E:\a327ex\Orblike\assets\hit1.png— Copied from reference/001-No-title/assets/hit1.png (480x48, 5 frames of 96x48)
E:\a327ex\Orblike\reference\implementation_plan.md— Saved plan from previous session
E:\a327ex\Orblike\reference\snkrx_style_effects.md— Visual effects reference documentErrors and fixes:
an.random:tabledoesn't exist: Usedan.random:table({-1, 1})for seeker spin direction. Fixed toan.random:choice({-1, 1}).an.camera.shakeis nil: Camera shake object needs to be explicitly added. Fixed by addingan.camera:add(shake())after camera creation.- Projectile physically collides with enemy instead of passing through: Projectile collider was created without sensor flag. Fixed by adding
{sensor = true}option:collider('projectile', 'dynamic', 'box', 10, 4, {sensor = true}).- Right click not working (mouse button 2): SDL button numbering: 1=left, 2=middle, 3=right. Fixed
an:mouse_is_pressed(2)toan:mouse_is_pressed(3).- Single target X not visible: Draw coordinates used world space (
self.x - hw, self.y) insidegame:push(self.x, self.y, self.r)transform. Fixed to local coordinates:game:line(-hw, 0, hw, 0, lw, c).- Hit particles following enemy looked off for projectile hits: User noticed take_damage particles (with follow) looked wrong. Commented out particles in take_damage, added non-following particles in the projectile-enemy sensor handler instead.
- User rejected hardcoded colors: I used
blue()andblue:clone()directly. User insisted colors should propagate: player hasself.color, passes to projectile, projectile hit particles useproj.color:clone(). Fixed throughout.- User rejected hit_effect at midpoint/center/offset: First tried midpoint, then projectile head, then enemy edge (Rekoyam Tsohg style: 75% of enemy size from center toward projectile). User chose enemy edge with no following.
- User rejected hit_circle at projectile-enemy contact: Reference projects don't use hit_circle with hit_effect. Commented out hit_circle, kept hit_effect + particles.
Problem Solving:
- Designed and implemented named
linkmechanism for safe object references that auto-clear on death- Translated dark variant visual effects from reference projects (SNKRX, 239A5, Rekoyam Tsohg, 001-No-title) to Anchor's current API
- Solved projectile sensor detection (required both
physics_sensortag setup AND{sensor = true}on collider)- Implemented
timer:triggerfor immediate-fireeverypattern (simulatingevery_immediate)- Properly handled coordinate spaces in push/pop transforms for single_target drawing
All user messages:
- "I'd like to avoid adding an additional reference between objects, they're already referenced by the tree. We should either use link, or just the tree structure. Can you think of another way?"
- "Use the tree structure, but use an only. We don't want the effects to die if the object suddenly dies. Perhaps we need another way of linking objects that we can also use for following, without having to rely on the tree structure directly? Are you sure link can't be used for this purpose? I remember when we designed it we added a callback mechanism to it, or something similar."
- "In this case we only want the safe reference mechanism though, since we don't want the effects to die on death."
- "What would the gameplay code look like in the end?"
- "And where do the links get cleaned up automatically on death?"
- "OK, make the changes then."
- "Spring on hit is too strong now, lasts too long."
- "Spawn effects shouldn't follow the seeker."
- "Hit should be 2, 3 particles randomly, not just 2."
- "Let's do player + seeker collision next. I believe the reference projects also probably have some of this behavior in them."
- "No damage on player, light enemy bounce away, no damage on enemy. Do visual effects similar to a hit on enemy, but with slightly smaller hit circle and particles with a little shorter duration and speed. The push on enemy should be similar to how it is on those games, where the enemy is temporarily not following its normal movement code."
- "Is linear damping for seeker 3 by default? Because you're setting it to 3 after push."
- "p, e but then you use p1? Should use p"
- "Make sure that while the seeker is being pushed it rotates around itself. This rotation slows down as the push progresses and nears its end. The push impulse is also too strong, should be like 5x less."
- "ERROR: main.lua:252: attempt to call a nil value (method 'table')..."
- "Impulse should be 6, player should also flash and spring slightly."
- "Perfect, let's do the projectile next. Make sure that visually you're also taking from the dark variant projects, as I believe the projectile effects there are also better."
- "Key press to fire, mouse 1. Everything else looks right."
- "Yes." (approving implementation)
- "ERROR: main.lua:167: attempt to index a nil value (field 'shake')..."
- "Projectile should be same color as player, 25% higher velocity, particles should be last a little longer and be slightly bigger too, and the shake should be slightly stronger."
- "Duration between 0.3, 0.6, w = 6, 8"
- "Perfect, now projectile hits enemy."
- "Not happening, the projectile hits the enemy physically and nothing happens."
- "Comment out the particle and hit circle effect when the projectile hits the enemy."
- "I see, take_damage creates the particles that follow the enemy which makes it look off. Comment out the particles in take_damage, and add the ones on the individual event back."
- "The particles here should have similar velocity, duration, etc to the take damage ones."
- "Random 360 degree angle"
- "Which of the reference projects use the hit effect animation for hits?"
- "Let's try that here too."
- "Sure." (approving hit_effect implementation)
- "Do the reference projects to both hit effect and hit circle + particles? If not then comment out the latter. And do reference projects also use sensors for the projectile enemy hit or physical collisions with the actual contact point instead of the average between both?"
- "Let's improve the position calculation. When contact happens, let's take the head of the projectile as the contact point position."
- "And now let's make the hit effect and particles follow the seeker using link."
- "The hit effect code seems to be wrong, doesn't it need to be offset?"
- "Hmm, let's try the original version that's just at the center. Let's make the hit animation last a little longer too."
- "Is Rekoyam Tsohg using the middle point for the hit animation?"
- "Then copy that for our case, use normal hit effect and particles with no following. The hit particles should be the color of the projectile, not the enemy."
- "Don't use blue directly, same for player -> projectile. The projectile should have the color of the player, whatever it is. The particles here should have the color of the projectile, whatever it is."
- "Perfect, now let's move on to a single target attack. For this example, let's just use a simple click position, it single target hits the closest enemy. I believe one of the projects has this already implemented so we should mostly copy it."
- "You can use trigger to simulate every immediate."
- "Nothing is happening on right click."
- "I don't see the X effect anywhere?"
- "Perfect. Now let's do area, both rectangular and circular. I believe multiple projects, including the style guide, has guidelines on how areas should look visually."
Pending Tasks:
- Implement area attacks (rectangular and circular) — research completed, implementation not started
- Still to implement eventually: line attack object
Current Work: The user asked to implement area attacks (both rectangular and circular). Research was completed via an Explore agent that found detailed implementations in:
- 001-No-title
area.lua: Rectangular area with L-shaped corner brackets + semi-transparent fill, expand→pop→blink→die lifecycle, instant hit detection via polygon-polygon intersection- SNKRX
player.lua: Both rectangular (Area) and circular (DotArea) with 4 rotating arc segments for circlesThe research results were returned to the user but no implementation code has been written yet.
Optional Next Step: Implement the area attack classes based on the research. The user's last message was: "Perfect. Now let's do area, both rectangular and circular. I believe multiple projects, including the style guide, has guidelines on how areas should look visually."
The research found all needed parameters. Next step would be to present the implementation plan for both rectangular and circular area attacks and get user approval before writing code. Key elements:
- Rectangular area: L-shaped corner brackets at corners + semi-transparent 8% fill, expand visual_w/h from 0→target over 0.05s, pop with spring 0.25 + flash, instant hit detection at pop, blink 7 toggles at 0.05s, line width remapped from area size
- Circular area: Semi-transparent 8% filled circle + 4 rotating arc segments (45° each at diagonals), continuous rotation via angular velocity, expand radius from 0, same lifecycle
- Need to check if Anchor has
polyline,arc, andpolygon_polygon/ spatial query functions- For hit detection: rectangle uses rotated polygon check, circle uses distance check
If you need specific details from before compaction (like exact code snippets, error messages, or content you generated), read the full transcript at: C:\Users\adn.claude\projects\E--a327ex\ee85dd43-fd76-43cd-813d-3b74f39d3119.jsonl Please continue the conversation from where we left off without asking the user any further questions. Continue with the last task that you were asked to work on.
Let me read the current state of the code and check available API functions before presenting the area attack implementation.
Read (E:\a327ex\Orblike\main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→bg_off = color(46, 46, 46)
8→fg_color = color(218, 218, 218)
9→fg_alt = color(176, 168, 159)
10→yellow = color(250, 207, 0)
11→orange = color(240, 112, 33)
12→blue = color(1, 155, 214)
13→green = color(139, 191, 64)
14→red = color(233, 29, 57)
15→purple = color(142, 85, 158)
16→blue2 = color(71, 120, 186)
17→yellow2 = color(245, 159, 16)
18→
19→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
20→
21→-- Physics
22→an:physics_init()
23→an:physics_set_gravity(0, 0)
24→an:physics_tag('player')
25→an:physics_tag('enemy')
26→an:physics_tag('projectile')
27→an:physics_collision('player', 'enemy')
28→an:physics_sensor('projectile', 'enemy')
29→
30→-- Input
... [585 more lines]
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md)
1→# Framework API Quick Reference
2→
3→Function signatures for Lua framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4→
5→## Initialization
6→
7→```
8→require('anchor') {
9→ width = 640, -- game resolution width (default: 480)
10→ height = 360, -- game resolution height (default: 270)
11→ title = "My Game", -- window title (default: "Anchor")
12→ scale = 2, -- initial window scale (default: 3)
13→ vsync = true, -- vertical sync (default: true)
14→ fullscreen = false, -- start fullscreen (default: false)
15→ resizable = true, -- window resizable (default: true)
16→ filter = "rough", -- "rough" or "smooth" (default: "rough")
17→}
18→```
19→
20→## Root Object (an)
21→
22→### Engine State (Static)
23→```
24→an.width -> int -- game resolution width
25→an.height -> int -- game resolution height
26→an.dt -> number -- fixed delta time (1/120)
27→an.platform -> string -- "web" or "windows"
28→```
29→
30→### Engine State (Dynamic - updated every frame)
... [610 more lines]
Good, I have the full current state of main.lua and the API. Now let me check what drawing primitives are available — specifically whether there's a line function (I see it's already used in single_target), and whether there's an arc or polyline function.
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API.md)
1→# Framework API
2→
3→Complete documentation for Lua framework classes. For quick reference signatures, see `FRAMEWORK_API_QUICK.md`.
4→
5→---
6→
7→## Initialization
8→
9→The Anchor framework is initialized by requiring it with a configuration table:
10→
11→```lua
12→require('anchor') {
13→ width = 640,
14→ height = 360,
15→ title = "My Game",
16→ scale = 2,
17→ vsync = true,
18→ fullscreen = false,
19→ resizable = true,
20→ filter = "rough",
21→}
22→```
23→
24→### Configuration Options
25→
26→| Option | Type | Default | Description |
27→|--------|------|---------|-------------|
28→| `width` | int | 480 | Game resolution width |
29→| `height` | int | 270 | Game resolution height |
30→| `title` | string | "Anchor" | Window title |
... [20 more lines]
Grep (arc|polyline|rounded_line|dashed)
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:607:### Search
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:1073:Push/pop transforms for hierarchical drawing.
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:1926:### Search
E:\a327ex\Anchor\docs\ANCHOR_CONTEXT_BRIEF.md:95:1. **Does Anchor already have this?** (Check `reference/archives/ANCHOR.md`, the object tree might already cover it)
Grep (layer:line)
No matches found
No arc or polyline in the API. Let me check what drawing functions the layer actually has, and look at the engine for line:
Grep (layer:line|layer:circle|layer:rectangle|layer:rounded_rectangle)
748-function enemy:action(dt)
749- -- per-frame logic
750-end
751-
752-function enemy:draw(layer)
753: layer:circle(self.x, self.y, 16, red())
754-end
755-```
756-
757----
758-
--
970-
971----
972-
973-### Drawing Primitives
974-
975:#### layer:rectangle(x, y, w, h, color)
976-
977-```lua
978:layer:rectangle(0, 0, 100, 50, red())
979-```
980-
981----
982-
983:#### layer:circle(x, y, radius, color)
984-
985-```lua
986:layer:circle(50, 50, 25, blue())
987-```
... [44 more lines]
Grep (circle_line|circle_outline|ring)
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:27:an.platform -> string -- "web" or "windows"
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:66:an:playlist_current_track() -> string
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:112:an:get_pressed_action() -> string | nil
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:219:### Rendering
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:279:font.name -> string
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:284:font:glyph_metrics(codepoint) -> {width, height, advance, bearingX, bearingY}
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:332:collider:get_body_type() -> string
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:370:timer:during(duration, name_or_callback, callback?, after?) -> timer
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:371:timer:during_step(name_or_callback, callback?, after?) -> timer
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:427:## Spring
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:431:spring:add(name, x?, frequency?, bounce?)
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:436:spring:pull(name, force, frequency?, bounce?)
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:437:spring:set_target(name, value)
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:438:spring:at_rest(name, threshold?) -> bool
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:443:spring.name.x -> number (current value)
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:444:spring.name.target_x -> number
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:445:spring.name.v -> number (velocity)
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:632:array.join(t, separator?) -> string
E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md:638:table.tostring(t) -> string
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:9:The Anchor framework is initialized by requiring it with a configuration table:
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:30:| `title` | string | "Anchor" | Window title |
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:35:| `filter` | string | "rough" | Texture filter mode: "rough" (pixel-perfect) or "smooth" (anti-aliased) |
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:67:| `an.platform` | string | Platform: "web" or "windows" |
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:94:Creates and registers a layer for rendering.
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:101:Layers are FBO-backed render targets. Drawing commands are queued during update and rendered later. Layers are stored in `an.layers.name`.
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:662:-- Runs during main update phase
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:669:-- Runs after object updates (good for rendering)
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:768:self:add(spring())
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:938:-- After main update (rendering, late effects)
E:\a327ex\Anchor\docs\FRAMEWORK_API.md:1139:### Rendering Pipeline
... [61 more lines]
There's a layer_circle_line in the engine API. Let me check what drawing primitives are available at the engine level for the layer, and whether the framework exposes circle_line and line:
Grep (^layer_)
8:layer_create(name) -> layer
9:layer_rectangle(layer, x, y, w, h, color)
10:layer_rectangle_line(layer, x, y, w, h, color, line_width?)
11:layer_rectangle_gradient_h(layer, x, y, w, h, color1, color2)
12:layer_rectangle_gradient_v(layer, x, y, w, h, color1, color2)
13:layer_circle(layer, x, y, radius, color)
14:layer_circle_line(layer, x, y, radius, color, line_width?)
15:layer_line(layer, x1, y1, x2, y2, width, color)
16:layer_capsule(layer, x1, y1, x2, y2, radius, color)
17:layer_capsule_line(layer, x1, y1, x2, y2, radius, color, line_width?)
18:layer_triangle(layer, x1, y1, x2, y2, x3, y3, color)
19:layer_triangle_line(layer, x1, y1, x2, y2, x3, y3, color, line_width?)
20:layer_polygon(layer, vertices, color)
21:layer_polygon_line(layer, vertices, color, line_width?)
22:layer_rounded_rectangle(layer, x, y, w, h, radius, color)
23:layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)
24:layer_push(layer, x?, y?, r?, sx?, sy?)
25:layer_pop(layer)
26:layer_draw_texture(layer, texture, x, y, color?, flash?)
27:layer_set_blend_mode(layer, mode)
28:layer_stencil_mask(layer)
29:layer_stencil_test(layer)
30:layer_stencil_off(layer)
31:layer_draw(layer, x?, y?)
32:layer_get_texture(layer) -> texture_id
33:layer_reset_effects(layer)
34:layer_render(layer)
35:layer_clear(layer)
36:layer_draw_from(dst, src, shader?)
54:layer_draw_spritesheet_frame(layer, spritesheet, frame, x, y, color?, flash?)
... [7 more lines]
Grep (function layer_class:line|function layer_class:circle_line|function layer_class:rounded_rectangle)
No matches found
Grep (function layer_class:)
No matches found
Grep (.line\b|.circle_line\b|.rectangle_line\b|.rounded_rectangle_line\b|.polygon\b|.polygon_line\b|.triangle\b|.capsule\b)
No matches found
Grep (layer_line|circle_line|rectangle_line|rounded_rectangle_line)
E:\a327ex\Anchor\framework\anchor\layer.lua-73-
E:\a327ex\Anchor\framework\anchor\layer.lua-74- Usage:
E:\a327ex\Anchor\framework\anchor\layer.lua:75: layer:rectangle_line(100, 100, 50, 30, rgba(255, 0, 0, 255))
E:\a327ex\Anchor\framework\anchor\layer.lua:76: layer:rectangle_line(100, 100, 50, 30, rgba(255, 0, 0, 255), 2) -- 2px line
E:\a327ex\Anchor\framework\anchor\layer.lua-77-
E:\a327ex\Anchor\framework\anchor\layer.lua-78- Parameters:
--
E:\a327ex\Anchor\framework\anchor\layer.lua-82- line_width - outline thickness (default: 1)
E:\a327ex\Anchor\framework\anchor\layer.lua-83-]]
E:\a327ex\Anchor\framework\anchor\layer.lua:84:function layer:rectangle_line(x, y, w, h, color, line_width)
E:\a327ex\Anchor\framework\anchor\layer.lua:85: layer_rectangle_line(self.handle, x, y, w, h, color, line_width or 1)
E:\a327ex\Anchor\framework\anchor\layer.lua-86-end
E:\a327ex\Anchor\framework\anchor\layer.lua-87-
--
E:\a327ex\Anchor\framework\anchor\layer.lua-90-
E:\a327ex\Anchor\framework\anchor\layer.lua-91- Usage:
E:\a327ex\Anchor\framework\anchor\layer.lua:92: layer:circle_line(200, 150, 25, rgba(0, 255, 0, 255))
E:\a327ex\Anchor\framework\anchor\layer.lua:93: layer:circle_line(200, 150, 25, rgba(0, 255, 0, 255), 2) -- 2px line
E:\a327ex\Anchor\framework\anchor\layer.lua-94-
E:\a327ex\Anchor\framework\anchor\layer.lua-95- Parameters:
--
E:\a327ex\Anchor\framework\anchor\layer.lua-99- line_width - outline thickness (default: 1)
E:\a327ex\Anchor\framework\anchor\layer.lua-100-]]
E:\a327ex\Anchor\framework\anchor\layer.lua:101:function layer:circle_line(x, y, radius, color, line_width)
E:\a327ex\Anchor\framework\anchor\layer.lua:102: layer_circle_line(self.handle, x, y, radius, color, line_width or 1)
E:\a327ex\Anchor\framework\anchor\layer.lua-103-end
E:\a327ex\Anchor\framework\anchor\layer.lua-104-
--
E:\a327ex\Anchor\framework\anchor\layer.lua-116-]]
E:\a327ex\Anchor\framework\anchor\layer.lua-117-function layer:line(x1, y1, x2, y2, width, color)
... [17 more lines]
Now I have a clear picture of available drawing primitives. Let me also check whether the Orblike copy of layer.lua has these same functions:
Grep (circle_line|rectangle_line|rounded_rectangle_line|polygon)
75: layer:rectangle_line(100, 100, 50, 30, rgba(255, 0, 0, 255))
76: layer:rectangle_line(100, 100, 50, 30, rgba(255, 0, 0, 255), 2) -- 2px line
84:function layer:rectangle_line(x, y, w, h, color, line_width)
85: layer_rectangle_line(self.handle, x, y, w, h, color, line_width or 1)
92: layer:circle_line(200, 150, 25, rgba(0, 255, 0, 255))
93: layer:circle_line(200, 150, 25, rgba(0, 255, 0, 255), 2) -- 2px line
101:function layer:circle_line(x, y, radius, color, line_width)
102: layer_circle_line(self.handle, x, y, radius, color, line_width or 1)
190: Queues a filled polygon (up to 8 vertices).
194: layer:polygon({
207:function layer:polygon(vertices, color)
208: layer_polygon(self.handle, vertices, color)
212: Queues a polygon outline (up to 8 vertices).
215: layer:polygon_line({200, 100, 240, 117, 240, 153, 200, 170, 160, 153, 160, 117}, rgba(128, 0, 255, 255))
216: layer:polygon_line(vertices, rgba(128, 0, 255, 255), 2) -- 2px line
223:function layer:polygon_line(vertices, color, line_width)
224: layer_polygon_line(self.handle, vertices, color, line_width or 1)
247: layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255))
248: layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255), 2) -- 2px line
257:function layer:rounded_rectangle_line(x, y, w, h, radius, color, line_width)
258: layer_rounded_rectangle_line(self.handle, x, y, w, h, radius, color, line_width or 1)
All the drawing primitives we need are available. Now I have a complete picture:
Available for area attacks:
layer:rectangle(x, y, w, h, color)— filled rectanglelayer:rectangle_line(x, y, w, h, color, line_width)— rectangle outlinelayer:circle(x, y, radius, color)— filled circlelayer:circle_line(x, y, radius, color, line_width)— circle outlinelayer:line(x1, y1, x2, y2, width, color)— line segmentlayer:polygon(vertices, color)andlayer:polygon_line(vertices, color, line_width)an:query_box(x, y, w, h, angle, tags)— rotated box spatial queryan:query_circle(x, y, radius, tags)— circle spatial query
Here's my plan for both area attacks. Let me present the code:
Rectangular Area
Based on 001-No-title's area: L-shaped corner brackets at corners + semi-transparent fill, expand → pop → blink → die lifecycle, instant hit detection at pop via an:query_box.
-- Rectangular area attack
area_rect = object:extend()
function area_rect:new(x, y, w, h, r, col)
object.new(self)
self.x, self.y = x, y
self.target_w, self.target_h = w, h
self.visual_w, self.visual_h = 0, 0
self.r = r
self.color = col
self.flashing = false
self.hidden = false
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Expand
self.timer:tween(0.05, self, {visual_w = w, visual_h = h}, math.cubic_in_out, function()
-- Pop
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
-- Hit detection
for _, e in ipairs(an:query_box(self.x, self.y, self.target_w, self.target_h, self.r, {'enemy'})) do
if not e.dead then
an:add(hit_effect(e.x, e.y))
for i = 1, an.random:int(2, 3) do
an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
end
e:take_damage(1)
end
end
end)
-- Blink and die
self.timer:after(0.2, function()
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
self.timer:trigger('blink')
end)
end
function area_rect:update(dt)
if self.hidden then return end
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
local w, h = self.visual_w*s, self.visual_h*s
local lw = math.remap(math.max(self.target_w, self.target_h), 20, 80, 1.5, 3)
local bracket = math.min(w, h)*0.3
-- Semi-transparent fill
local fill_c = self.color:clone()
fill_c.a = 20
game:push(self.x, self.y, self.r)
game:rectangle(-w/2, -h/2, w, h, fill_c())
-- L-shaped corner brackets (4 corners)
local hw, hh = w/2, h/2
-- Top-left
game:line(-hw, -hh, -hw + bracket, -hh, lw, c)
game:line(-hw, -hh, -hw, -hh + bracket, lw, c)
-- Top-right
game:line(hw, -hh, hw - bracket, -hh, lw, c)
game:line(hw, -hh, hw, -hh + bracket, lw, c)
-- Bottom-left
game:line(-hw, hh, -hw + bracket, hh, lw, c)
game:line(-hw, hh, -hw, hh - bracket, lw, c)
-- Bottom-right
game:line(hw, hh, hw - bracket, hh, lw, c)
game:line(hw, hh, hw, hh - bracket, lw, c)
game:pop()
end
Circular Area
4 rotating arc segments drawn as short lines + semi-transparent filled circle, expand radius from 0, same lifecycle. Since there's no arc primitive, I'll draw arcs as short line segments at 4 diagonal positions that rotate.
-- Circular area attack
area_circle = object:extend()
function area_circle:new(x, y, radius, col)
object.new(self)
self.x, self.y = x, y
self.target_radius = radius
self.visual_radius = 0
self.color = col
self.flashing = false
self.hidden = false
self.arc_r = 0
self.arc_speed = an.random:choice({-1, 1})*4*math.pi
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Expand
self.timer:tween(0.05, self, {visual_radius = radius}, math.cubic_in_out, function()
-- Pop
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
-- Hit detection
for _, e in ipairs(an:query_circle(self.x, self.y, self.target_radius, {'enemy'})) do
if not e.dead then
an:add(hit_effect(e.x, e.y))
for i = 1, an.random:int(2, 3) do
an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
end
e:take_damage(1)
end
end
end)
-- Blink and die
self.timer:after(0.2, function()
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
self.timer:trigger('blink')
end)
end
function area_circle:update(dt)
if self.hidden then return end
self.arc_r = self.arc_r + self.arc_speed*dt
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
local r = self.visual_radius*s
local lw = math.remap(self.target_radius, 10, 40, 1.5, 3)
-- Semi-transparent fill
local fill_c = self.color:clone()
fill_c.a = 20
game:circle(self.x, self.y, r, fill_c())
-- 4 arc segments at 90-degree intervals, each ~45 degrees
local arc_len = math.pi/4
local segments = 6
for i = 0, 3 do
local base = self.arc_r + i*math.pi/2
for j = 0, segments - 1 do
local a1 = base + j*arc_len/segments
local a2 = base + (j + 1)*arc_len/segments
game:line(
self.x + r*math.cos(a1), self.y + r*math.sin(a1),
self.x + r*math.cos(a2), self.y + r*math.sin(a2),
lw, c
)
end
end
end
Both follow the same expand → pop → blink → die lifecycle as single_target. The rectangular area spawns offset in front of the player in the aim direction; the circular area at the mouse position. For now I'd suggest putting both on middle mouse (button 2) with a toggle, or one on a key like 'q'. But we need a trigger — how do you want to trigger these?
A few questions that might affect implementation:
AskUserQuestion
User has answered your questions: "How should the area attacks be triggered for testing? One key each, or a single key that cycles between them?"="Move attacks to keys QWER etc, move spawning enemy to K, spawning multiple enemies to L." user notes: Move attacks to keys QWER etc, move spawning enemy to K, spawning multiple enemies to L., "Where should the area attacks spawn relative to the player?"="At mouse cursor", "What size should the area attacks be?"="50x50, 25" user notes: 50x50, 25. You can now continue with the user's answers in mind.
Got it. So the plan is:
- Q = projectile (currently mouse 1)
- W = single target (currently mouse 3)
- E = rectangular area (new, 50x50 at mouse cursor)
- R = circular area (new, radius 25 at mouse cursor)
- K = spawn enemy (currently F1)
- L = spawn multiple enemies (new)
- Remove the F1/F2/F3 debug keys
Let me present the code for both area classes and the keybinding changes. Here's the rectangular area first:
-- Rectangular area attack
area_rect = object:extend()
function area_rect:new(x, y, col)
object.new(self)
self.x, self.y = x, y
self.target_w, self.target_h = 50, 50
self.visual_w, self.visual_h = 0, 0
self.color = col
self.flashing = false
self.hidden = false
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Expand
self.timer:tween(0.05, self, {visual_w = self.target_w, visual_h = self.target_h}, math.cubic_in_out, function()
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
-- Hit detection
for _, e in ipairs(an:query_box(self.x, self.y, self.target_w, self.target_h, 0, {'enemy'})) do
if not e.dead then
an:add(hit_effect(e.x, e.y))
for i = 1, an.random:int(2, 3) do
an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
end
e:take_damage(1)
end
end
end)
-- Blink and die
self.timer:after(0.2, function()
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
self.timer:trigger('blink')
end)
end
function area_rect:update(dt)
if self.hidden then return end
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
local w, h = self.visual_w*s, self.visual_h*s
local lw = 2
local bracket = math.min(w, h)*0.3
-- Semi-transparent fill
local fill_c = self.color:clone()
fill_c.a = 20
game:push(self.x, self.y, 0)
game:rectangle(-w/2, -h/2, w, h, fill_c())
-- L-shaped corner brackets
local hw, hh = w/2, h/2
game:line(-hw, -hh, -hw + bracket, -hh, lw, c)
game:line(-hw, -hh, -hw, -hh + bracket, lw, c)
game:line(hw, -hh, hw - bracket, -hh, lw, c)
game:line(hw, -hh, hw, -hh + bracket, lw, c)
game:line(-hw, hh, -hw + bracket, hh, lw, c)
game:line(-hw, hh, -hw, hh - bracket, lw, c)
game:line(hw, hh, hw - bracket, hh, lw, c)
game:line(hw, hh, hw, hh - bracket, lw, c)
game:pop()
end
And the circular area:
-- Circular area attack
area_circle = object:extend()
function area_circle:new(x, y, col)
object.new(self)
self.x, self.y = x, y
self.target_radius = 25
self.visual_radius = 0
self.color = col
self.flashing = false
self.hidden = false
self.arc_r = 0
self.arc_speed = an.random:choice({-1, 1})*4*math.pi
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Expand
self.timer:tween(0.05, self, {visual_radius = self.target_radius}, math.cubic_in_out, function()
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
-- Hit detection
for _, e in ipairs(an:query_circle(self.x, self.y, self.target_radius, {'enemy'})) do
if not e.dead then
an:add(hit_effect(e.x, e.y))
for i = 1, an.random:int(2, 3) do
an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
end
e:take_damage(1)
end
end
end)
-- Blink and die
self.timer:after(0.2, function()
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
self.timer:trigger('blink')
end)
end
function area_circle:update(dt)
if self.hidden then return end
self.arc_r = self.arc_r + self.arc_speed*dt
local s = self.spring.main.x
local c = self.flashing and fg_color() or self.color()
local r = self.visual_radius*s
local lw = 2
-- Semi-transparent fill
local fill_c = self.color:clone()
fill_c.a = 20
game:circle(self.x, self.y, r, fill_c())
-- 4 rotating arc segments (~45 degrees each, 6 line segments per arc)
local arc_len = math.pi/4
local segments = 6
for i = 0, 3 do
local base = self.arc_r + i*math.pi/2
for j = 0, segments - 1 do
local a1 = base + j*arc_len/segments
local a2 = base + (j + 1)*arc_len/segments
game:line(
self.x + r*math.cos(a1), self.y + r*math.sin(a1),
self.x + r*math.cos(a2), self.y + r*math.sin(a2),
lw, c
)
end
end
end
And the keybinding changes — attacks to Q/W/E/R, debug to K/L:
- Q = projectile (with cooldown)
- W = single target (with cooldown)
- E = rectangular area (with cooldown, ~0.8s)
- R = circular area (with cooldown, ~0.8s)
- K = spawn 1 enemy
- L = spawn ~5 enemies
Does this all look right before I write it?
Sure, however do not call :clone on colors every frame. Just do it once and then use that.
Good catch. I'll clone the fill color once in new and reuse it in update. Let me write all the changes now.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the two new attack methods after single_target_attack:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the area_rect and area_circle classes after single_target:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the debug keys — replace F1/F2/F3 with K/L:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I also need to remove the WASD input bindings since Q/W/E/R are now attacks — but wait, WASD is used for movement. Q/W/E/R don't conflict with the bound actions (left/right/up/down). The input bindings map key:a to left, key:d to right, etc. The attack keys Q/W/E/R are checked via an:key_is_pressed('q') directly, so there's no conflict.
Let me also remove the left/right/up/down bindings for A/D/W/S since W is now an attack key. Actually — W is bound to both up AND used as key_is_pressed('w') for single target. That's a conflict: pressing W will both move up AND fire single target.
I need to rebind movement away from WASD. Let me think about this... The simplest fix is to use arrow keys only for movement and QWER for attacks. Or keep WASD for movement but use number keys or other keys for attacks.
AskUserQuestion
User has answered your questions: "WASD conflicts with QWER — pressing W would both move up and fire single target. How should we handle this?"="1234 for attacks". You can now continue with the user's answers in mind.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Here's the summary of changes:
New classes:
area_rect— L-shaped corner brackets + semi-transparent fill (alpha 20), 50x50 at mouse cursor, expand → pop → blink → die, instant hit viaan:query_boxarea_circle— 4 rotating arc segments + semi-transparent filled circle (alpha 20), radius 25 at mouse cursor, same lifecycle, hit viaan:query_circle
New player methods:
player:area_rect_attack()— spawns area_rect + muzzle effectsplayer:area_circle_attack()— spawns area_circle + muzzle effects
Keybindings:
- 1 = projectile (was mouse 1)
- 2 = single target (was mouse 3)
- 3 = rectangular area (new)
- 4 = circular area (new)
- K = spawn 1 enemy (was F1)
- L = spawn 5 enemies (new, replaces F2/F3)
- WASD + arrows = movement (unchanged)
Color fix: Fill colors cloned once in new, reused every frame via self.fill_color().
Corners on the area are too big, should be 1/3rd the size, and the area should be rotated with the player's rotation. The query box method should also query like that.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the player method to pass self.r:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Brackets are now 1/3rd the size (0.1 instead of 0.3), the rectangle draws rotated with self.r, and query_box uses the same rotation angle. The player passes self.r when spawning the area.
The circle seems to be blinking too quickly. Is it the same speed as the rectangle?
Both have the same blink parameters — every(0.05, ..., 7) — so they should be identical. Let me double-check the current code to make sure nothing got mismatched:
Grep (timer:every(0.05, 'blink')
396- -- Blink and die
397- self.timer:after(0.2, function()
398: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 6, function() self:kill() end)
399- self.timer:trigger('blink')
400- end)
--
452- -- Blink and die
453- self.timer:after(0.2, function()
454: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
455- self.timer:trigger('blink')
456- end)
--
521- -- Blink and die
522- self.timer:after(0.2, function()
523: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
524- self.timer:trigger('blink')
525- end)
The single_target (line 398) has 6 toggles, while both area_rect (line 454) and area_circle (line 523) have 7. They're the same as each other. The blink speed and count are identical between rect and circle — so they should look the same.
Could it be that the circle visually appears to blink faster because the arc rotation makes it look flickery even when visible? The arcs are spinning at 4*math.pi rad/s which is pretty fast. That combined with the blink toggling might create a visual impression of faster blinking. Want me to slow down the arc rotation speed?
Check for how SNKRX did it exactly.
Task (Search SNKRX area blink pattern)
[
{
"type": "text",
"text": "Perfect! Now I have all the information I need. Let me compile the complete findings for you.\n\n## Summary: Area Attack Blink-Out/Death Animation Details\n\nI've found comprehensive documentation of the exact blink-out patterns used for area attacks in SNKRX and related projects. Here are the findings:\n\n### Core Blink-Out Pattern (All Area Attacks)\n\n**Exact Code:**\n```lua\nself.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)\n```\n\n**Timing Details:**\n- **Interval:** 0.05 seconds between toggles\n- **Toggle Count:** 7 toggles total\n- **Total Duration:** 0.35 seconds (7 \u00d7 0.05s)\n- **Visibility Control:** Toggles `self.hidden` boolean each frame\n- **Completion:** After 7 toggles, the object's `dead` flag is set to true\n\n### Implementation by Area Type\n\n#### 1. **Area (Melee Zone - Rectangular)**\n**File:** `player.lua:2505-2542`\n```lua\nself.color = fg[0]\nself.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)\nself.w = 0\nself.hidden = false\nself.t:tween(0.05, self, {w = args.w}, math.cubic_in_out, function() self.spring:pull(0.15) end)\nself.t:after(0.2, function()\n self.color = args.color\n self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)\nend)\n```\n\n**Lifecycle:**\n1. Size tweens from 0 to target width over 0.05s with cubic_in_out easing\n2. Spring pull occurs at end of size tween (amount=0.15)\n3. Color transitions from white to target color after 0.2s\n4. Blink-out begins after color transition completes\n5. Draw function checks: `if self.hidden then return end`\n\n#### 2. **DotArea (Circular Zone)**\n**File:** `player.lua:2570-2680`\n```lua\nself.color = fg[0]\nself.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)\nself.rs = 0\nself.hidden = false\nself.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)\nself.t:after(0.2, function() self.color = args.color end)\nif self.duration and self.duration > 0.5 then\n self.t:after(self.duration - 0.35, function()\n self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)\n end)\nend\n```\n\n**Lifecycle:**\n1. Radius tweens from 0 to target radius over 0.05s (cubic_in_out)\n2. Spring pull occurs (amount=0.15)\n3. Color transitions from white to target after 0.2s\n4. Blink-out scheduled **0.35 seconds before duration expires**\n5. Visual: Transparent filled circle + 4 arc segments (rotating crosshair pattern)\n6. Rotation: `self.vr = self.vr + self.dvr*dt` with dvr = random -\u03c0/4 to \u03c0/4\n7. Void rifts spin faster: dvr = random -4\u03c0 to -2\u03c0 or 2\u03c0 to 4\u03c0\n\n#### 3. **ForceArea (Gravity Well Zone)**\n**File:** `player.lua:2735-2807`\n```lua\nself.color = fg[0]\nself.color_transparent = Color(args.color.r, args.color.g, args.color.b, 0.08)\nself.rs = 0\nself.hidden = false\nself.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)\nself.t:after(0.2, function() self.color = args.color end)\n\n-- For psykino (duration = 2s):\nself.t:after(2 - 0.35, function()\n self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)\n -- ... level 3 effects\nend)\n\n-- For gravity_field (duration = 1s):\nself.t:after(1 - 0.35, function()\n self.t:every_immediate(0.05, function() self.hidden = not self.hidden end, 7, function() self.dead = true end)\nend)\n```\n\n**Lifecycle:**\n1. Same as DotArea (radius tween + color transition)\n2. Blink-out timed to **0.35 seconds before ability duration expires**\n3. Rotates with spinning motion: `self.dvr = random:table{random:float(-6*math.pi, -4*math.pi), random:float(4*math.pi, 6*math.pi)}`\n4. Decelerates spin over duration with linear tween\n\n### Visual Constants Summary\n\n**Blink-out specifics:**\n- **Pattern:** 7 toggles of `self.hidden` boolean\n- **Interval:** 0.05s between each toggle\n- **Total time:** 0.35s\n- **Draw protection:** All three types check `if self.hidden then return end` in their draw functions\n\n**Area spawn animation (consistent across all types):**\n- Size/radius tweens from 0 to target over 0.05s (cubic_in_out easing)\n- Spring pull of 0.15 after size reaches target\n- Color transition from white to target color after 0.2s delay\n- Blink-out starts after duration expires (or 0.35s before it expires)\n\n### Files Referenced\n\n- **Full documentation:** `/a327ex/Orblike/reference/SNKRX_visual_effects_catalog.md` (section 12 and sections 7a-7c)\n- **Source code:** `/a327ex/Orblike/reference/SNKRX/player.lua` (lines 2505-2807)\n- **Visibility toggle mechanism:** Line 787 in visual_effects_catalog.md\n\nThe blink pattern is absolutely consistent across all three area attack types: the visibility toggle is the primary death animation mechanism used throughout SNKRX and the dark variants, providing a visual \"fade out\" effect before complete removal."
},
{
"type": "text",
"text": "agentId: aa987b494238c7ea1 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 42452\ntool_uses: 22\nduration_ms: 44156</usage>"
}
]
Key findings from SNKRX:
Blink pattern — identical across all area types: every_immediate(0.05, toggle, 7, die) — same as what we have.
Big difference — color transition: SNKRX starts the area white (fg[0]), then transitions to the target color after 0.2s. The blink begins after that color transition. Our code skips the white start phase.
Circular area rotation speed: SNKRX uses dvr = random -π/4 to π/4 for normal areas — much slower than our 4*math.pi. Void rifts use 2π to 4π for fast spin. Our 4*math.pi matches void rift speed, which is likely why it looks too busy.
Spring pull: SNKRX uses 0.15, we use 0.25.
So the "blinking too fast" perception is likely the fast arc rotation (4π) making it look flickery. Here's the fix — slow arc rotation to match SNKRX's normal area:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Arc rotation is now -π/4 to π/4 rad/s matching SNKRX's DotArea. That's a ~16x slowdown from before. Try it out — if you want it a bit faster we can adjust.
Spin should be a lot faster and decrease a lot in the middle only. Like a logistic curve?
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Starts spinning fast (~8-12π rad/s), stays fast, then drops off sharply around the 0.25s mark via a logistic sigmoid. The k=20 steepness and mid=0.25 midpoint can be tuned if the transition feels too early/late or too sharp/gradual.
Too fast at the start.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Brought it down to 3-5π rad/s from 8-12π. Still has the logistic dropoff at 0.25s.
OK, now make each arc on the circle smaller in size.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Halved the arc length from π/4 (45°) to π/8 (22.5°), and reduced segments to 4 since they're shorter now.
Does the original have 4 segments only and what are their sizes?
Grep (arc|segment|DotArea|dot_area|vr|dvr)
<persisted-output>
Output too large (816.9KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\ee85dd43-fd76-43cd-813d-3b74f39d3119\tool-results\toolu_01YGs7cuCHNDnmb3CsouZqgU.txt
Preview (first 2KB):
E:\a327ex\Orblike\reference\001-No-title\effects.lua-51- self.image = images[image_name]
E:\a327ex\Orblike\reference\001-No-title\effects.lua-52- self.speed = self.speed or an:random_float(100, 150)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-53- self.visual_r = self.visual_r or an:random_angle()
E:\a327ex\Orblike\reference\001-No-title\effects.lua:54: self.visual_vr = self.visual_vr or an:random_float(-2*math.pi, 2*math.pi)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-55- self:timer_tween(self.duration, self, {speed = 0, sx = 0.01, sy = 0.01}, math.linear, function() self.dead = true end)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-56- if self.flash_on_spawn then self:hitfx_flash('main', self.flash_on_spawn*self.duration) end
E:\a327ex\Orblike\reference\001-No-title\effects.lua-57- if self.pull_on_spawn then self:hitfx_pull('main', self.pull_on_spawn) end
--
E:\a327ex\Orblike\reference\001-No-title\effects.lua-61-
E:\a327ex\Orblike\reference\001-No-title\effects.lua-62-function image_particle_update(self, dt)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-63- self:motion_move_towards_angle(self.r, self.speed)
E:\a327ex\Orblike\reference\001-No-title\effects.lua:64: self.visual_r = self.visual_r + self.visual_vr*dt
E:\a327ex\Orblike\reference\001-No-title\effects.lua-65- draw_image(self.layer or 'effects', self.image, self.x, self.y, self.fixed_r or self.visual_r, self.sx*self.springs.main.x, self.sy*self.springs.main.x, nil, nil, colors.white[0], self.flashes.main.x and an.shaders.combine)
E:\a327ex\Orblike\reference\001-No-title\effects.lua-66-end
E:\a327ex\Orblike\reference\001-No-title\effects.lua-67-
--
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md-8- - 0.5s attack speed
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md-9-
...
</persisted-output>
Grep (DotArea|dot_area)
Found 2 files
Orblike\reference\SNKRX\enemies.lua
Orblike\reference\SNKRX\player.lua
Grep (DotArea|dot_area")
438- if self.level == 3 then
439- self.t:after(0.01, function()
440: self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
441- end)
442- end
--
481- elseif self.character == 'cryomancer' then
482- self.t:after(0.01, function()
483: self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*72, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
484- end)
485-
486- elseif self.character == 'pyromancer' then
487- self.t:after(0.01, function()
488: self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
489- end)
490-
--
1697- if self.burning_field then
1698- fire1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
1699: DotArea{group = main.current.effects, x = enemy.x, y = enemy.y, rs = self.area_size_m*24, color = red[0], dmg = 30*self.area_dmg_m*(self.dot_dmg_m or 1), duration = 2, character = 'burning_field'}
1700- end
1701- end
--
1945- local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, rs = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg*(self.dot_dmg_m or 1),
1946- character = self.character, level = self.level, parent = self}
1947: DotArea(table.merge(t, mods))
1948-
1949- dot1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
--
2425- if self.parent and self.parent.void_rift and table.any(self.parent.classes, function(v) return v == 'mage' or v == 'nuker' or v == 'voider' end) then
... [43 more lines]
Read (E:\a327ex\Orblike\reference\SNKRX\player.lua)
2570→DotArea = Object:extend()
2571→DotArea:implement(GameObject)
2572→DotArea:implement(Physics)
2573→function DotArea:init(args)
2574→ self:init_game_object(args)
2575→ self.shape = Circle(self.x, self.y, self.rs)
2576→ self.closest_sensor = Circle(self.x, self.y, 128)
2577→
2578→ if self.character == 'plague_doctor' or self.character == 'pyromancer' or self.character == 'witch' or self.character == 'burning_field' then
2579→ self.t:every(0.2, function()
2580→ local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
2581→ if #enemies > 0 then self.spring:pull(0.05, 200, 10) end
2582→ for _, enemy in ipairs(enemies) do
2583→ hit2:play{pitch = random:float(0.8, 1.2), volume = 0.2}
2584→ if self.character == 'pyromancer' then
2585→ pyro1:play{pitch = random:float(1.5, 1.8), volume = 0.1}
2586→ if self.level == 3 then
2587→ enemy.pyrod = self
2588→ end
2589→ end
2590→ enemy:hit((self.dot_dmg_m or 1)*self.dmg/5, self, true)
2591→ HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
2592→ for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
2593→ for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
2594→ end
2595→ end, nil, nil, 'dot')
2596→
2597→ elseif self.character == 'cryomancer' then
2598→ self.t:every(1, function()
2599→ local enemies = main.current.main:get_objects_in_shape(self.shape, main.current.enemies)
... [140 more lines]
Found it. The exact SNKRX DotArea draw code (line 2723):
for i = 1, 4 do
graphics.arc('open', self.x, self.y, self.shape.rs,
(i-1)*math.pi/2 + math.pi/4 - math.pi/8,
(i-1)*math.pi/2 + math.pi/4 + math.pi/8,
self.color, lw)
end
So yes, 4 arcs, each spanning π/8 to both sides of center = π/4 total (45°). They're centered at the diagonals (π/4, 3π/4, 5π/4, 7π/4). The rotation speed is dvr = random -π/4 to π/4 (constant, no deceleration). Line width is remap(rs, 32, 256, 2, 4).
So the original arcs are actually larger than what we just set (π/4 = 45° each, not π/8 = 22.5°). Our first version had it right. The difference is SNKRX uses a proper graphics.arc function while we're approximating with line segments.
Want me to revert arc size back to π/4 (matching SNKRX), or keep the smaller π/8 you just asked for?
Yes.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Reverted to π/4 (45°) arcs with 6 segments each, matching SNKRX's DotArea.
The hit effect for area attacks is using the hit effect, it should be the same as the projectile with the hit circle + particles.
Grep (an:add(hit_effect(e.x, e.y)))
439-
440- -- Hit detection
441- for _, e in ipairs(an:query_box(self.x, self.y, self.target_w, self.target_h, self.r, {'enemy'})) do
442- if not e.dead then
443: an:add(hit_effect(e.x, e.y))
444- for i = 1, an.random:int(2, 3) do
445- an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
446- end
447- e:take_damage(1)
--
509-
510- -- Hit detection
511- for _, e in ipairs(an:query_circle(self.x, self.y, self.target_radius, {'enemy'})) do
512- if not e.dead then
513: an:add(hit_effect(e.x, e.y))
514- for i = 1, an.random:int(2, 3) do
515- an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
516- end
517- e:take_damage(1)
[Request interrupted by user]
Nevermind. Let's move on to the line.
Let me check the reference projects for the line/laser implementation.
Task (Search SNKRX line attack code)
[
{
"type": "text",
"text": "Perfect! I now have all the information needed. Let me compile the comprehensive report:\n\n## LINE/LASER/PIERCE ATTACK IMPLEMENTATION - SNKRX REFERENCE\n\nI've found the complete line/laser/pierce attack implementation from the **001-No-title** project (SNKRX lineage). Here's the exact source code and how it works:\n\n---\n\n### CORE CLASS: `line()` (E:/a327ex/Orblike/reference/001-No-title/line.lua)\n\n```lua\nfunction line(x, y, args)\n local self = anchor(args, 'line')\n self:transform_init(x, y)\n self:hitfx_init()\n self:timer_init()\n self:stats_init()\n\n -- Line geometry: extends 1000px in the fire direction\n self.x1, self.y1 = self.x, self.y\n self.x2, self.y2 = self.x + 1000*math.cos(self.r), self.y + 1000*math.sin(self.r)\n \n -- Expand animation: width tweens from 0 to 2 over 0.05s\n self.line_width = 0\n self:timer_tween(0.05, self, {line_width = 2}, math.cubic_in_out, function() \n self:hitfx_use('main', 0.25, nil, nil, 0.15) \n end)\n \n -- Blink-out death: after 0.2s wait, blink 3 times at 0.05s intervals then die\n self:timer_after(0.2, function() \n self:timer_every_immediate(0.05, function() \n self.hidden = not self.hidden \n end, 3, function() \n self.dead = true \n end) \n end)\n\n -- HIT DETECTION: Physics world raycast from x1,y1 to x2,y2\n local hits = an:physics_world_raycast(self.x1, self.y1, self.x2, self.y2)\n local hit_ids = {}\n for _, hit in ipairs(hits) do\n local unit = hit.fixture:getUserData()\n if not table.contains(hit_ids, unit.id) then\n table.insert(hit_ids, unit.id)\n line_unit_hit(self, unit, hit.x, hit.y)\n unit_line_hit(unit, self)\n end\n end\n\n -- SCREEN EDGE EFFECTS: Check intersection with all 4 screen edges\n local x, y = math.line_line(self.x1, self.y1, self.x2, self.y2, 0, 0, an.w, 0)\n if x and y then line_effect(self, x, y, self.r + math.pi) end\n \n local x, y = math.line_line(self.x1, self.y1, self.x2, self.y2, an.w, 0, an.w, an.h)\n if x and y then line_effect(self, x, y, self.r + math.pi) end\n \n local x, y = math.line_line(self.x1, self.y1, self.x2, self.y2, 0, an.h, an.w, an.h)\n if x and y then line_effect(self, x, y, self.r + math.pi) end\n \n local x, y = math.line_line(self.x1, self.y1, self.x2, self.y2, 0, 0, 0, an.h)\n if x and y then line_effect(self, x, y, self.r + math.pi) end\n\n self.update = line_update\n return self\nend\n```\n\n---\n\n### DRAWING FUNCTION: `line_update()`\n\n```lua\nfunction line_update(self, dt)\n if self.hidden then return end\n lined('game', self.x1, self.y1, self.x2, self.y2, \n self.flashes.main.x and colors.fg[0] or self.color, \n self.line_width*self.springs.main.x)\n \n --[[ Line scales with spring, flashes white when hit ]]--\nend\n```\n\n**Key properties:**\n- **Line width:** `self.line_width * self.springs.main.x` \u2014 starts at 0, tweens to 2, scales with hit spring\n- **Line color:** Flashes white (`colors.fg[0]`) when `self.flashes.main.x` is true, otherwise entity color\n- **Hidden during blink-out:** The `if self.hidden then return end` check prevents drawing during the 3-blink death sequence\n\n---\n\n### HIT DETECTION DETAILS\n\n**Method:** Physics world raycast from origin to 1000px away in fire direction\n\n```lua\nlocal hits = an:physics_world_raycast(self.x1, self.y1, self.x2, self.y2)\n```\n\n**Results:** The raycast returns all physics fixtures intersected by the ray. Each hit contains:\n- `hit.fixture` \u2014 the collider hit\n- `hit.x, hit.y` \u2014 world position of the impact point\n- `hit.fixture:getUserData()` \u2014 the unit object (has `.id` to track duplicates)\n\n**Pierce behavior:** The code iterates through all hits and checks `if not table.contains(hit_ids, unit.id)` to avoid damaging the same unit twice. With pierce, each unique unit is only hit once.\n\n---\n\n### HIT EFFECTS AT IMPACT & SCREEN EDGES\n\n**On enemy hit** \u2014 `line_unit_hit()` (line.lua:70-74):\n```lua\nfunction line_unit_hit(self, unit, x, y)\n if self.src_id == unit.id then return end\n effects:container_add(hit_effect(x, y))\n -- Two hit particles: one white->caster color, one white->victim color\n for i = 1, 2 do \n effects:container_add(hit_particle(x, y, {\n colors = {colors.fg[0], 0.5, an:random_bool(50) and self.color or unit.color}, \n w = 6, \n speed = an:random_float(25, 125)\n })) \n end\nend\n```\n\n**On screen edge hit** \u2014 `line_effect()` (effects.lua:6-9):\n```lua\nfunction line_effect(line, x, y, r)\n effects:container_add(hit_circle(x, y, {\n duration = 0.45, \n rs = 10, \n colors = {colors.fg[0], 0.5, line.color}\n }))\n -- Three particles directed backwards from edge\n for i = 1, 3 do \n effects:container_add(hit_particle(x, y, {\n colors = {colors.fg[0], 0.5, line.color}, \n r = r + an:random_float(-math.pi/3, math.pi/3), \n w = 8, \n speed = an:random_float(25, 125)\n })) \n end\nend\n```\n\n---\n\n### CREATION & FIRING\n\n**Ability definition** (abilities.lua:64-70):\n```lua\nfunction primary_003() \n return anchor():ability_init('primary_003', {\n tags = {'primary', 'attack speed', 'line', 'pierce'}, \n cooldown = 1, -- 1 second between fires\n line_damage = 1 -- 1 damage per enemy hit\n }) \nend\n```\n\n**Triggering from unit** (unit.lua:75-78):\n```lua\nelseif ability.name == 'primary_003' then\n local w = 0.8*math.max(self.w, self.h)\n local x, y, r = self.x + w*math.cos(self.r), self.y + w*math.sin(self.r), self.r\n create_line(x, y, r, self, ability)\n```\n\n**Creation wrapper** (line.lua:1-4):\n```lua\nfunction create_line(x, y, r, user, ability)\n line_shoot_effect(user, x, y, r) -- Muzzle feedback\n lines:container_add(line(x, y, {\n ability = ability, \n color = user.color, \n r = r, \n src_id = user.id\n }))\nend\n```\n\n---\n\n### MUZZLE/SHOOT EFFECT\n\n**On fire** \u2014 `line_shoot_effect()` (effects.lua:11-16):\n```lua\nfunction line_shoot_effect(user, x, y, r)\n an.camera:shake_spring(3, r) -- Directional camera kick\n user:hitfx_use('shoot', 0.25, nil, nil, 0.15) -- Shooter bounces + flashes\n effects:container_add(hit_circle(x, y, {\n duration = 0.2, \n rs = 10\n }))\n -- Three muzzle particles\n for i = 1, 3 do \n effects:container_add(hit_particle(x, y, {\n colors = {colors.fg[0], 0.5, user.color}, \n r = r + an:random_float(-math.pi/3, math.pi/3), \n w = 8, \n speed = an:random_float(25, 125)\n })) \n end\nend\n```\n\n---\n\n### ANIMATION TIMELINE\n\n| Time | Event | Details |\n|------|-------|---------|\n| 0s | Fire | Line created, muzzle effect (hit circle + 3 particles + camera shake) |\n| 0s | Raycast | All enemies in the line path are hit immediately |\n| 0-0.05s | Expand | Line width tweens 0\u21922 (cubic_in_out) |\n| 0.05s | Pop | Spring pull 0.15, hits white flash for 0.25s |\n| 0.2s | Blink start | After 0.2s visible, begin blinking |\n| 0.2-0.35s | Blink-out | 3 toggles of `hidden` at 0.05s intervals = 0.15s total blink |\n| 0.35s | Death | Object removed |\n\n**Total visible duration:** ~0.35s\n\n---\n\n### KEY VISUAL PROPERTIES\n\n| Property | Value | Notes |\n|----------|-------|-------|\n| **Length** | 1000px | Extends across entire screen in most cases |\n| **Width (start)** | 0px | Tweens to 2px |\n| **Width (final)** | 2px | Drawn as `polyline` (line primitive) |\n| **Color** | Entity color | Flashes white during hit window |\n| **Spring scale** | 0.15 pull | Applied to line width, creates squash at impact |\n| **Blink count** | 3 | At 0.05s interval = 0.15s total blink-out |\n| **Blink delay** | 0.2s | Line stays visible 0.2s before blinking |\n\n---\n\n### HIT CIRCLE & PARTICLE DETAILS\n\n**Hit circle at screen edges:**\n- **Radius:** 10px\n- **Duration:** 0.45s\n- **Color:** Starts white, transitions to line color at 50% through life\n- **Count:** 1 per screen edge hit\n\n**Hit particles at screen edges:**\n- **Count:** 3 per screen edge\n- **Speed:** 25-125 px/s\n- **Width:** 8px\n- **Direction:** Spread \u00b160\u00b0 from edge normal (pointing backwards)\n- **Color transition:** White\u2192line color\n\n**Hit particles on enemy hit:**\n- **Count:** 2 per enemy\n- **Speed:** 25-125 px/s\n- **Width:** 6px\n- **Color:** Randomly either shooter color or victim color (50/50)\n\n---\n\n### STYLE GUIDE REFERENCE\n\nFrom `SNKRX_visual_effects_catalog.md` section 8 (LINE EFFECTS):\n\n**8a. LightningLine** (different from pierce line, used for chain effects)\n- Uses jagged midpoint displacement (3 generations, max_offset=8)\n- Width tweens 3\u21921 over 0.1s\n- Hit circles + particles at endpoints only\n\n**Pierce/Laser line** (from 001-No-title):\n- Straight line, no jag\n- Width tweens 0\u21922 over 0.05s\n- Screen-edge effects + enemy hit effects\n- 3-frame blink-out (0.15s total) after 0.2s visible time\n\n---\n\n### SUMMARY\n\nThe **Line attack** in SNKRX is a clean, straightforward implementation:\n\n1. **Raycast-based hit detection** \u2014 instantly checks all objects along a 1000px ray, never double-hits the same unit\n2. **Minimal expansion** \u2014 line width tweens from 0 to 2px over 0.05s with a spring pop\n3. **Two-phase effects** \u2014 screen edges get directional particles (pointing away), enemies get impact particles at contact point\n4. **Blink-out death** \u2014 stays visible 0.2s, then blinks 3 times at 0.05s interval before removal\n5. **Flash on hit** \u2014 the entire line flashes white via the `flashes.main.x` boolean when hit spring is active\n\nThis is a **piercing laser** attack \u2014 it hits everything in its path instantly, dealing damage to each unit once, with minimal visual flourish but clear feedback at impact points and screen edges."
},
{
"type": "text",
"text": "agentId: aea2ecffbb01786c6 (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 66029\ntool_uses: 24\nduration_ms: 115607</usage>"
}
]
Clear picture. Here's the line attack code based on the 001-No-title reference. Since Anchor doesn't have physics_world_raycast that returns all hits, I'll use an:raycast_all which does the same thing. Let me check that it exists:
Grep (raycast_all)
495-if hit then
496- draw_laser(player_x, player_y, hit.point_x, hit.point_y)
497- hit.object:take_damage()
498-end
499-```
500-
501-**Returns:** `{object, shape, point_x, point_y, normal_x, normal_y, fraction}` or nil
502-
503----
504-
505:#### an:raycast_all(x1, y1, x2, y2, tags)
506-
507-Casts a ray and returns all hits.
508-
509-```lua
510:for _, hit in ipairs(an:raycast_all(x1, y1, x2, y2, 'enemy')) do
511- hit.object:pierce_damage(10)
512-end
513-```
514-
515----
516-
517-### Input Binding
518-
519-The action system maps physical inputs to named actions.
520-
Good, an:raycast_all exists and takes tags. Now I also need to check if there's a math.line_line intersection function for screen edge effects:
Grep (line_line|line_segment)
No matches found
No math.line_line. I'll compute screen edge intersections manually — or simpler, just find where the ray exits the screen by extending 1000px and clamping. Actually, the simplest approach: extend the line from player to the screen edge in the aim direction, and put effects at that endpoint. Here's the code:
-- Line attack (pierce)
line_attack = object:extend()
function line_attack:new(x, y, r, col)
object.new(self)
self.x1, self.y1 = x, y
self.x2, self.y2 = x + 1000*math.cos(r), y + 1000*math.sin(r)
self.r = r
self.color = col
self.line_width = 0
self.flashing = false
self.hidden = false
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Expand
self.timer:tween(0.05, self, {line_width = 2}, math.cubic_in_out, function()
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
end)
-- Blink and die
self.timer:after(0.2, function()
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
self.timer:trigger('blink')
end)
-- Hit all enemies along ray
for _, hit in ipairs(an:raycast_all(self.x1, self.y1, self.x2, self.y2, {'enemy'})) do
local e = hit.object
if not e.dead then
an:add(hit_effect(hit.point_x, hit.point_y))
for i = 1, 2 do
an:add(hit_particle(hit.point_x, hit.point_y, {
velocity = an.random:float(25, 125),
w = 6,
}):change_color(0.5, an.random:choice({col, red}):clone()))
end
e:take_damage(1)
end
end
-- Screen edge effects
local edges = {
{0, 0, gw, 0},
{gw, 0, gw, gh},
{0, gh, gw, gh},
{0, 0, 0, gh},
}
for _, edge in ipairs(edges) do
local ix, iy = self:line_intersect(self.x1, self.y1, self.x2, self.y2, edge[1], edge[2], edge[3], edge[4])
if ix then
an:add(hit_circle(ix, iy, {radius = 10, duration = 0.45}):change_color(0.5, col:clone()))
for i = 1, 3 do
an:add(hit_particle(ix, iy, {
angle = r + math.pi + an.random:float(-math.pi/3, math.pi/3),
velocity = an.random:float(25, 125),
w = 8,
}):change_color(0.5, col:clone()))
end
end
end
end
function line_attack:line_intersect(x1, y1, x2, y2, x3, y3, x4, y4)
local d = (x1 - x2)*(y3 - y4) - (y1 - y2)*(x3 - x4)
if math.abs(d) < 0.0001 then return nil end
local t = ((x1 - x3)*(y3 - y4) - (y1 - y3)*(x3 - x4))/d
local u = -((x1 - x2)*(y1 - y3) - (y1 - y2)*(x1 - x3))/d
if t >= 0 and t <= 1 and u >= 0 and u <= 1 then
return x1 + t*(x2 - x1), y1 + t*(y2 - y1)
end
return nil
end
function line_attack:update(dt)
if self.hidden then return end
local c = self.flashing and fg_color() or self.color()
local w = self.line_width*self.spring.main.x
game:line(self.x1, self.y1, self.x2, self.y2, w, c)
end
The player method and trigger on key 5:
function player:line_attack()
local r = self.r
local spawn_x = self.x + 8*math.cos(r)
local spawn_y = self.y + 8*math.sin(r)
an:add(line_attack(spawn_x, spawn_y, r, self.color))
an.camera.shake:push(r, 3)
self.spring:pull('shoot', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
an:add(hit_circle(spawn_x, spawn_y, {radius = 10, duration = 0.2}))
for i = 1, 3 do
an:add(hit_particle(spawn_x, spawn_y, {
angle = r + an.random:float(-math.pi/3, math.pi/3),
velocity = an.random:float(25, 125),
w = 8,
}):change_color(0.5, self.color:clone()))
end
end
Does this look right? One concern: an:raycast_all might not work with sensor colliders on the enemies (they have regular colliders, not sensors, so it should be fine). The line-line intersection is a standard segment-segment test for screen edges.
Let's try it.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the player:line_attack() method after player:area_circle_attack():
Grep (^-- Effect: hit_circle)
280:-- Effect: hit_circle (dark variant style)
Read (E:\a327ex\Orblike\main.lua)
265→ an.camera.shake:push(r, 2)
266→ self.spring:pull('shoot', 0.25)
267→ self.flashing = true
268→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
269→ an:add(hit_circle(spawn_x, spawn_y, {radius = 7, duration = 0.2}))
270→ for i = 1, 2 do
271→ an:add(hit_particle(spawn_x, spawn_y, {
272→ angle = r + an.random:float(-math.pi/4, math.pi/4),
273→ velocity = an.random:float(40, 200),
274→ duration = an.random:float(0.3, 0.6),
275→ w = an.random:choice({6, 8}),
276→ }):change_color(0.6, self.color:clone()))
277→ end
278→end
279→
280→-- Effect: hit_circle (dark variant style)
281→-- Filled circle that shrinks from initial radius to 0, starts white, optionally changes color
282→hit_circle = object:extend()
283→
284→function hit_circle:new(x, y, args)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the line_attack class. Let me put it after area_circle and before projectile:
Grep (^-- Projectile$)
No matches found
Grep (^-- Projectile)
585:-- Projectile
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String: -- Projectile</tool_use_error>
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Key 5 fires the line attack with 1s cooldown. The line extends 1000px from the player in the aim direction, raycasts all enemies for pierce damage, and spawns hit_circle + particles at screen edges. Give it a try.
Perfect, that it's for now. One last thing, let's make sure that all visual effects are in the effects layer, above game.
Read (E:\a327ex\Orblike\main.lua)
44→-- Layers
45→bg = an:layer('bg')
46→game = an:layer('game')
47→shadow = an:layer('shadow')
48→
49→-- Shaders
50→an:shader('shadow', 'assets/shadow.frag')
51→an:spritesheet('hit1', 'assets/hit1.png', 96, 48)
52→
53→-- Render and composite layers
54→draw = function()
55→ bg:render()
56→ game:render()
57→
58→ shadow:clear()
59→ shadow:draw_from(game, an.shaders.shadow)
60→
61→ bg:draw()
62→ shadow:draw(2, 2)
63→ game:draw()
64→end
65→
66→-- Player
67→player = object:extend()
68→
I need to add the effects layer and update the render pipeline. Should effects also cast shadows, or just draw above everything without shadows?
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now change all effect classes to draw to effects instead of game. These are: hit_circle, hit_particle, hit_effect, single_target, area_rect, area_circle, line_attack.
Grep (game:(circle|push|line|rectangle|rounded_rectangle|animation))
188: game:push(self.x, self.y, self.r + self.visual_r, self.sx*s, self.sy*s)
189: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
326: game:circle(x, y, self.radius, self.draw_color())
359: game:push(bx + self.ox, by + self.oy, self.angle)
360: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color())
381: game:push(x, y, self.r, self.s, self.s)
382: game:animation(self.hit1, 0, 0)
439: game:push(self.x, self.y, self.r)
440: game:line(-hw, 0, hw, 0, lw, c)
441: game:line(0, -hw, 0, hw, lw, c)
498: game:push(self.x, self.y, self.r)
499: game:rectangle(-hw, -hh, w, h, self.fill_color())
502: game:line(-hw, -hh, -hw + bracket, -hh, lw, c)
503: game:line(-hw, -hh, -hw, -hh + bracket, lw, c)
504: game:line(hw, -hh, hw - bracket, -hh, lw, c)
505: game:line(hw, -hh, hw, -hh + bracket, lw, c)
506: game:line(-hw, hh, -hw + bracket, hh, lw, c)
507: game:line(-hw, hh, -hw, hh - bracket, lw, c)
508: game:line(hw, hh, hw - bracket, hh, lw, c)
509: game:line(hw, hh, hw, hh - bracket, lw, c)
569: game:circle(self.x, self.y, r, self.fill_color())
579: game:line(
670: game:line(self.x1, self.y1, self.x2, self.y2, w, c)
717: game:push(self.x, self.y, self.r, s, s)
718: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
833: game:push(self.x, self.y, self.r, s, s)
834: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c)
842: game:line(self.x - bar_w*0.5, bar_y, self.x + bar_w*0.5, bar_y, 2, color(30, 30, 30)())
843: game:line(self.x - bar_w*0.5, bar_y, self.x - bar_w*0.5 + fill, bar_y, 2, red())
Lines 188-189 are player, 717-718 are projectile, 833-843 are seeker — those stay on game. Everything else is effects. Let me change them:
Read (E:\a327ex\Orblike\main.lua)
320→ return self
321→end
322→
323→function hit_circle:update(dt)
324→ local x = self.follow and self.follow.x or self.x
325→ local y = self.follow and self.follow.y or self.y
326→ game:circle(x, y, self.radius, self.draw_color())
327→end
328→
329→-- Effect: hit_particle (dark variant style)
330→-- Rectangle that flies outward, shrinks to nothing. Starts white, optionally changes color.
331→-- Velocity-proportional width, sine_in_out easing.
332→hit_particle = object:extend()
333→
334→function hit_particle:new(x, y, args)
335→ object.new(self)
336→ self.origin_x, self.origin_y = x, y
337→ self.ox, self.oy = 0, 0
338→ args = args or {}
339→ self.velocity = args.velocity or an.random:float(100, 250)
340→ self.angle = args.angle or an.random:float(0, 2*math.pi)
341→ self.duration = args.duration or an.random:float(0.2, 0.6)
342→ self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)
343→ self.h = args.h or self.w/2
344→ self.draw_color = args.color and args.color:clone() or fg_color:clone()
345→ self:add(timer())
346→ self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end)
347→end
348→
349→function hit_particle:change_color(fraction, target_color)
... [40 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now single_target:
Read (E:\a327ex\Orblike\main.lua)
430→ end)
431→end
432→
433→function single_target:update(dt)
434→ if self.hidden then return end
435→ local s = self.spring.main.x
436→ local c = self.flashing and fg_color() or self.color()
437→ local lw = 2*s
438→ local hw = self.w*s/2
439→ game:push(self.x, self.y, self.r)
440→ game:line(-hw, 0, hw, 0, lw, c)
441→ game:line(0, -hw, 0, hw, lw, c)
442→ game:pop()
443→end
444→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now area_rect:
Read (E:\a327ex\Orblike\main.lua)
488→
489→function area_rect:update(dt)
490→ if self.hidden then return end
491→ local s = self.spring.main.x
492→ local c = self.flashing and fg_color() or self.color()
493→ local w, h = self.visual_w*s, self.visual_h*s
494→ local lw = 2
495→ local bracket = math.min(w, h)*0.1
496→ local hw, hh = w/2, h/2
497→
498→ game:push(self.x, self.y, self.r)
499→ game:rectangle(-hw, -hh, w, h, self.fill_color())
500→
501→ -- L-shaped corner brackets
502→ game:line(-hw, -hh, -hw + bracket, -hh, lw, c)
503→ game:line(-hw, -hh, -hw, -hh + bracket, lw, c)
504→ game:line(hw, -hh, hw - bracket, -hh, lw, c)
505→ game:line(hw, -hh, hw, -hh + bracket, lw, c)
506→ game:line(-hw, hh, -hw + bracket, hh, lw, c)
507→ game:line(-hw, hh, -hw, hh - bracket, lw, c)
508→ game:line(hw, hh, hw - bracket, hh, lw, c)
509→ game:line(hw, hh, hw, hh - bracket, lw, c)
510→ game:pop()
511→end
512→
513→-- Circular area attack
514→area_circle = object:extend()
515→
516→function area_circle:new(x, y, col)
517→ object.new(self)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now area_circle:
Read (E:\a327ex\Orblike\main.lua)
558→
559→function area_circle:update(dt)
560→ if self.hidden then return end
561→ self.elapsed = self.elapsed + dt
562→ local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
563→ self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
564→ local s = self.spring.main.x
565→ local c = self.flashing and fg_color() or self.color()
566→ local r = self.visual_radius*s
567→ local lw = 2
568→
569→ game:circle(self.x, self.y, r, self.fill_color())
570→
571→ -- 4 rotating arc segments (~45 degrees each)
572→ local arc_len = math.pi/4
573→ local segments = 6
574→ for i = 0, 3 do
575→ local base = self.arc_r + i*math.pi/2
576→ for j = 0, segments - 1 do
577→ local a1 = base + j*arc_len/segments
578→ local a2 = base + (j + 1)*arc_len/segments
579→ game:line(
580→ self.x + r*math.cos(a1), self.y + r*math.sin(a1),
581→ self.x + r*math.cos(a2), self.y + r*math.sin(a2),
582→ lw, c
583→ )
584→ end
585→ end
586→end
587→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now line_attack:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. All visual effects (hit_circle, hit_particle, hit_effect, single_target, area_rect, area_circle, line_attack) now draw to the effects layer, which renders and draws above game. Player, projectile, and seeker stay on game.
The run script still calls yue.exe I think.
Glob (*.bat)
E:\a327ex\Orblike\reference\112020\engine\love\build.bat
E:\a327ex\Orblike\reference\BUILDRX2\engine\love\build_web.bat
E:\a327ex\Orblike\reference\BUILDRX2\engine\love\build_windows.bat
E:\a327ex\Orblike\reference\SNKRX\engine\love\build_steam.bat
E:\a327ex\Orblike\reference\SNKRX\engine\love\build_web.bat
E:\a327ex\Orblike\reference\SNKRX\engine\love\build_windows.bat
E:\a327ex\Orblike\reference\001-No-title\bin\run.bat
E:\a327ex\Orblike\reference\004\bin\run.bat
E:\a327ex\Orblike\reference\239A5-P60B91D\bin\run.bat
E:\a327ex\Orblike\reference\001-No-title\bin\build_web.bat
E:\a327ex\Orblike\reference\001-No-title\bin\build_itch.bat
E:\a327ex\Orblike\reference\004\bin\run_yue.bat
E:\a327ex\Orblike\reference\239A5-P60B91D\bin\run_yue.bat
E:\a327ex\Orblike\reference\008 - Antitower [success]\tools\run.bat
E:\a327ex\Orblike\reference\Rekoyam Tsohg\tools\run.bat
E:\a327ex\Orblike\run.bat
E:\a327ex\Orblike\reference\love-shadow-compare\run.bat
Read (E:\a327ex\Orblike\run.bat)
1→@echo off
2→cd /d "%~dp0"
3→.\yue.exe -r main.yue
4→.\yue.exe -r anchor/
5→.\anchor.exe . %*
6→
Yep, still compiling .yue files. Since the project was converted to Lua, those lines should go:
Write (E:\a327ex\Orblike\run.bat)
The file E:\a327ex\Orblike\run.bat has been updated successfully.
Removed the two yue.exe compilation lines. Now it just runs anchor.exe directly with the Lua files.
Perfect, thank you.
Good session! Here's what we built:
- Rectangular area attack (key 3) — L-shaped corner brackets + semi-transparent fill, rotated with player aim,
query_boxhit detection - Circular area attack (key 4) — 4 rotating arc segments with logistic spin deceleration + semi-transparent fill,
query_circlehit detection - Line/pierce attack (key 5) — 1000px ray,
raycast_allfor piercing all enemies, line-line intersection for screen edge effects - Effects layer — all visual effects draw above game objects
- Keybindings — 1-5 for attacks, K/L for spawning enemies, fixed run.bat