Orblike Orbs and 1 Ability
Summary
This session focused on implementing the core orb system for Orblike and one ability (Caustic Arrow). Started with Caustic Arrow design, pivoted to building the orb architecture first, then returned to implement Caustic Arrow on the new orb system.
Caustic Arrow Initial Design (deferred, then implemented later):
- User asked to implement Caustic Arrow from
Orblike/orbs/ability_reference.md— a projectile that creates a persistent DoT ground zone - Design decisions: purple color, 4s duration, 50 radius, 2 ticks/second, tween up over 0.25s with spring pull, tween down over 0.5s on expiry
- Discussed PoE's non-stacking: per-enemy, only highest DPS zone applies. Implemented via
e.caustic_last_damage_steptracking - Projectile deals direct hit damage + spawns zone on contact
Abilities Table:
- User requested a centralized
abilities = {}data table at the top ofmain.luaafter the palette - Contains:
activation,cooldown,color,fire_sound,hit_sound,explosion_radius(fireball) andzone_radius,zone_duration,zone_tick_rate(caustic_arrow) - Removed
fire_sound_volume,hit_sound_volume, andcamera_shakefrom the table (user: "those are specific") - Defaults (speed=190, w=10, h=4, damage=1) stay in constructors, table only has overrides
Pivot to Orb System — Architecture:
- User: "we should work on the orb system first" — orbs orbit player, hold abilities + modifiers
- Researched SNKRX Psyker orbs from
reference/SNKRX_visual_effects_catalog.md: white circles, rs=2.5, orbit distance 56-64px, speed 2-4 rad/s - Orb keybinds: mouse 1, mouse 2, q, e, r, t (per slot)
orb_input_down(slot)helper function- Slots-based data model:
self.slots = {}— ordered list of{type='ability', name=...}and{type='modifier', name=..., value=...}interleaved - User: "add ability instead of set_ability" — supports trigger chains (fireball → cast_on_crit → caustic_arrow)
primary_ability()returns first ability in slots; trigger modifiers pass through as harmless unused keys for now- Attack logic moved from
player:attack()toorb:activate()— player class simplified (removed all modifier fields, cooldown, attack method) add_orb()creates empty orb, distributes orbit offsets evenly:ob.orbit_offset = (i-1)*2*math.pi/#orbs
Orb Visual and Behavior Iterations:
- Orb flashing orange → user: "should be white" → removed flashing → user: "keep flashing but make it white" → both branches draw
fg_color() - Projectiles from orb position → user: "too confusing" → reverted to player position for manual activation
- Fireball color: blue → orange → user: "let's make fireball blue again" → blue
- Orb contact damage: SNKRX-style 1 damage when orb passes through enemies (physics sensor collider on orb)
Slightly Jagged Line (orb activation effect):
- User: "add a line from orb to player on activation, not straight, slightly irregular"
- Created
lightning_lineclass (SNKRX-style, regenerating midpoint displacement, width 3→1, kept for future use) - Created
slightly_jagged_lineclass for orb activation — fixed offsets generated once, max_offset=3, width 1.5 - Progressive draw: sweeps from orb to player over
activation_delay(0.1s) withcubic_outeasing - Color gradient: smooth blend from
fg_color(white/orb) to player'sbluecolor along the line - User tried variations: abrupt half/half change, gradient in middle 25%, reverted to smooth full gradient
- Duration: 0.1s animation + 0.2s hold + 3 blinks at 0.035s intervals
- Hit particles at orb (shoot toward player, π/4 spread), hit circle at player edge (white → player color)
below_gamelayer created for line drawing (below both orb and player)dst_edge_point()computes exact rotated-rectangle edge intersection point- Ability fires after line connects (0.1s delay) —
activation_delayis single source of truth for both animation and firing - Particles follow their source objects via
.followfield
Caustic Arrow Zone Implementation:
- After completing the orb system, user said "let's implement the poison arrow"
- Design decisions: same projectile as fireball (both deal contact damage + spawn zone), slower arcs in zone, stack for simplicity initially
- User: "It should be a general zone class" — not caustic_arrow-specific
- Zone class created: persistent DoT area, reads
radius,damage,hit_soundfrom abilities table - Tween up radius over 0.25s, spring pull at full radius, 2 ticks/second damage, 4s duration
- Arc visual: 4 arcs at 90° intervals, rotate continuously, drawn with
anchor:draw_arc_open('line', ...) - Blink-out death (not tween-down): last 0.5s blinks at accelerating intervals (0.12→0.06→0.03s)
Zone Spring Bug — Critical Debugging:
- Zone visual radius went to highly negative numbers immediately after spawning
- User asked Claude to diagnose before fixing: "Tell me why you think that's the case before doing anything"
- Root cause:
spring:pull('main', 0.05, 200, 10)— Anchor's spring API is(name, force, frequency?, bounce?), NOT SNKRX's(amount, frequency, damping). Frequency=200 caused catastrophic numerical divergence (1.0 → -4.4 → -447 → -inf → NaN) - User: "We changed the signature from SNKRX to Anchor, so the values you used were incorrect"
- Fixed with
spring:pull('main', 0.1)using Anchor defaults (frequency=6, bounce=0.6)
Zone Refinements:
- Radius: 50 → 33 (user preference)
- Rotation: initial 2π rad/s too fast → user wanted speed tied to damage dealing
- Arc speed impulse/decay system:
self.arc_speedwith min (π/4) and max (2π) bounds- On dealing damage to any enemy: impulse
+1.25π rad/s - Per frame decay:
-1.25π rad/s * dt - Multiple iterations: started at increase 2π/decrease π, then adjusted to equal 1.25π/1.25π
- On dealing damage to any enemy: impulse
- Flash-on-hit: zone flashes white and springs only when it actually damages an enemy (not every tick)
- SNKRX reference checked: DotArea does NOT flash or spring on tick in SNKRX, user added it as Orblike-specific
Hit Circle at Player Edge — Multiple Iterations:
- Initial:
hit_circlewith.follow = player— drew at player center, not edge. Root cause: follow replaces position withfollow.x, follow.y - Fix: removed hit_circle object, drew circle directly from
slightly_jagged_line:updateusingdst_edge_point()each frame - Bug: circle blinked with line (drawn after
if self.hidden then return end). Fixed by moving circle draw before hidden check. - Visual iterations: radius 5→3, white for full hold duration then carrier color tween-down in last 0.105s
- 0.105s value matches player's flash duration when shooting (comment added as reminder)
Jagged Line Color Fix:
- Line was hardcoded blue as
dst_color. Fixed by passingdst_color = def.colorfromorb:activate(carrier's color, not player's)
Orb Size:
- User: "Orb size 2.5" — changed from default
Sound Processing Pipeline:
- User provided WAV files, ran through processing: WAV → OGG → bitcrushed
_lightmedvariant - Volume formula:
volume = 0.5 * 10^((-24 - mean_dB) / 20) - Caustic arrow fire sound:
BeamProjectileSingle→ processed tocaustic_arrow_fire.ogg+_lightmedvariant - Caustic arrow zone sound: Tried 3 different sounds:
Impact02(MagicBall Impact) — first choiceImpact01(MagicBall Impact 1) — user: "let's try this instead"MagicArrow_Impact01(Arrow Impact 1) — final choice, kept ascaustic_arrow_zone.ogg
- User asked to hear normal (non-bitcrushed) OGG in-game for comparison — Claude noted it can't run the game, user played it themselves
- SDL mouse button mapping discovered: 1=left, 2=middle, 3=right (right-click wasn't working because keybind used
{mouse = 2}instead of{mouse = 3})
Non-Stacking Zone Damage:
- User: "I only want damage to be non-stacking, so an enemy only takes damage from the highest damaging zone its under"
- First approach: O(enemies × zones²) per tick cycle — each zone checks all other zones per enemy. User flagged performance concern.
- Second approach: per-enemy
zone_damage_receivedreset each frame — user caught bug: "wouldn't that mean it's always going to be 0?" - Third approach: cooldown per ability on enemy — complicated by varying tick rates across abilities
- Final approach: per-ability non-stacking.
enemy.damaged_by_zone = {}maps ability name → remaining cooldown (equal to tick_rate). Decremented by dt each frame. Zone skips enemy ifdamaged_by_zone[self.ability]is set. O(1) per enemy per zone tick. - User: "damaged_by_zone instead" (renamed from
zone_damaged_by)
Caustic Arrow Modifiers:
- User: "Let's add some modifiers to the arrow too... Chain 3, add more 2, you can be creative"
- Claude proposed: chain 3, homing, increased_zone_duration, increased_zone_radius, decreased_projectile_speed
- User: "increased_zone_duration and increased_zone_radius don't exist" — corrected to only use existing modifiers
- Final:
chain = 3,homing = true,decreased_projectile_speed = true
Zone Sound:
- User: "Let's try using the fireball area sound for the arrow too when the zone is created"
- Changed
caustic_arrowzone to playfireball_hitsound on zone creation
Documentation Updates:
- Updated
to_implement.md: added "find sound for DoT damage" and "Stacked Zone DoT" - Updated
implemented.md: added Caustic Arrow ability, Chain modifier, Projectile Speed modifiers, Zone Non-Stacking system - User: "Remove systems and enemies section" from implemented.md
Naming Convention Change — lesser/greater → weaker/stronger:
- User: "Change lesser -> weaker, greater -> stronger. Do this both for the .md file and in the code"
- Renamed across
main.lua:lesser_returning→weaker_returning,greater_returning→stronger_returning, same for all speed modifiers - Updated
implemented.mdto match, expanded speed modifiers into individual entries (like homing variants) instead of collapsed format
Let's keep working on Orblike. Let's implement the Caustic Arrow/Poison Arrow ability. Read the docs to see if you can find it.
Let me read the required Orblike files and search for the Caustic Arrow/Poison Arrow ability.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "Read"
},
{
"type": "tool_reference",
"tool_name": "Glob"
},
{
"type": "tool_reference",
"tool_name": "Grep"
}
]
Read (E:/a327ex/Orblike/ORBS.md)
File does not exist. Note: your current working directory is E:\a327ex.
Read (E:/a327ex/Anchor/docs/FRAMEWORK_API_QUICK.md)
<tool_use_error>Cancelled: parallel tool call Read(E:/a327ex/Orblike/ORBS.md) errored</tool_use_error>
Grep (caustic|poison.arrow|caustic.arrow)
<tool_use_error>Cancelled: parallel tool call Read(E:/a327ex/Orblike/ORBS.md) errored</tool_use_error>
Glob (Orblike/*/)
E:\a327ex\Orblike\reference\001-No-title\bin\msvcp120.dll
E:\a327ex\Orblike\reference\001-No-title\bin\msvcr120.dll
E:\a327ex\Orblike\reference\004\bin\msvcp120.dll
E:\a327ex\Orblike\reference\004\bin\msvcr120.dll
E:\a327ex\Orblike\reference\112020\engine\love\msvcp120.dll
E:\a327ex\Orblike\reference\112020\engine\love\msvcr120.dll
E:\a327ex\Orblike\reference\BUILDRX2\engine\love\msvcp120.dll
E:\a327ex\Orblike\reference\BUILDRX2\engine\love\msvcr120.dll
E:\a327ex\Orblike\reference\112020\assets\fonts\vormgevers.ttf
E:\a327ex\Orblike\reference\112020\engine\external\clipper.lua
E:\a327ex\Orblike\reference\112020\engine\love\polyclipping.dll
E:\a327ex\Orblike\reference\BUILDRX2\engine\external\clipper.lua
E:\a327ex\Orblike\reference\BUILDRX2\engine\love\polyclipping.dll
E:\a327ex\Orblike\reference\112020\engine\external\mlib.lua
E:\a327ex\Orblike\reference\BUILDRX2\engine\external\mlib.lua
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\112020\engine\love\moon.exe
E:\a327ex\Orblike\reference\112020\engine\love\moonc.exe
... [71 more lines]
Glob (Orblike/*.md)
E:\a327ex\Orblike\implemented.md
E:\a327ex\Orblike\to_implement.md
Glob (Orblike/*.lua)
E:\a327ex\Orblike\profiler.lua
E:\a327ex\Orblike\main.lua
Grep (caustic|poison.arrow|caustic.arrow)
E:\a327ex\Orblike\orbs\ability_reference.md:99:**Caustic Arrow**
E:\a327ex\Orblike\orbs\ability_reference.md:101:Fires an arrow that creates a caustic ground zone on impact. The zone persists for a duration, dealing chaos damage over time to enemies standing in it. The arrow itself also deals hit damage. Overlapping zones from multiple arrows do not stack — only the highest damage zone applies.
E:\a327ex\Orblike\orbs\ability_design_reference.md:18:| Zone | Persistent region at a location, ticks over time | High — tick rate, duration, stacking, spatial mods | Caustic Arrow, Teemo mushroom, Gasoline |
Read (E:/a327ex/Orblike/orbs/ability_reference.md)
90→
91→**Righteous Fire**
92→Spell, AoE, Fire, Duration
93→Engulfs the caster in fire, dealing burning damage per second to all nearby enemies in a persistent radius. Also burns the caster, draining a percentage of their life and energy shield per second. Persists until cancelled or the caster dies. No hit damage — pure DoT.
94→
95→**Scorching Ray**
96→Spell, Channelled, Fire, DoT
97→Channels a beam in the targeted direction. The beam applies stacking fire resistance debuffs to enemies it touches, up to a maximum number of stacks. Also deals fire damage over time that increases with more stacks on the target. The beam can be aimed while channelling.
98→
99→**Caustic Arrow**
100→Attack, Projectile, AoE, Chaos, DoT, Bow
101→Fires an arrow that creates a caustic ground zone on impact. The zone persists for a duration, dealing chaos damage over time to enemies standing in it. The arrow itself also deals hit damage. Overlapping zones from multiple arrows do not stack — only the highest damage zone applies.
102→
103→### Minions
104→
105→**Raise Zombie**
106→Spell, Minion
107→Cast on a corpse to raise it as a zombie minion. Zombies are permanent, following the player and attacking nearby enemies with melee. Has a maximum zombie count — casting beyond the cap replaces the oldest. Zombies use the base stats of the corpse they were raised from.
108→
109→**Summon Skeletons**
110→Spell, Minion, Duration
111→Each cast summons a batch of skeleton warriors at the targeted location. Skeletons are temporary — they persist for a duration or until killed. They attack nearby enemies autonomously. Has a maximum count. Casting at max replaces the oldest.
112→
113→### Brands
114→
115→**Storm Brand**
116→Spell, AoE, Lightning, Duration, Chaining
117→Creates a brand at the targeted location. The brand attaches to a nearby enemy and pulses, dealing AoE lightning damage around the attached target at a fixed interval. If the attached target dies, the brand detaches and seeks a new nearby enemy. Brands have a duration and a maximum count.
118→
119→### Traps
Read (E:/a327ex/Orblike/to_implement.md)
1→# To Implement
2→
3→- **Cast on Return Apex** — Trigger point at the returning projectile's apex (where it reverses direction), allowing linked effects (explosion, nova, etc.) to fire at the turning point. Fits alongside other ORBS link trigger points like "Cast on Hit" and "Cast on Kill".
4→
Read (E:/a327ex/Orblike/implemented.md)
1→# Implemented
2→
3→## Abilities
4→
5→- **Fireball** — Projectile that explodes on hit, spawning an area that deals AoE damage.
6→
7→## Modifiers
8→
9→- **Homing** — Projectile steers toward closest enemy with quadratic distance falloff past 200 units. Convergence force and duration randomized per projectile at spawn.
10→- **Weaker Homing** — Lower convergence force and higher duration for softer tracking.
11→- **Stronger Homing** — Higher convergence force and lower duration for aggressive tracking.
12→- **Progressively Increasing Homing** — After 0.5s, convergence increases continuously at 15% of base value per 0.5s, capped at 0.95.
13→- **Progressively Decreasing Homing** — After 0.5s, convergence decreases continuously at 15% of base value per 0.5s, no lower limit.
14→- **Delayed Homing** — Homing activates after 0.5s instead of the default 0.2s.
15→- **Very Delayed Homing** — Homing activates after 1s.
16→- **Spreading Multiple Projectiles** — Fires N projectiles in a fan pattern from the same origin. Total spread angle scales with count (30° for 2, up to 90° for 6). Set via `spreading_multiple_projectiles = N` on player.
17→- **Parallel Multiple Projectiles** — Fires N projectiles side by side, all traveling in the same direction. 10px spacing between each. Set via `parallel_multiple_projectiles = N` on player.
18→- **Backshot** — Adds 1 projectile firing backward (180° from aim direction). Composes with spread, sideshots, and parallel. Set via `backshot = true` on player.
19→- **Sideshots** — Adds 2 projectiles firing to the sides (±90° from aim direction). Composes with spread, backshot, and parallel. Set via `sideshots = true` on player.
20→- **Nova** — Fires 8 projectiles in a circle at 45° intervals. Replaces spread/backshot/sideshots (already contains all directions). Composes with parallel. Set via `nova = true` on player.
21→- **Modifier composition** — Spread, backshot, sideshots, and parallel all compose multiplicatively. Nova replaces the angular modifiers but composes with parallel. Example: spread 3 + backshot + sideshots + parallel 2 = (3 + 1 + 2) × 2 = 12 projectiles.
22→
23→- **Pierce** — Projectile passes through enemies instead of being consumed. All on-hit effects (explosion, damage, etc.) still trigger on each pass-through. Set via `pierce = N` on player, where N is the number of extra enemies to pass through before being consumed.
24→
25→- **Lesser Returning** — Projectile travels 50px outward, decelerates at 80% range, spins at apex, then accelerates back toward player. Returns to offset position (maintaining parallel formation) then converges to player center. Set via `lesser_returning = true` on player.
26→- **Returning** — Same as Lesser Returning but 100px range. Set via `returning = true` on player.
27→- **Greater Returning** — Same as Lesser Returning but 150px range. Set via `greater_returning = true` on player.
28→- **Returning Arc** — Projectile flies straight for 0.25s, then arcs outward at constant turn rate (randomly left or right). After completing a semicircle, homes back toward player with progressively increasing homing strength. Set via `returning_arc = true` on player.
29→
30→## Enemies
... [3 more lines]
Good, I found the Caustic Arrow description. Now let me read the main.lua to understand the existing codebase patterns, and the ORBS design doc and ability design reference.
Read (E:/a327ex/Orblike/main.lua)
<persisted-output>
Output too large (63.6KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\170e418a-fa10-4a0e-81a4-4966f8a903e1\tool-results\toolu_019hShKv2nHk1HQ69oFk88Hj.txt
Preview (first 2KB):
1→require('anchor')({width = 480, height = 270, scale = 3})
2→
3→gw, gh = an.width, an.height
4→
5→volumes = {
6→ enemy_die = 0.8,
7→ enemy_hit = 0.8,
8→ fireball_fire = 0.45,
9→ fireball_hit = 0.45,
10→ enemy_spawn = 0.59,
11→ player_hit = 0.39,
12→}
13→
14→-- SNKRX palette
15→bg_color = color(48, 48, 48)
16→bg_off = color(46, 46, 46)
17→fg_color = color(218, 218, 218)
18→fg_alt = color(176, 168, 159)
19→yellow = color(250, 207, 0)
20→orange = color(240, 112, 33)
21→blue = color(1, 155, 214)
22→green = color(139, 191, 64)
23→red = color(233, 29, 57)
24→purple = color(142, 85, 158)
25→blue2 = color(71, 120, 186)
26→yellow2 = color(245, 159, 16)
... [42 more lines]
Read (E:/a327ex/Orblike/orbs/ability_design_reference.md)
<persisted-output>
Output too large (52.9KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\170e418a-fa10-4a0e-81a4-4966f8a903e1\tool-results\toolu_01A3NQ8FTmpcWgAAxj1DmfdK.txt
Preview (first 2KB):
1→# ORBS Ability Design Reference
2→
3→High-level building blocks for describing abilities. An ability is defined by choosing a carrier and one entry from each building block table. Some abilities combine multiple entries (noted with +).
4→
5→Detailed ability descriptions: `ability_reference.md`
6→
7→---
8→
9→## Carriers — The fundamental object of the ability
10→
11→The carrier is what the ability creates in the game world — the entity or phenomenon that delivers effects to targets. Different carriers have different **modifier surface area**: the number of meaningful ways they can be changed by modifiers. Higher surface means more build diversity potential.
12→
13→**Design principle:** The most compositionally rich abilities deviate from "standard" carrier defaults on 1–2 axes while keeping other axes standard. The standard axes are where modifiers attach; the deviation is what gives the ability its identity.
14→
15→| Carrier | Description | Composability | Examples |
16→|---------|-------------|---------------|---------|
17→| Projectile | Discrete entity traveling through space | Very High — trajectory, count, and hit behavior all independently modifiable | Fireball, Ezreal Q, Sven Storm Hammer |
18→| Zone | Persistent region at a location, ticks over time | High — tick rate, duration, stacking, spatial mods | Caustic Arrow, Teemo mushroom, Gasoline |
19→| Trap | Dormant zone that activates on a condition | High — zone properties plus conditional activation layer | Techies mines, PoE traps/mines, Teemo shroom |
20→| Area | Instant region of effect at a point | High — inherent multi-hit, size/shape/cascade mods | Crystal Nova, Centaur Stomp, Reverse Polarity |
21→| Melee | Close-range hit or swing | Medium-High — attack speed × on-hit, splash is transformative | Nasus Q, Loader punch, Mercenary Laser Sword |
...
</persisted-output>
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→volumes = {
6→ enemy_die = 0.8,
7→ enemy_hit = 0.8,
8→ fireball_fire = 0.45,
9→ fireball_hit = 0.45,
10→ enemy_spawn = 0.59,
11→ player_hit = 0.39,
12→}
13→
14→-- SNKRX palette
15→bg_color = color(48, 48, 48)
16→bg_off = color(46, 46, 46)
17→fg_color = color(218, 218, 218)
18→fg_alt = color(176, 168, 159)
19→yellow = color(250, 207, 0)
20→orange = color(240, 112, 33)
21→blue = color(1, 155, 214)
22→green = color(139, 191, 64)
23→red = color(233, 29, 57)
24→purple = color(142, 85, 158)
25→blue2 = color(71, 120, 186)
26→yellow2 = color(245, 159, 16)
27→
28→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
29→
30→-- Physics
... [170 more lines]
Let me read more of the main.lua — specifically the fireball implementation and the explosion/area patterns since Caustic Arrow has similar components.
Grep (function fireball|function explosion|function area|function projectile_update|function fire_projectile)
750:function area:new(x, y, args)
796:function area:update(dt)
1266:function area_rect:new(x, y, r, col)
1307:function area_rect:update(dt)
1333:function area_circle:new(x, y, col)
1376:function area_circle:update(dt)
Read (E:/a327ex/Orblike/main.lua)
200→ if #intermediate_files == 1 then
201→ os.execute('copy "' .. intermediate_files[1]:gsub('/', '\\') .. '" "' .. (dir .. '/audio.wav'):gsub('/', '\\') .. '" >nul 2>nul')
202→ else
203→ local final_inputs = {}
204→ local final_labels = {}
205→ local final_filters = {}
206→ for j, fpath in ipairs(intermediate_files) do
207→ final_inputs[#final_inputs + 1] = '-i "' .. fpath .. '"'
208→ local label = 'b' .. (j - 1)
209→ final_filters[#final_filters + 1] = '[' .. (j - 1) .. ':a]acopy[' .. label .. ']'
210→ final_labels[#final_labels + 1] = '[' .. label .. ']'
211→ end
212→ local final_filter = table.concat(final_filters, ';\n') .. ';\n'
213→ .. table.concat(final_labels) .. 'amix=inputs=' .. #final_labels
214→ .. ':duration=longest:dropout_transition=0:normalize=0[mix];[mix]alimiter=limit=0.9[out]'
215→ local final_filter_file = dir .. '/filter_final.txt'
216→ local ff = io.open(final_filter_file, 'w')
217→ ff:write(final_filter)
218→ ff:close()
219→ local final_input_args = table.concat(final_inputs, ' ')
220→ print('Final mix of ' .. #intermediate_files .. ' batches...')
221→ os.execute('ffmpeg -y ' .. final_input_args .. ' -filter_complex_script "' .. final_filter_file .. '" -map "[out]" "' .. dir .. '/audio.wav" 2>nul')
222→ end
223→
224→ -- Merge video + audio
225→ print('Merging audio and video...')
226→ local video_in = dir .. '/video.mp4'
227→ local merged = dir .. '/video_audio.mp4'
228→ os.execute('ffmpeg -y -i "' .. video_in .. '" -i "' .. dir .. '/audio.wav" -c:v copy -c:a aac -b:a 192k -shortest "' .. merged .. '" 2>nul')
229→ -- Replace video with merged version
... [170 more lines]
Read (E:/a327ex/Orblike/main.lua)
400→ end
401→
402→ -- Draw
403→ local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
404→ local c = self.flashing and fg_color() or self.color()
405→ game:push(self.x, self.y, self.r + self.visual_r, self.sx*s, self.sy*s)
406→ game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
407→ game:pop()
408→end
409→
410→function player:attack()
411→ local r = self.r
412→ local spawn_x = self.x + 8*math.cos(r)
413→ local spawn_y = self.y + 8*math.sin(r)
414→
415→ -- Build shot angles
416→ local angles = {}
417→ if self.nova then
418→ for i = 0, 7 do
419→ table.insert(angles, r + i*math.pi/4)
420→ end
421→ else
422→ if self.spreading_multiple_projectiles and self.spreading_multiple_projectiles >= 2 then
423→ local n = self.spreading_multiple_projectiles
424→ local spread = math.pi/6 + (n - 2)*math.pi/12
425→ for i = 1, n do
426→ local t = (i - 1)/(n - 1)
427→ table.insert(angles, r + spread*(t - 0.5))
428→ end
429→ else
... [370 more lines]
Read (E:/a327ex/Orblike/main.lua)
796→function area:update(dt)
797→ if self.hidden then return end
798→ self.elapsed = self.elapsed + dt
799→ local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
800→ self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
801→ local s = self.spring.main.x
802→ local c = self.flashing and fg_color() or self.color()
803→ local r = self.visual_radius*s
804→
805→ effects:circle(self.x, self.y, r, self.fill_color())
806→
807→ local arc_len = math.pi/4
808→ local segments = 6
809→ for i = 0, 3 do
810→ local base = self.arc_r + i*math.pi/2
811→ for j = 0, segments - 1 do
812→ local a1 = base + j*arc_len/segments
813→ local a2 = base + (j + 1)*arc_len/segments
814→ effects:line(
815→ self.x + r*math.cos(a1), self.y + r*math.sin(a1),
816→ self.x + r*math.cos(a2), self.y + r*math.sin(a2),
817→ 2, c
818→ )
819→ end
820→ end
821→end
822→
823→
824→-- Seeker enemy
825→seeker = object:extend()
... [570 more lines]
Now I have a thorough understanding of the codebase. Let me also read the framework API to verify any functions I might need.
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]
Now I have a complete picture of the codebase. Here's my understanding of what Caustic Arrow needs, based on the ability reference:
Caustic Arrow — Attack, Projectile, AoE, Chaos, DoT, Bow Fires an arrow that creates a caustic ground zone on impact. The zone persists for a duration, dealing chaos damage over time to enemies standing in it. The arrow itself also deals hit damage. Overlapping zones from multiple arrows do not stack — only the highest damage zone applies.
This breaks down into:
- Projectile — Reuse the existing
projectileclass withability = 'caustic_arrow' - On-hit: The arrow deals hit damage to the struck enemy (like fireball already does implicitly via the collision system), then spawns a persistent ground zone (new object)
- Caustic zone (new object) — persists for a duration, ticks DoT on enemies inside, visually distinct from the instant fireball
area
Design decisions I'd like your input on:
- Color:
greenfrom the palette seems natural for poison/chaos. Good? - Zone duration: Something like 3–4 seconds? (Fireball's area blinks away in ~0.5s)
- Tick rate: Damage every 0.5s? Every 0.33s?
- Zone radius: Same as fireball's explosion radius (25), or different?
- Non-stacking: For now, I'd track which zone is damaging each enemy per tick and only apply the highest. Or we could skip this complexity initially and add it later.
- Hit damage on the arrow itself: Currently the projectile-enemy collision just triggers
on_hitwhich spawns the area — it doesn't deal direct damage to the hit enemy. Should caustic arrow's projectile also deal direct damage on contact (before spawning the zone)? - Sound: No caustic/poison sound exists yet. Reuse
fireball_hitas placeholder, or skip sound for the zone ticks? - Ability switching: Currently hardcoded to
'fireball'. Want a key to toggle between fireball and caustic_arrow for testing (e.g. press1/2)?
Purple color; 4 seconds duration, tween up in area over 0.25s, spring pull when reaches full radius, tween down over 0.5s when dying; 2 ticks per second tick rate by default; 50 radius by default; how does Path of Exile's work for stacking?; projectile should always deal damage on contact like it does for the fireball, and also spawn the zone; I'll add the sound later; right mouse click uses the arrow
PoE's non-stacking: In PoE, multiple Caustic Arrow ground zones can visually overlap, but each enemy only takes damage from the zone with the highest DPS. Others are ignored for that enemy. Since damage values can differ (gem levels, support gems), the game checks per-tick which zone would deal the most. In our case, since all zones currently deal the same damage, the simplest equivalent is: track when each enemy last took caustic zone damage, and skip if it was within the tick interval. This prevents double-dipping from overlapping zones.
Here's the implementation. All changes are in main.lua:
1. player:new — add second cooldown, remove unused current_ability:
-- line 310-311, replace:
self.cooldown = 0
self.current_ability = 'fireball'
-- with:
self.cooldown = 0
self.caustic_arrow_cooldown = 0
2. player:update — right click fires caustic arrow:
-- lines 396-400, replace:
self.cooldown = math.max(self.cooldown - dt, 0)
if an:mouse_is_down(1) and self.cooldown <= 0 then
self:attack()
self.cooldown = 0.5
end
-- with:
self.cooldown = math.max(self.cooldown - dt, 0)
if an:mouse_is_down(1) and self.cooldown <= 0 then
self:attack('fireball')
self.cooldown = 0.5
end
self.caustic_arrow_cooldown = math.max(self.caustic_arrow_cooldown - dt, 0)
if an:mouse_is_down(2) and self.caustic_arrow_cooldown <= 0 then
self:attack('caustic_arrow')
self.caustic_arrow_cooldown = 0.5
end
3. player:attack — accept ability parameter, add caustic_arrow case, color-match muzzle particles:
function player:attack(ability)
-- angle/shot building code stays identical (lines 411-456)
-- lines 458-467 become:
if ability == 'fireball' then
for _, shot in ipairs(shots) do
an:add(projectile(shot.x, shot.y, {ability = 'fireball', color = self.color, r = shot.r, pierce = self.pierce, chain = self.chain,
lesser_returning = self.lesser_returning, returning = self.returning, greater_returning = self.greater_returning, returning_arc = self.returning_arc,
lesser_increased_projectile_speed = self.lesser_increased_projectile_speed, increased_projectile_speed = self.increased_projectile_speed, greater_increased_projectile_speed = self.greater_increased_projectile_speed,
lesser_decreased_projectile_speed = self.lesser_decreased_projectile_speed, decreased_projectile_speed = self.decreased_projectile_speed, greater_decreased_projectile_speed = self.greater_decreased_projectile_speed,
}))
end
sfx('fireball_fire', volumes.fireball_fire)
elseif ability == 'caustic_arrow' then
for _, shot in ipairs(shots) do
an:add(projectile(shot.x, shot.y, {ability = 'caustic_arrow', color = purple, r = shot.r, pierce = self.pierce, chain = self.chain,
lesser_returning = self.lesser_returning, returning = self.returning, greater_returning = self.greater_returning, returning_arc = self.returning_arc,
lesser_increased_projectile_speed = self.lesser_increased_projectile_speed, increased_projectile_speed = self.increased_projectile_speed, greater_increased_projectile_speed = self.greater_increased_projectile_speed,
lesser_decreased_projectile_speed = self.lesser_decreased_projectile_speed, decreased_projectile_speed = self.decreased_projectile_speed, greater_decreased_projectile_speed = self.greater_decreased_projectile_speed,
}))
end
end
-- lines 469-483, shoot effects — change particle color to match ability:
local ability_color = ability == 'caustic_arrow' and purple or 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)
for _, shot in ipairs(shots) do
an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
for i = 1, 2 do
an:add(hit_particle(shot.x, shot.y, {
angle = shot.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, ability_color:clone()))
end
end
end
4. projectile:on_hit — caustic arrow deals direct hit damage + spawns zone:
-- after line 714 (the fireball case), add:
if self.ability == 'caustic_arrow' 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(self.damage)
an:add(caustic_zone(self.x, self.y, {color = self.color}))
end
5. New caustic_zone class — insert after the area:update function (after line 821):
-- Caustic zone (persistent DoT area)
caustic_zone = object:extend()
function caustic_zone:new(x, y, args)
object.new(self)
self.x, self.y = x, y
self.color = args.color
self.radius = args.radius or 50
self.visual_radius = 0
self.damage = args.damage or 1
self.tick_rate = args.tick_rate or 0.5
self.duration = args.duration or 4
self.fill_color = self.color:clone()
self.fill_color.a = 20
self.arc_r = 0
self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(1.5, 2.5)*math.pi
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Expand over 0.25s, spring pull at full radius, start ticking
self.timer:tween(0.25, self, {visual_radius = self.radius}, math.cubic_out, function()
self.spring:pull('main', 0.25)
self:tick_damage()
self.timer:every(self.tick_rate, 'tick', function()
self:tick_damage()
end)
end)
-- Shrink and die
self.timer:after(self.duration - 0.5, function()
self.timer:cancel('tick')
self.timer:tween(0.5, self, {visual_radius = 0}, math.cubic_in, function()
self:kill()
end)
end)
end
function caustic_zone:tick_damage()
local enemies_in_range = an:query_circle(self.x, self.y, self.radius, {'enemy'})
for _, e in ipairs(enemies_in_range) do
if not e.dead then
local step_threshold = math.floor(self.tick_rate*120*0.9)
if not e.caustic_last_damage_step or (an.step - e.caustic_last_damage_step) >= step_threshold then
e.caustic_last_damage_step = an.step
e:take_damage(self.damage)
for i = 1, an.random:int(1, 2) do
an:add(hit_particle(e.x, e.y, {velocity = an.random:float(20, 60), duration = an.random:float(0.2, 0.4), w = 4}):change_color(0.3, self.color:clone()))
end
end
end
end
end
function caustic_zone:update(dt)
self.arc_r = self.arc_r + self.arc_base_speed*dt
local s = self.spring.main.x
local c = self.color()
local r = self.visual_radius*s
effects:circle(self.x, self.y, r, self.fill_color())
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
effects: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),
2, c
)
end
end
end
Key design notes:
- Non-stacking:
e.caustic_last_damage_stepon each enemy prevents double-ticking within a tick interval, even from multiple overlapping zones - Arc rotation is constant (slower than fireball's decelerating arcs) since the zone persists for 4s
- Ticks happen from 0.25s (expand done) to 3.5s (shrink starts) = first tick immediate at 0.25s, then every 0.5s — about 7 ticks total
- Pierce/chain compose naturally: zone spawns at every on_hit point (same as fireball's area), but overlapping zones don't stack damage
- DoT tick visual is subtle (small slow particles) so it doesn't overwhelm during the 4s lifetime
Does this look right?
Let's define a big table at the top of the file where everything that makes up an ability and is common between abilities is defined there. So things like cooldown and color would be examples that I can see from the get go, but you may find others. This table should contain data definitions only, not actual logic code.
Good idea. Let me trace through the code to identify all ability-specific data that's currently hardcoded.
Here's what I found scattered across player:attack, projectile:new, projectile:on_hit, area:new, and the proposed caustic_zone:new:
abilities = {
fireball = {
cooldown = 0.5,
color = blue,
fire_sound = 'fireball_fire',
fire_sound_volume = 0.45,
hit_sound = 'fireball_hit',
hit_sound_volume = 0.45,
camera_shake = 3,
projectile_speed = 190,
projectile_w = 10,
projectile_h = 4,
projectile_damage = 1,
explosion_radius = 25,
area_damage = 1,
},
caustic_arrow = {
cooldown = 0.5,
color = purple,
camera_shake = 3,
projectile_speed = 190,
projectile_w = 10,
projectile_h = 4,
projectile_damage = 1,
zone_radius = 50,
zone_duration = 4,
zone_tick_rate = 0.5,
zone_damage = 1,
},
}
Where each field currently lives:
cooldown— hardcoded0.5inplayer:update(line 399)color—self.color(player's blue) for fireball inplayer:attack,purplefor caustic_arrowfire_sound/fire_sound_volume—sfx('fireball_fire', volumes.fireball_fire)inplayer:attack(line 466)hit_sound/hit_sound_volume—sfx('fireball_hit', ...)inarea:new(line 770)camera_shake— hardcoded3inplayer:attack(line 469)projectile_speed— hardcoded190inprojectile:new(line 498)projectile_w/h— hardcoded10/4inprojectile:new(lines 496-497)projectile_damage— hardcoded1inprojectile:new(line 505)explosion_radius— hardcoded25inprojectile:new(line 548)area_damage— hardcoded1inarea:new(line 757)
One question: fireball currently uses the player's color (self.color, which is blue). Putting color = blue in the table means fireball is always blue regardless of player color. Is that what you want, or should fireball inherit from the player while caustic_arrow has its own fixed purple?
Also: the fire_sound_volume duplicates values from the volumes table. I could reference it (fire_sound_volume = volumes.fireball_fire) or keep the abilities table fully self-contained. Preference?
Placement would be right after the palette line (line 28), since it depends on the color definitions above it.
Remove fire_sound_volume and hit_sound_volume, I think those are specific. Also remove camera shake.
So the table becomes:
abilities = {
fireball = {
cooldown = 0.5,
color = blue,
fire_sound = 'fireball_fire',
hit_sound = 'fireball_hit',
projectile_speed = 190,
projectile_w = 10,
projectile_h = 4,
projectile_damage = 1,
explosion_radius = 25,
area_damage = 1,
},
caustic_arrow = {
cooldown = 0.5,
color = purple,
projectile_speed = 190,
projectile_w = 10,
projectile_h = 4,
projectile_damage = 1,
zone_radius = 50,
zone_duration = 4,
zone_tick_rate = 0.5,
zone_damage = 1,
},
}
Still need your answer on the fireball color question — should it be blue (fixed) or inherit from the player? Then I'll write everything.
Actually, now that I think of it, we should work on the orb system first. We need orbs that orbit the player (simple circular orbit for now) and then each orb can hold an active ability as well as modifiers that link to it. We can do the linking system between orbs later.
Let me read the ORBS design docs to understand the system before asking questions.
Read (E:/a327ex/Orblike/orbs/system_design.md)
1→# ORBS System Design
2→
3→The Orb composition system. Each orbiting orb IS an ability. Orbs connect to each other via links, creating trigger chains. Modifiers customize individual orbs. The system has no position-ordering — composition is a graph, not a sequence.
4→
5→---
6→
7→## Orb Zero: The Player
8→
9→The player is Orb Zero — a special orb that always exists, with the player character as its carrier. The player-carrier has events just like any other carrier:
10→
11→| Player carrier event | Analogous to | Description |
12→|---------------------|-------------|-------------|
13→| Hit (outgoing) | Cast on Hit | Player's body contacts an enemy (contact damage) |
14→| Hit (incoming) | Cast on Hit | Player takes damage from any source |
15→| Crit (outgoing) | Cast on Crit | Player deals a critical hit (any source) |
16→| Kill | Cast on Kill | Player kills an enemy (any source) |
17→| Death | Cast on Death | Player dies |
18→| Movement | Timer / threshold | Player covers X distance |
19→| Dodge/Evade | — | Player avoids an incoming attack |
20→| Low Health | — | Player HP drops below a threshold |
21→| CC'd | — | Player is stunned/rooted/silenced |
22→
23→Links from Orb Zero to other orbs use these events as bridge types, just like links from any other orb. "Cast when Damage Taken → Fireball" = Link from Orb Zero with bridge type Hit (incoming) → Fireball orb.
24→
25→This unifies the system: **all conditional activations are links with bridge types.** There is no separate "trigger" category for player events. The only intrinsic activation modes on an orb are:
26→
27→- **Manual** — player chooses to activate via input
28→- **Passive** — always active, no activation event
29→- **Periodic** — internal timer, fires automatically at intervals
30→
... [386 more lines]
Good call — the orb system is the foundation everything else builds on. I've read through the full system design.
For the initial implementation — orbs orbiting the player, each holding an ability + modifiers, no linking yet — I have some questions:
Visual:
- Shape/size? Small circles? Small rounded rectangles like the player/enemies? What size?
- Colored by their ability color (from the abilities table)?
- Orbit radius and speed? Something like radius 25-30 at maybe 1-2 revolutions per second?
Data:
- How many orbs for testing? e.g. 2 orbs — one fireball, one caustic arrow?
- Should modifiers be stored as a list of names/configs on each orb? (e.g.
{modifiers = {'pierce', 'homing'}})
Activation:
- Should orbs be activatable yet, or just orbiting data containers for now?
- If activatable: does clicking fire the ability from the orb's position or from the player's position in the orb's aimed direction? The system design says orbs have their own activation + targeting, which suggests firing from the orb.
- How does this relate to the current left-click/right-click attack? Does each orb get a keybind, or does clicking cycle through orbs, or something else?
Copy the visuals from SNKRX. The psychic or psyk something class in that game has orbs that are white around some of their units. Let's make sure we can support as many orbs as possible, copying how SNKRX does multiple orbs too. Yes, modifiers should just be a modifiers table with strings for each, matching the name of how the modifier is internally for relevant objects. Each orb gets a keybind, and the ability is activated from it. Actually, each orb gets an ability, and the ability has the concept of how it gets activated into it. Some modifiers may also change this, but by default abilities have their activation methods that are manual, usually, and thus require a keybind. Keybinds by default are per orb, so orb 1 is left click, orb 2 is right click, orb 3 is q, orb 4 e, etc.
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.
Grep (psyk|psychic|orbiter|orbit)
<tool_use_error>Cancelled: parallel tool call Read(E:/a327ex/Orblike/reference/snkrx_style_…) errored</tool_use_error>
Grep (psyk|psychic|orbiter|orbit)
1152-| Variant | Shape | Trail | Special |
1153-|---------|-------|-------|---------|
1154-| Standard | 10x4 rect | None | -- |
1155-| Lich | Circle rs=3 | HitParticle every 0.08s, random dir | Jittery radius |
1156-| Arcanist | Circle rs=4 | HitParticle every 0.08s, rear cone | Parent-attached particles |
1157:| Psyker | Circle rs=2.5 | None | Orbits parent at distance 56-64 |
1158-| Sage | Circle rs + arcs | HitParticle every 0.08s | Gravity well, blink-out death |
1159:| Spellblade | 10x4 rect | None | Spiraling orbit |
1160-| WallArrow | 10x4 rect | None | Sticks to wall, blink-out |
1161-| WallKnife | 10x4 rect | None | Bounces, spins, velocity decays |
1162-
1163-**Anchor translation (standard projectile):**
1164-
--
1406-See [Spawn Formula](#3d-spawn-formula).
1407-
1408-**Character switch (112020):** Multi-layered burst:
1409-1. Movement spring pull 0.5
1410-2. HitCircle (rs = 1.25x shape_w, scales down 0.2s, player color)
1411:3. 6-8 RotatingHitParticles orbiting the player
1412-4. 3 RotatingAnimationParticles spiraling outward
1413-
1414-**Follower appear (SNKRX):** 3-4 HitParticles + HitCircle(rs=10, 0.3s) + sound.
1415-
1416-**Projectile spawn flash (dark variants):** Projectiles in Rekoyam Tsohg spawn with their own spring pull 0.5 + flash 0.2s, making them "pop" into existence. This isn't done in SNKRX where projectiles just appear.
Grep (psyk|psychic|orbiter|orbit)
43-- `green[0]` - rangers, healers, speed boost elite, healing orbs
44-- `blue[0]` - mages, exploder elite, ice/frost
45-- `yellow[0]` - warriors, forcers, tank elite
46-- `orange[0]` - conjurers, swarmers, headbutter elite
47-- `purple[0]` - cursers, voiders, swarmer elite, DoT effects
48:- `fg[0]` - neutral/white, psykers, default projectile hit flash
49-- `bg[-1]` - walls, dark background elements
50-
51----
52-
53-## 2. SPRING SYSTEM (Squash & Stretch / Scale Bounce)
--
458-
459-**File:** `player.lua:2159-2190`
460-**Shape:** 10x4 rectangle, 2px corner radius
461-
462-```lua
463:graphics.push(self.x, self.y, self.r + (self.orbit_r or 0))
464- graphics.rectangle(self.x, self.y, self.shape.w, self.shape.h, 2, 2, self.color)
465-graphics.pop()
466-```
467-
468-### 6b. Lich Projectile (Circle with Trail)
--
486- r = self.r + math.pi + random:float(-math.pi/6, math.pi/6), v = random:float(10, 25), parent = self}
487-end)
488-```
489-Draw: Circle rs=4, uses hfx flash
490-
491:### 6d. Psyker Orb (Orbiting Circle)
... [40 more lines]
Read (E:/a327ex/Orblike/reference/SNKRX_visual_effects_catalog.md)
491→### 6d. Psyker Orb (Orbiting Circle)
492→
493→**File:** `player.lua:2031-2036, 2180-2183`
494→Orbits parent at distance 56-64, speed 2-4 radians
495→```lua
496→self:set_position(
497→ self.parent.x + self.orbit_distance*math.cos(self.orbit_speed*main.current.t.time + self.orbit_offset),
498→ self.parent.y + self.orbit_distance*math.sin(self.orbit_speed*main.current.t.time + self.orbit_offset))
499→```
500→Draw: Circle rs=2.5, uses hfx flash
501→
502→### 6e. Sage Projectile (Gravity Well)
503→
504→**File:** `player.lua:1985-2012, 2159-2168`
505→Visual: Small circle core + transparent filled circle + 4 arc segments
506→```lua
507→graphics.circle(self.x, self.y, self.rs + random:float(-1, 1), self.color)
508→graphics.circle(self.x, self.y, self.pull_sensor.rs, self.color_transparent)
509→for i = 1, 4 do
510→ graphics.arc('open', self.x, self.y, self.pull_sensor.rs,
Read (E:/a327ex/Orblike/reference/snkrx_style_effects.md)
1145→1. **Spawn:** Appears at muzzle position (0.8-1x shape widths ahead of shooter). Muzzle formula fires. Dark variants add spring pop + flash to the projectile itself.
1146→2. **Travel:** Moves at constant velocity (150-250 typical) in a straight line.
1147→3. **Impact (entity):** Hit formula on target. Projectile dies with particles + circle. Dark variants add spritesheet hit_effect.
1148→4. **Impact (wall):** SNKRX: directional cone particles + circle. Antitower: wall_hit_particles (gravity-affected) + circle. 239A5/Rekoyam Tsohg: not implemented.
1149→
1150→**Projectile variants (SNKRX-specific):**
1151→
1152→| Variant | Shape | Trail | Special |
1153→|---------|-------|-------|---------|
1154→| Standard | 10x4 rect | None | -- |
1155→| Lich | Circle rs=3 | HitParticle every 0.08s, random dir | Jittery radius |
1156→| Arcanist | Circle rs=4 | HitParticle every 0.08s, rear cone | Parent-attached particles |
1157→| Psyker | Circle rs=2.5 | None | Orbits parent at distance 56-64 |
1158→| Sage | Circle rs + arcs | HitParticle every 0.08s | Gravity well, blink-out death |
1159→| Spellblade | 10x4 rect | None | Spiraling orbit |
1160→| WallArrow | 10x4 rect | None | Sticks to wall, blink-out |
1161→| WallKnife | 10x4 rect | None | Bounces, spins, velocity decays |
1162→
1163→**Anchor translation (standard projectile):**
1164→
1165→```yuescript
1166→class projectile extends object
1167→ new: (@x, @y, args={}) =>
1168→ super!
1169→ @\add timer!
1170→ @\add spring!
1171→ @\add collider 'projectile', 'dynamic', 'box', 10, 4, {sensor: true, bullet: true}
1172→ @velocity = args.velocity or 250
1173→ @angle = args.angle or 0
1174→ @color = args.color and args.color\clone! or (color 218, 218, 218)
... [10 more lines]
Let me look at the SNKRX Psyker orb visuals more closely for the exact parameters.
Read (E:/a327ex/Orblike/reference/SNKRX_visual_effects_catalog.md)
491→### 6d. Psyker Orb (Orbiting Circle)
492→
493→**File:** `player.lua:2031-2036, 2180-2183`
494→Orbits parent at distance 56-64, speed 2-4 radians
495→```lua
496→self:set_position(
497→ self.parent.x + self.orbit_distance*math.cos(self.orbit_speed*main.current.t.time + self.orbit_offset),
498→ self.parent.y + self.orbit_distance*math.sin(self.orbit_speed*main.current.t.time + self.orbit_offset))
499→```
500→Draw: Circle rs=2.5, uses hfx flash
501→
502→### 6e. Sage Projectile (Gravity Well)
503→
504→**File:** `player.lua:1985-2012, 2159-2168`
505→Visual: Small circle core + transparent filled circle + 4 arc segments
506→```lua
507→graphics.circle(self.x, self.y, self.rs + random:float(-1, 1), self.color)
508→graphics.circle(self.x, self.y, self.pull_sensor.rs, self.color_transparent)
509→for i = 1, 4 do
510→ graphics.arc('open', self.x, self.y, self.pull_sensor.rs,
511→ (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)
512→end
513→```
514→Also spawns HitParticle every 0.08s. Rotates via `self.vr`.
515→
516→Death: blinks out (7 frames of hidden toggle at 0.05s interval)
517→
518→### 6f. Spellblade Projectile (Spiraling)
519→
520→**File:** `player.lua:2013-2029`
Good. Here's my plan for the orb system. SNKRX Psyker orb specs: white circle, rs=2.5, orbit distance 56-64, speed 2-4 rad/s, each orb gets a random offset.
The abilities table (after palette, line 28):
abilities = {
fireball = {
activation = 'manual',
cooldown = 0.5,
color = blue,
fire_sound = 'fireball_fire',
hit_sound = 'fireball_hit',
projectile_speed = 190,
projectile_w = 10,
projectile_h = 4,
projectile_damage = 1,
explosion_radius = 25,
area_damage = 1,
},
caustic_arrow = {
activation = 'manual',
cooldown = 0.5,
color = purple,
projectile_speed = 190,
projectile_w = 10,
projectile_h = 4,
projectile_damage = 1,
zone_radius = 50,
zone_duration = 4,
zone_tick_rate = 0.5,
zone_damage = 1,
},
}
Orb keybinds (after abilities table):
orb_keybinds = {
{mouse = 1},
{mouse = 2},
{key = 'q'},
{key = 'e'},
{key = 'r'},
{key = 't'},
}
function orb_input_down(slot)
local bind = orb_keybinds[slot]
if not bind then return false end
if bind.mouse then return an:mouse_is_down(bind.mouse) end
if bind.key then return an:key_is_down(bind.key) end
return false
end
Orb class (new, before player class):
orb = object:extend()
function orb:new(args)
object.new(self)
self.ability = args.ability
self.modifiers = args.modifiers or {}
self.slot = args.slot or 1
self.orbit_distance = an.random:float(56, 64)
self.orbit_speed = an.random:float(2, 4)
self.orbit_offset = args.orbit_offset or 0
self.rs = 2.5
self.cooldown = 0
self.flashing = false
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 orb:update(dt)
self.x = p1.x + self.orbit_distance*math.cos(self.orbit_speed*an.time + self.orbit_offset)
self.y = p1.y + self.orbit_distance*math.sin(self.orbit_speed*an.time + self.orbit_offset)
-- Manual activation
local def = abilities[self.ability]
if def.activation == 'manual' then
self.cooldown = math.max(self.cooldown - dt, 0)
if orb_input_down(self.slot) and self.cooldown <= 0 then
p1:attack(self.ability, self.modifiers)
self.cooldown = def.cooldown
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
end
end
-- Draw: white normally, flash ability color on fire
local s = self.spring.main.x
local c = self.flashing and abilities[self.ability].color() or fg_color()
game:circle(self.x, self.y, self.rs*s, c)
end
Orb management:
orbs = {}
function add_orb(ability, modifiers)
local o = orb({ability = ability, modifiers = modifiers or {}, slot = #orbs + 1})
an:add(o)
table.insert(orbs, o)
for i, ob in ipairs(orbs) do
ob.orbit_offset = (i - 1)*2*math.pi/#orbs
end
return o
end
Player refactoring:
player:new— remove all modifier fields (self.pierce,self.chain,self.spreading_multiple_projectiles, etc.) andself.current_ability. Those now live on orbs.player:update— remove the attack input block (lines 396-400). Orbs handle activation.player:attack(ability_name, mods)— reads fromabilities[ability_name]for data (color, fire_sound, etc.) and frommodsfor modifiers (pierce, homing, spreading, etc.). Merges mods into projectile args.projectile:new— readsprojectile_speed,projectile_w,projectile_h,projectile_damage,explosion_radiusfrom args instead of hardcoding.area:new— readsexplosion_radiusandarea_damagefrom abilities table viaself.ability, playshit_soundfrom abilities table.
Test setup (replaces line 1026):
p1 = player(gw/2, gh/2)
an:add(p1)
add_orb('fireball', {pierce = 5, spreading_multiple_projectiles = 4,
greater_returning = true, greater_increased_projectile_speed = true})
Two questions:
- The SNKRX Psyker orbs each have independent random orbit speeds (2-4 rad/s), so they drift in and out of formation over time. Want that, or a shared speed so they maintain even spacing? Shared speed looks cleaner for a loadout display; independent speed looks more organic/alive.
- Fireball color: should it be
blue(fixed) in the abilities table, or should the ability table support a'player'sentinel that means "inherit player color"?
We should move attack functionality to the orb class instead, right? Also, instead of add_orb with the mods, we need to have the ability to change an orb's slots. The orb adding mechanism simply adds another orb, and then we'll progressively add either abilities or modifiers to the orb 1 by 1 via whatever UI we come up with. Projectile speed, w, h, damage and area damage can be those values by default, and the table definition should only have them if they're different. For colors, let's have only manual colors per ability, and let's have the fireball be orange, then. I'll reserve the red color for enemies only. Copy the Psyker orb movement exactly as it is there for now, we'll later do something more complex but it's not necessary now.
Right, the orb owns the attack. Here's the updated design:
Abilities table (leaner — defaults stay in constructors):
abilities = {
fireball = {
activation = 'manual',
cooldown = 0.5,
color = orange,
fire_sound = 'fireball_fire',
hit_sound = 'fireball_hit',
explosion_radius = 25,
},
caustic_arrow = {
activation = 'manual',
cooldown = 0.5,
color = purple,
zone_radius = 50,
zone_duration = 4,
zone_tick_rate = 0.5,
},
}
Orb keybinds:
orb_keybinds = {
{mouse = 1},
{mouse = 2},
{key = 'q'},
{key = 'e'},
{key = 'r'},
{key = 't'},
}
function orb_input_down(slot)
local bind = orb_keybinds[slot]
if not bind then return false end
if bind.mouse then return an:mouse_is_down(bind.mouse) end
if bind.key then return an:key_is_down(bind.key) end
return false
end
Orb class (owns activation + attack logic):
orb = object:extend()
function orb:new(args)
object.new(self)
self.ability = nil
self.modifiers = {}
self.slot = args.slot or 1
self.orbit_distance = an.random:float(56, 64)
self.orbit_speed = an.random:float(2, 4)
self.orbit_offset = args.orbit_offset or 0
self.rs = 2.5
self.cooldown = 0
self.flashing = false
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 orb:set_ability(ability_name)
self.ability = ability_name
end
function orb:add_modifier(name, value)
self.modifiers[name] = value or true
end
function orb:remove_modifier(name)
self.modifiers[name] = nil
end
function orb:activate()
if not self.ability then return end
local def = abilities[self.ability]
if not def then return end
local r = p1.r
local mods = self.modifiers
-- Build shot angles
local angles = {}
if mods.nova then
for i = 0, 7 do
table.insert(angles, r + i*math.pi/4)
end
else
if mods.spreading_multiple_projectiles and mods.spreading_multiple_projectiles >= 2 then
local n = mods.spreading_multiple_projectiles
local spread = math.pi/6 + (n - 2)*math.pi/12
for i = 1, n do
local t = (i - 1)/(n - 1)
table.insert(angles, r + spread*(t - 0.5))
end
else
table.insert(angles, r)
end
if mods.backshot then table.insert(angles, r + math.pi) end
if mods.sideshots then
table.insert(angles, r + math.pi/2)
table.insert(angles, r - math.pi/2)
end
end
-- Build shot positions
local shots = {}
for _, angle in ipairs(angles) do
local sx = p1.x + 8*math.cos(angle)
local sy = p1.y + 8*math.sin(angle)
if mods.parallel_multiple_projectiles and mods.parallel_multiple_projectiles >= 2 then
local n = mods.parallel_multiple_projectiles
local total_offset = 10*(n - 1)
for i = 1, n do
local t = (i - 1)/(n - 1)
local offset = total_offset*(t - 0.5)
local px = angle + math.pi/2
table.insert(shots, {x = sx + offset*math.cos(px), y = sy + offset*math.sin(px), r = angle})
end
else
table.insert(shots, {x = sx, y = sy, r = angle})
end
end
-- Create projectiles
for _, shot in ipairs(shots) do
local proj_args = {ability = self.ability, color = def.color, r = shot.r}
for k, v in pairs(mods) do
proj_args[k] = v
end
an:add(projectile(shot.x, shot.y, proj_args))
end
if def.fire_sound then
sfx(def.fire_sound, volumes[def.fire_sound])
end
-- Player feedback
an.camera.shake:push(r, 3)
p1.spring:pull('shoot', 0.25)
p1.flashing = true
p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
for _, shot in ipairs(shots) do
an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
for i = 1, 2 do
an:add(hit_particle(shot.x, shot.y, {
angle = shot.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, def.color:clone()))
end
end
end
function orb:update(dt)
self.x = p1.x + self.orbit_distance*math.cos(self.orbit_speed*an.time + self.orbit_offset)
self.y = p1.y + self.orbit_distance*math.sin(self.orbit_speed*an.time + self.orbit_offset)
if self.ability then
local def = abilities[self.ability]
if def and def.activation == 'manual' then
self.cooldown = math.max(self.cooldown - dt, 0)
if orb_input_down(self.slot) and self.cooldown <= 0 then
self:activate()
self.cooldown = def.cooldown
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
end
end
end
local s = self.spring.main.x
local c
if self.flashing and self.ability then
c = abilities[self.ability].color()
else
c = fg_color()
end
game:circle(self.x, self.y, self.rs*s, c)
end
Orb management:
orbs = {}
function add_orb()
local o = orb({slot = #orbs + 1})
an:add(o)
table.insert(orbs, o)
for i, ob in ipairs(orbs) do
ob.orbit_offset = (i - 1)*2*math.pi/#orbs
end
return o
end
Player simplification — remove from player:new: all modifier fields (lines 314-330), self.current_ability. Remove from player:update: the attack block (lines 396-400). Remove player:attack() entirely (lines 410-484).
Projectile/area — read ability data from abilities table:
projectile:newkeeps defaults (speed=190, w=10, h=4, damage=1), readsexplosion_radiusfrom abilities table viaabilities[self.ability]area:newreadsexplosion_radiusandarea_damagefrom abilities table, playshit_soundfrom abilities table
Test setup:
p1 = player(gw/2, gh/2)
an:add(p1)
local o1 = add_orb()
o1:set_ability('fireball')
o1:add_modifier('pierce', 5)
o1:add_modifier('spreading_multiple_projectiles', 4)
o1:add_modifier('greater_returning', true)
o1:add_modifier('greater_increased_projectile_speed', true)
Does this look right?
We need "add ability" instead of "set_ability". Imagine a scenario where we have fireball, then we add the cast on critical strike modifier, then we add poison arrow. In this case, we're shooting fireballs (because it's the first ability added), but we're also casting poison arrow wherenever a fireball crits.
That clarifies the model significantly. An orb holds an ordered list of slots — abilities and modifiers interleaved. The ordering defines the trigger chain: first ability is primary (keybind-activated), trigger modifiers link to subsequent abilities.
So the data structure becomes:
self.slots = {}
-- After setup:
-- slots = {
-- {type='ability', name='fireball'},
-- {type='modifier', name='pierce', value=5},
-- {type='modifier', name='cast_on_critical_strike', value=true},
-- {type='ability', name='caustic_arrow'},
-- }
The API:
function orb:add_ability(ability_name)
table.insert(self.slots, {type = 'ability', name = ability_name})
end
function orb:add_modifier(name, value)
table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
end
function orb:remove_modifier(name)
for i = #self.slots, 1, -1 do
if self.slots[i].type == 'modifier' and self.slots[i].name == name then
table.remove(self.slots, i)
return
end
end
end
function orb:primary_ability()
for _, slot in ipairs(self.slots) do
if slot.type == 'ability' then return slot.name end
end
return nil
end
For now, activate() fires the primary ability with all modifiers collected flat — trigger modifiers like cast_on_critical_strike end up as unused keys in the projectile args (harmless, ready for when we implement the trigger system). The full chain interpretation comes later.
The activate() and update() change to use self:primary_ability() instead of self.ability:
function orb:activate()
local ability_name = self:primary_ability()
if not ability_name then return end
local def = abilities[ability_name]
if not def then return end
-- Collect all modifiers flat
local mods = {}
for _, slot in ipairs(self.slots) do
if slot.type == 'modifier' then
mods[slot.name] = slot.value
end
end
-- ... rest of activate (shot angles, projectile creation, feedback) unchanged,
-- using mods and def as before
end
function orb:update(dt)
-- orbit position unchanged
local ability_name = self:primary_ability()
if ability_name then
local def = abilities[ability_name]
if def and def.activation == 'manual' then
self.cooldown = math.max(self.cooldown - dt, 0)
if orb_input_down(self.slot) and self.cooldown <= 0 then
self:activate()
self.cooldown = def.cooldown
self.spring:pull('main', 0.25)
self.flashing = true
self.timer:after(0.15, 'flash', function() self.flashing = false end)
end
end
end
-- draw: flash primary ability color
local s = self.spring.main.x
local c
if self.flashing and ability_name then
c = abilities[ability_name].color()
else
c = fg_color()
end
game:circle(self.x, self.y, self.rs*s, c)
end
Test setup:
local o1 = add_orb()
o1:add_ability('fireball')
o1:add_modifier('pierce', 5)
o1:add_modifier('spreading_multiple_projectiles', 4)
o1:add_modifier('greater_returning', true)
o1:add_modifier('greater_increased_projectile_speed', true)
Does this look right? If so I'll write the full changeset.
Seems good.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "Edit"
},
{
"type": "tool_reference",
"tool_name": "Write"
}
]
Let me re-read the full file to make sure I have the latest content before editing.
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→volumes = {
6→ enemy_die = 0.8,
7→ enemy_hit = 0.8,
8→ fireball_fire = 0.45,
9→ fireball_hit = 0.45,
10→ enemy_spawn = 0.59,
11→ player_hit = 0.39,
12→}
13→
14→-- SNKRX palette
15→bg_color = color(48, 48, 48)
16→bg_off = color(46, 46, 46)
17→fg_color = color(218, 218, 218)
18→fg_alt = color(176, 168, 159)
19→yellow = color(250, 207, 0)
20→orange = color(240, 112, 33)
21→blue = color(1, 155, 214)
22→green = color(139, 191, 64)
23→red = color(233, 29, 57)
24→purple = color(142, 85, 158)
25→blue2 = color(71, 120, 186)
26→yellow2 = color(245, 159, 16)
27→
28→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
29→
30→-- Physics
... [70 more lines]
Read (E:/a327ex/Orblike/main.lua)
290→ recording_last_step = recording_last_step + frames_to_capture*2
291→ end
292→end
293→
294→
295→-- Player
296→player = object:extend()
297→function player:new(x, y, args)
298→ object.new(self, 'player')
299→ self:tag('player')
300→ self.x, self.y = x, y
301→ self.w, self.h = 10, 10
302→ self.speed = 100
303→ self.r = 0
304→ self.visual_r = 0
305→ self.sx, self.sy = 1, 1
306→ self.color = blue
307→ self.moving = false
308→ self.previous_moving = false
309→ self.flashing = false
310→ self.cooldown = 0
311→ self.current_ability = 'fireball'
312→
313→ args = args or {}
314→ self.spreading_multiple_projectiles = args.spreading_multiple_projectiles
315→ self.parallel_multiple_projectiles = args.parallel_multiple_projectiles
316→ self.backshot = args.backshot
317→ self.sideshots = args.sideshots
318→ self.nova = args.nova
319→ self.pierce = args.pierce
... [170 more lines]
Read (E:/a327ex/Orblike/main.lua)
486→
487→-- Projectile carrier
488→projectile = object:extend()
489→function projectile:new(x, y, args)
490→ object.new(self)
491→ self:tag('projectile')
492→ self.x, self.y = x, y
493→ self.r = args.r or 0
494→ self.ability = args.ability
495→ self.color = args.color
496→ self.w = 10
497→ self.h = 4
498→ self.speed = 190
499→ if args.lesser_increased_projectile_speed then self.speed = self.speed*1.2 end
500→ if args.increased_projectile_speed then self.speed = self.speed*1.5 end
501→ if args.greater_increased_projectile_speed then self.speed = self.speed*2.0 end
502→ if args.lesser_decreased_projectile_speed then self.speed = self.speed*0.9 end
503→ if args.decreased_projectile_speed then self.speed = self.speed*0.75 end
504→ if args.greater_decreased_projectile_speed then self.speed = self.speed*0.5 end
505→ self.damage = 1
506→ self.flashing = false
507→
508→ self.homing = args.homing
509→ self.weaker_homing = args.weaker_homing
510→ self.stronger_homing = args.stronger_homing
511→ self.progressively_increasing_homing = args.progressively_increasing_homing
512→ self.progressively_decreasing_homing = args.progressively_decreasing_homing
513→ self.delayed_homing = args.delayed_homing
514→ self.very_delayed_homing = args.very_delayed_homing
515→ self.pierce = args.pierce
... [70 more lines]
Read (E:/a327ex/Orblike/main.lua)
700→ game:pop()
701→end
702→
703→function projectile:die()
704→ an:add(hit_circle(self.x, self.y, {radius = 6, duration = 0.15}))
705→ for i = 1, 2 do
706→ an:add(hit_particle(self.x, self.y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}))
707→ end
708→ self:kill()
709→end
710→
711→function projectile:on_hit(e, hx, hy)
712→ if self.ability == 'fireball' then
713→ an:add(area(self.x, self.y, {ability = 'fireball', color = self.color}))
714→ end
715→
716→ if self.chain then
717→ self.chain_hits[e.id] = true
718→ end
719→
720→ if self.pierce and self.pierce > 0 then
721→ self.pierce = self.pierce - 1
722→ elseif self.chain and self.chain_remaining > 0 then
723→ self.chain_remaining = self.chain_remaining - 1
724→ local closest, closest_d = nil, math.huge
725→ for _, enemy in ipairs(cached_enemies) do
726→ if not enemy.dead and not self.chain_hits[enemy.id] then
727→ local d = math.distance(self.x, self.y, enemy.x, enemy.y)
728→ if d < self.chain_range and d < closest_d then
729→ closest, closest_d = enemy, d
... [100 more lines]
Read (E:/a327ex/Orblike/main.lua)
1020→ effects:animation(self.hit1, 0, 0)
1021→ effects:pop()
1022→end
1023→
1024→
1025→-- Spawn player
1026→p1 = player(gw/2, gh/2, {pierce = 5, spreading_multiple_projectiles = 4, greater_returning = true, greater_increased_projectile_speed = true})
1027→an:add(p1)
1028→
1029→-- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
1030→cached_enemies = {}
1031→an:early_action(function()
1032→ cached_enemies = an:all('enemy')
1033→end)
1034→
1035→-- Collision handling
1036→an:early_action(function()
1037→ -- Player-enemy collision
1038→ for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
1039→ local p, e = event.a, event.b
1040→ local r = math.angle_to_point(p.x, p.y, e.x, e.y)
1041→ e:push(r, 6)
1042→ sfx('player_hit', volumes.player_hit)
1043→ p.spring:pull('hit', 0.2)
1044→ p.flashing = true
1045→ p.timer:after(0.1, 'flash', function() p.flashing = false end)
1046→ an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
1047→ for i = 1, an.random:int(1, 2) do
1048→ an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
1049→ end
... [50 more lines]
I'll make all the changes now. Starting with the large insert and player cleanup.
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 remove the player:attack function entirely.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Now the projectile, area, and setup changes.
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)
<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: sfx('fireball_hit', volumes.fireball_hit)</tool_use_error>
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
The sfx line appears twice. Let me find both occurrences to provide more context.
Grep (sfx('fireball_hit')
797- -- end
798- -- if self.ability == 'fireball' then
799: -- sfx('fireball_hit', volumes.fireball_hit)
800- -- end
801- -- self:kill()
--
878- self.spring:add('main', 1)
879-
880: sfx('fireball_hit', volumes.fireball_hit)
881-
882- self.timer:tween(0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
One is commented out (line 799), the other is the active one in area:new (line 880). Let me target the active one with more context.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
All edits done. Let me verify the key sections look correct.
Read (E:/a327ex/Orblike/main.lua)
28→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
29→
30→-- Abilities
31→abilities = {
32→ fireball = {
33→ activation = 'manual',
34→ cooldown = 0.5,
35→ color = orange,
36→ fire_sound = 'fireball_fire',
37→ hit_sound = 'fireball_hit',
38→ explosion_radius = 25,
39→ },
40→ caustic_arrow = {
41→ activation = 'manual',
42→ cooldown = 0.5,
43→ color = purple,
44→ zone_radius = 50,
45→ zone_duration = 4,
46→ zone_tick_rate = 0.5,
47→ },
48→}
49→
50→-- Orb keybinds
51→orb_keybinds = {
52→ {mouse = 1},
53→ {mouse = 2},
54→ {key = 'q'},
55→ {key = 'e'},
56→ {key = 'r'},
57→ {key = 't'},
Read (E:/a327ex/Orblike/main.lua)
395→ .. table.concat(batch_labels) .. 'amix=inputs=' .. #batch_labels
396→ .. ':duration=longest:dropout_transition=0:normalize=0[mix];[mix]alimiter=limit=0.9[out]'
397→ local batch_filter_file = dir .. '/filter_batch' .. batch_num .. '.txt'
398→ local bf = io.open(batch_filter_file, 'w')
399→ bf:write(batch_filter)
400→ bf:close()
401→
402→ local batch_out = dir .. '/batch_' .. batch_num .. '.wav'
403→ local batch_input_args = table.concat(batch_inputs, ' ')
404→ print('Mixing batch ' .. batch_num .. ' (' .. #batch_labels .. ' sounds)...')
405→ os.execute('ffmpeg -y ' .. batch_input_args .. ' -filter_complex_script "' .. batch_filter_file .. '" -map "[out]" "' .. batch_out .. '" 2>nul')
406→ intermediate_files[#intermediate_files + 1] = batch_out
407→ batch_num = batch_num + 1
408→ idx = batch_end + 1
409→ end
410→
411→ -- Final mix of intermediate files (or use directly if only 1 batch)
412→ if #intermediate_files == 1 then
413→ os.execute('copy "' .. intermediate_files[1]:gsub('/', '\\') .. '" "' .. (dir .. '/audio.wav'):gsub('/', '\\') .. '" >nul 2>nul')
414→ else
415→ local final_inputs = {}
416→ local final_labels = {}
417→ local final_filters = {}
418→ for j, fpath in ipairs(intermediate_files) do
419→ final_inputs[#final_inputs + 1] = '-i "' .. fpath .. '"'
420→ local label = 'b' .. (j - 1)
421→ final_filters[#final_filters + 1] = '[' .. (j - 1) .. ':a]acopy[' .. label .. ']'
422→ final_labels[#final_labels + 1] = '[' .. label .. ']'
423→ end
424→ local final_filter = table.concat(final_filters, ';\n') .. ';\n'
Read (E:/a327ex/Orblike/main.lua)
480→draw = function()
481→ profiler:draw()
482→
483→ bg:render()
484→ game:render()
485→ effects:render()
486→
487→ shadow:clear()
488→ shadow:draw_from(game, an.shaders.shadow)
489→
490→ bg:draw()
491→ shadow:draw(2, 2)
492→ game:draw()
493→ effects:draw()
494→ if recording then
Grep (^-- Player$|^function player:new|^function player:update|^-- Draw$|game:pop|^function player:attack|^-- Projectile|^-- Spawn player|add_orb)
232:function add_orb()
509:function player:new(x, y)
535:function player:update(dt)
591: game:pop()
595:-- Projectile carrier
809: game:pop()
1040: game:pop()
1137:-- Spawn player
1141:local o1 = add_orb()
Read (E:/a327ex/Orblike/main.lua)
505→
506→
507→-- Player
508→player = object:extend()
509→function player:new(x, y)
510→ object.new(self, 'player')
511→ self:tag('player')
512→ self.x, self.y = x, y
513→ self.w, self.h = 10, 10
514→ self.speed = 100
515→ self.r = 0
516→ self.visual_r = 0
517→ self.sx, self.sy = 1, 1
518→ self.color = blue
519→ self.moving = false
520→ self.previous_moving = false
521→ self.flashing = false
522→
523→ self:add(collider('player', 'dynamic', 'box', 10, 10))
524→ self.collider:set_gravity_scale(0)
525→ self.collider:set_fixed_rotation(true)
526→ self.collider:set_position(self.x, self.y)
527→
528→ self:add(timer())
529→ self:add(spring())
530→ self.spring:add('hit', 1)
531→ self.spring:add('shoot', 1)
532→ self.spring:add('move', 1)
533→end
534→
... [70 more lines]
Read (E:/a327ex/Orblike/main.lua)
1135→
1136→
1137→-- Spawn player
1138→p1 = player(gw/2, gh/2)
1139→an:add(p1)
1140→
1141→local o1 = add_orb()
1142→o1:add_ability('fireball')
1143→o1:add_modifier('pierce', 5)
1144→o1:add_modifier('spreading_multiple_projectiles', 4)
1145→o1:add_modifier('greater_returning', true)
1146→o1:add_modifier('greater_increased_projectile_speed', true)
1147→
1148→-- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
1149→cached_enemies = {}
1150→an:early_action(function()
1151→ cached_enemies = an:all('enemy')
1152→end)
1153→
1154→-- Collision handling
Everything looks clean. Let me verify the projectile and area changes too.
Read (E:/a327ex/Orblike/main.lua)
648→ self.returning_arc_time = 0
649→ self.returning_arc_turn_rate = an.random:choice({-1, 1})*3.5
650→ self.returning_arc_turning = false
651→ self.returning_phase = false
652→ self.returning_homing = 0.42
653→ end
654→
655→ local def = abilities[self.ability]
656→ if def then
657→ self.explosion_radius = def.explosion_radius
Read (E:/a327ex/Orblike/main.lua)
860→ object.new(self)
861→ self.x, self.y = x, y
862→ self.ability = args.ability
863→ self.color = args.color
864→ local def = abilities[self.ability]
865→ self.radius = args.radius or (def and def.explosion_radius) or 25
866→ self.visual_radius = 0
867→ self.damage = (def and def.area_damage) or 1
868→ self.fill_color = self.color:clone()
869→ self.fill_color.a = 20
870→ self.flashing = false
871→ self.hidden = false
872→ self.arc_r = 0
873→ self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(3, 5)*math.pi
874→ self.elapsed = 0
875→
876→ self:add(timer())
877→ self:add(spring())
878→ self.spring:add('main', 1)
879→
880→ if def and def.hit_sound then
881→ sfx(def.hit_sound, volumes[def.hit_sound])
882→ end
883→
884→ self.timer:tween(0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
All changes are in place. Here's a summary of what was done:
Added (after palette, lines 30-243):
abilitiestable — fireball (orange, manual, explosion_radius 25) and caustic_arrow (purple, manual, zone params)orb_keybindstable — mouse 1/2, q, e, r, torb_input_down()helperorbclass — slots-based data (add_ability, add_modifier, remove_modifier, primary_ability), SNKRX Psyker orbit (distance 56-64, speed 2-4 rad/s, circle rs=2.5, white with ability color flash), activation logic, full attack code (shot angles, positions, projectile creation, player feedback)add_orb()— creates orb, evenly distributes orbit offsets
Simplified player:new — removed all modifier fields, cooldown, current_ability, args parameter
Removed from player:update — attack input block
Removed player:attack() entirely — logic now lives in orb:activate()
Updated projectile:new — reads explosion_radius from abilities table
Updated area:new — reads radius, damage, hit_sound from abilities table
Updated spawn setup — p1 = player(gw/2, gh/2) + orb with fireball and modifiers
You can compile and test — left click should fire the fireball through the orb system, with a white orb orbiting the player that flashes orange when firing.
Orb is currently flashing orange. It should be white and flash white, therefore no flashing. Attack is currently coming from player position instead of orb position.
Read (E:/a327ex/Orblike/main.lua)
218→ end
219→
220→ local s = self.spring.main.x
221→ local c
222→ if self.flashing and ability_name then
223→ c = abilities[ability_name].color()
224→ else
225→ c = fg_color()
226→ end
227→ game:circle(self.x, self.y, self.rs*s, c)
228→end
229→
230→-- Orb management
231→orbs = {}
232→function add_orb()
233→ local o = orb({slot = #orbs + 1})
234→ an:add(o)
235→ table.insert(orbs, o)
236→ for i, ob in ipairs(orbs) do
237→ ob.orbit_offset = (i - 1)*2*math.pi/#orbs
238→ end
239→ return o
240→end
241→
242→-- Physics
243→an:physics_init()
244→an:physics_set_gravity(0, 0)
245→an:physics_tag('player')
246→an:physics_tag('enemy')
247→an:physics_tag('projectile')
Read (E:/a327ex/Orblike/main.lua)
155→ local sy = p1.y + 8*math.sin(angle)
156→ if mods.parallel_multiple_projectiles and mods.parallel_multiple_projectiles >= 2 then
157→ local n = mods.parallel_multiple_projectiles
158→ local total_offset = 10*(n - 1)
159→ for i = 1, n do
160→ local t = (i - 1)/(n - 1)
161→ local offset = total_offset*(t - 0.5)
162→ local px = angle + math.pi/2
163→ table.insert(shots, {x = sx + offset*math.cos(px), y = sy + offset*math.sin(px), r = angle})
164→ end
165→ else
166→ table.insert(shots, {x = sx, y = sy, r = angle})
167→ end
168→ end
169→
170→ -- Create projectiles
171→ for _, shot in ipairs(shots) do
172→ local proj_args = {ability = ability_name, color = def.color, r = shot.r}
173→ for k, v in pairs(mods) do
174→ proj_args[k] = v
175→ end
176→ an:add(projectile(shot.x, shot.y, proj_args))
177→ end
178→
179→ if def.fire_sound then
180→ sfx(def.fire_sound, volumes[def.fire_sound])
181→ end
182→
183→ -- Player feedback
184→ an.camera.shake:push(r, 3)
... [35 more lines]
Two fixes: remove the orb flashing entirely, and change shot spawn positions from p1 to self (the orb).
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 fix the spawn positions — change p1.x/p1.y to self.x/self.y in the shot building code within orb:activate.
Read (E:/a327ex/Orblike/main.lua)
119→ local r = p1.r
120→ local mods = {}
121→ for _, slot in ipairs(self.slots) do
122→ if slot.type == 'modifier' then
123→ mods[slot.name] = slot.value
124→ end
125→ end
126→
127→ -- Build shot angles
128→ local angles = {}
129→ if mods.nova then
130→ for i = 0, 7 do
131→ table.insert(angles, r + i*math.pi/4)
132→ end
133→ else
134→ if mods.spreading_multiple_projectiles and mods.spreading_multiple_projectiles >= 2 then
135→ local n = mods.spreading_multiple_projectiles
136→ local spread = math.pi/6 + (n - 2)*math.pi/12
137→ for i = 1, n do
138→ local t = (i - 1)/(n - 1)
139→ table.insert(angles, r + spread*(t - 0.5))
140→ end
141→ else
142→ table.insert(angles, r)
143→ end
144→ if mods.backshot then table.insert(angles, r + math.pi) end
145→ if mods.sideshots then
146→ table.insert(angles, r + math.pi/2)
147→ table.insert(angles, r - math.pi/2)
148→ end
... [20 more lines]
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Also need to remove the flashing field and spawn flash from orb:new since the orb doesn't flash.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Fixed:
- Orb is always white, no flashing at all (removed flashing logic from constructor, update draw, and activation)
- Projectiles now spawn from the orb's position (
self.x/self.y) instead of the player's position
Keep orb flashing but make it white, we might change default orb color in the future.
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.
Done. Flashing is back (spawn flash + activation flash with spring pull), but both branches draw fg_color() — white either way. When you change the default orb color later, the flashing branch will stand out.
As I suspected, making the projectiles come from the orb makes it too confusing, let's go back to player. We might make orb the shooters on activation methods that aren't 'manual'.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Done. Manual activation fires from the player position again.
OK, let's make it like SNKRX where orbs deal 1 contact damage when passing through enemies. Let's make fireball blue again. Let's add a line that is created and then disappears (blinks out) whenever an orb activates its ability. The line should go from orb to player, and it should follow the orb as long as it's alive. It shouldn't be a direct line, it should be slightly irregular. I believe SNKRX has a lightning bolt effect somewhere in it, maybe take inspiration from that.
Grep (lightning|bolt|chain.*line|electric|zap|jagged)
632-
633----
634-
635-## 8. LINE EFFECTS
636-
637:### 8a. LightningLine
638-
639-**File:** `objects.lua:40-105`
640:**Trigger:** Chain lightning, buff connections, curse links
641-
642-```lua
643:LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]}
644-```
645-
646-Mechanism:
647:1. Generates jagged line between src and dst using midpoint displacement
648-2. `generations` = 3 (default), `max_offset` = 8 (default)
649-3. Each generation halves offset, splits each segment at midpoint + perpendicular offset
650-4. Drawn as polyline, width starts at 3, tweens to 1 over `duration` (default 0.1s)
651-5. At both endpoints: HitCircle(rs=6, fg[0]) + HitParticles
652-
Grep (lightning|bolt|chain.*line|electric|zap|jagged)
36- - [Projectiles](#4a-projectiles)
37- - [Areas (Rectangle)](#4b-areas-rectangle)
38- - [DotAreas (Circle)](#4c-dotareas-circle)
39- - [Lines (Laser/Pierce)](#4d-lines-laserpierce)
40- - [Single Target](#4e-single-target)
41: - [Lightning](#4f-lightning)
42-5. [Entity Feedback](#5-entity-feedback)
43- - [Movement Effects](#5a-movement-effects)
44- - [Taking Damage](#5b-taking-damage)
45- - [Death Effects](#5c-death-effects)
46- - [Spawn Effects](#5d-spawn-effects)
--
1288-
1289-Same expand -> pop -> blink -> die pattern as areas and lines.
1290-
1291----
1292-
1293:### 4f. Lightning
1294-
1295:A jagged line between two points using midpoint displacement.
1296-
1297-**Sources:** SNKRX `objects.lua:40-105`. Not present in dark variants.
1298-
1299-**Algorithm:** 3 generations of midpoint displacement with max_offset starting at 8, halving each generation. Line width tweens from 3 to 1 over 0.1s. HitCircle + 2 HitParticles at each endpoint.
1300-
--
1902-- `shared.lua:618-659` -- InfoText popup
1903-- `shared.lua:682-702` -- RefreshEffect
1904-- `shared.lua:707-720` -- Screen flash + slow motion
1905-- `shared.lua:725-800` -- HitCircle + HitParticle
... [7 more lines]
Read (E:/a327ex/Orblike/reference/snkrx_style_effects.md)
1293→### 4f. Lightning
1294→
1295→A jagged line between two points using midpoint displacement.
1296→
1297→**Sources:** SNKRX `objects.lua:40-105`. Not present in dark variants.
1298→
1299→**Algorithm:** 3 generations of midpoint displacement with max_offset starting at 8, halving each generation. Line width tweens from 3 to 1 over 0.1s. HitCircle + 2 HitParticles at each endpoint.
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.
... [20 more lines]
Now let me also check the SNKRX catalog for more detail on the LightningLine.
Read (E:/a327ex/Orblike/reference/SNKRX_visual_effects_catalog.md)
637→### 8a. LightningLine
638→
639→**File:** `objects.lua:40-105`
640→**Trigger:** Chain lightning, buff connections, curse links
641→
642→```lua
643→LightningLine{group = main.current.effects, src = self, dst = enemy, color = blue[0]}
644→```
645→
646→Mechanism:
647→1. Generates jagged line between src and dst using midpoint displacement
648→2. `generations` = 3 (default), `max_offset` = 8 (default)
649→3. Each generation halves offset, splits each segment at midpoint + perpendicular offset
650→4. Drawn as polyline, width starts at 3, tweens to 1 over `duration` (default 0.1s)
651→5. At both endpoints: HitCircle(rs=6, fg[0]) + HitParticles
652→
653→```lua
654→-- At source:
655→HitCircle{group = main.current.effects, x = self.src.x, y = self.src.y, rs = 6, color = fg[0], duration = self.duration or 0.1}
656→for i = 1, 2 do HitParticle{group = main.current.effects, x = self.src.x, y = self.src.y, color = self.color} end
657→-- At destination:
658→HitCircle{group = main.current.effects, x = self.dst.x, y = self.dst.y, rs = 6, color = fg[0], duration = self.duration or 0.1}
659→HitParticle{group = main.current.effects, x = self.dst.x, y = self.dst.y, color = self.color}
660→```
661→
662→### 8b. HP Bar Lines
663→
664→**File:** `objects.lua:437-446`
665→```lua
666→-- Background line:
... [10 more lines]
Good references found. Three changes: fireball → blue, orb contact damage via physics sensor, lightning line effect on activation.
Read (E:/a327ex/Orblike/main.lua)
242→an:physics_tag('projectile')
243→an:physics_collision('player', 'enemy')
244→an:physics_sensor('projectile', 'enemy')
245→
246→-- Input
247→an:bind('left', 'key:a')
248→an:bind('left', 'key:left')
249→an:bind('right', 'key:d')
250→an:bind('right', 'key:right')
251→an:bind('up', 'key:w')
252→an:bind('up', 'key:up')
253→an:bind('down', 'key:s')
254→an:bind('down', 'key:down')
255→
256→-- Camera
Read (E:/a327ex/Orblike/main.lua)
62→ if not bind then return false end
63→ if bind.mouse then return an:mouse_is_down(bind.mouse) end
64→ if bind.key then return an:key_is_down(bind.key) end
65→ return false
66→end
67→
68→-- Orb
69→orb = object:extend()
70→function orb:new(args)
71→ object.new(self)
72→ self.slots = {}
73→ self.slot = args.slot or 1
74→ self.orbit_distance = an.random:float(56, 64)
75→ self.orbit_speed = an.random:float(2, 4)
76→ self.orbit_offset = args.orbit_offset or 0
Read (E:/a327ex/Orblike/main.lua)
1148→
1149→-- Collision handling
1150→an:early_action(function()
1151→ -- Player-enemy collision
1152→ for _, event in ipairs(an:collision_begin_events('player', 'enemy')) do
1153→ local p, e = event.a, event.b
1154→ local r = math.angle_to_point(p.x, p.y, e.x, e.y)
1155→ e:push(r, 6)
1156→ sfx('player_hit', volumes.player_hit)
1157→ p.spring:pull('hit', 0.2)
1158→ p.flashing = true
1159→ p.timer:after(0.1, 'flash', function() p.flashing = false end)
1160→ an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
1161→ for i = 1, an.random:int(1, 2) do
1162→ an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
1163→ end
1164→ end
1165→
1166→ -- Projectile-enemy hit
1167→ for _, event in ipairs(an:sensor_begin_events('projectile', 'enemy')) do
1168→ local proj, e = event.a, event.b
1169→ local r = math.angle_to_point(e.x, e.y, proj.x, proj.y)
1170→ local s = math.max(e.w, e.h)
1171→ local hx = e.x + s*0.75*math.cos(r)
1172→ local hy = e.y + s*0.75*math.sin(r)
1173→ proj:on_hit(e, hx, hy)
1174→ end
1175→end)
1176→
1177→-- Debug
Now let me also check where the effect classes end so I know where to insert lightning_line.
Read (E:/a327ex/Orblike/main.lua)
1125→ local y = self.follow and self.follow.y or self.y
1126→ effects:push(x, y, self.r, self.s, self.s)
1127→ effects:animation(self.hit1, 0, 0)
1128→ effects:pop()
1129→end
1130→
1131→
1132→-- Spawn player
1133→p1 = player(gw/2, gh/2)
1134→an:add(p1)
1135→
1136→local o1 = add_orb()
1137→o1:add_ability('fireball')
1138→o1:add_modifier('pierce', 5)
1139→o1:add_modifier('spreading_multiple_projectiles', 4)
1140→o1:add_modifier('greater_returning', true)
1141→o1:add_modifier('greater_increased_projectile_speed', true)
1142→
1143→-- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
1144→cached_enemies = {}
Now I'll make all the changes.
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 add the collider position update in orb:update and the lightning_line spawn in orb:activate.
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 orb-enemy contact damage in the collision handler.
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Summary: 1. Primary Request and Intent: The user is working on the Orblike game, building an ORBS (Orthogonal Rule Binding System) composition system. The session started with a request to implement Caustic Arrow, pivoted to implementing the core orb system first, and most recently requested: orb contact damage (1 damage on enemy pass-through like SNKRX), changing fireball color back to blue, and adding a lightning line effect (jagged/irregular line from orb to player that appears on ability activation, follows the orb, and blinks out). The lightning line should use SNKRX's midpoint displacement algorithm.
Key Technical Concepts:
- ORBS system: Orbs orbit the player, each holding an ordered list of "slots" (abilities + modifiers interleaved). First ability is primary (keybind-activated), trigger modifiers link to subsequent abilities.
- SNKRX Psyker orb visuals: white circles, rs=2.5, orbit distance 56-64px, speed 2-4 rad/s, independent random speeds per orb
- SNKRX LightningLine: midpoint displacement algorithm, 3 generations, max_offset=8, halving each generation, line width tweens 3→1 over 0.1s, HitCircle + HitParticles at endpoints, blink-out death
- Abilities table: centralized data definitions with defaults in constructors (projectile_speed=190, w=10, h=4, damage=1, area_damage=1)
- Orb activation: manual activation via keybinds (mouse1, mouse2, q, e, r, t), fires from player position for manual mode
- Orb slots model:
{type='ability', name='fireball'}and{type='modifier', name='pierce', value=5}interleaved in ordered list- Physics sensors for orb-enemy contact damage
Files and Code Sections:
E:/a327ex/Orblike/main.lua — The main game file, heavily modified:
- Abilities table (after line 28, palette): Data definitions for fireball and caustic_arrow
lua abilities = { fireball = { activation = 'manual', cooldown = 0.5, color = blue, fire_sound = 'fireball_fire', hit_sound = 'fireball_hit', explosion_radius = 25, }, caustic_arrow = { activation = 'manual', cooldown = 0.5, color = purple, zone_radius = 50, zone_duration = 4, zone_tick_rate = 0.5, }, }- Orb keybinds + helper function:
lua orb_keybinds = { {mouse = 1}, {mouse = 2}, {key = 'q'}, {key = 'e'}, {key = 'r'}, {key = 't'}, } function orb_input_down(slot) local bind = orb_keybinds[slot] if not bind then return false end if bind.mouse then return an:mouse_is_down(bind.mouse) end if bind.key then return an:key_is_down(bind.key) end return false end- Orb class: Full implementation with slots-based data model, activate() with shot angle/position building, physics sensor collider for contact damage. Key methods: add_ability, add_modifier, remove_modifier, primary_ability, activate, update. Orb flashes white (both branches fg_color()) on spawn and activation. Projectiles spawn from player position (p1.x/p1.y) for manual activation.
- Player class simplified: Removed all modifier fields, cooldown, current_ability from player:new. Removed attack block from player:update. Removed player:attack() entirely. Signature changed to
function player:new(x, y).- Projectile class: explosion_radius now reads from abilities table via
abilities[self.ability]- Area class: radius, damage, hit_sound now read from abilities table
- Physics setup: Added
an:physics_tag('orb')andan:physics_sensor('orb', 'enemy')- Collision handler: Added orb-enemy contact damage section (1 damage + small particles)
- Spawn setup:
lua p1 = player(gw/2, gh/2) an:add(p1) local o1 = add_orb() o1:add_ability('fireball') o1:add_modifier('pierce', 5) o1:add_modifier('spreading_multiple_projectiles', 4) o1:add_modifier('greater_returning', true) o1:add_modifier('greater_increased_projectile_speed', true)- orb:activate now includes
an:add(lightning_line(self, p1))call but the lightning_line class has NOT been written yetE:/a327ex/Orblike/orbs/ability_reference.md — Read for Caustic Arrow description
- E:/a327ex/Orblike/orbs/ability_design_reference.md — Read for carrier/building block concepts
- E:/a327ex/Orblike/orbs/system_design.md — Read for full ORBS system design (links, bridge types, modifiers, activation flow)
- E:/a327ex/Orblike/reference/SNKRX_visual_effects_catalog.md — Read for Psyker orb visuals and LightningLine algorithm
- E:/a327ex/Orblike/reference/snkrx_style_effects.md — Read for detailed lightning and orb effect descriptions
- E:/a327ex/Anchor/docs/FRAMEWORK_API_QUICK.md — Read for framework API reference
Errors and fixes:
- sfx replacement not unique: When trying to replace
sfx('fireball_hit', volumes.fireball_hit)in area:new, the Edit tool found 2 matches (one commented out, one active). Fixed by providing more surrounding context to uniquely identify the active occurrence.- Orb flashing orange: User reported orb was flashing the ability color (orange). I removed flashing entirely. User then said to keep flashing but make it white. Fixed by restoring flashing with both branches using
fg_color().- Projectiles from orb position: User said spawning from orb was confusing, wanted it back at player. Changed
self.x/self.yback top1.x/p1.yin orb:activate shot building.- Fireball color: Started as blue (player color), user said orange for abilities table, then said "let's make fireball blue again" in the latest request. Changed back to
color = blue.Problem Solving:
- Designed the orb slots data model to support future ability chaining (fireball → cast_on_crit → caustic_arrow) while keeping current implementation simple (only primary ability fires, modifiers collected flat)
- Solved modifier passing: orb's modifiers are merged into projectile args via
for k, v in pairs(mods) do proj_args[k] = v end, so trigger modifiers like 'cast_on_critical_strike' become harmless unused keys until the trigger system is implemented- Caustic Arrow was designed but NOT implemented (code not written) — user pivoted to orb system first
All user messages:
- "Let's keep working on Orblike. Let's implement the Caustic Arrow/Poison Arrow ability. Read the docs to see if you can find it."
- "Purple color; 4 seconds duration, tween up in area over 0.25s, spring pull when reaches full radius, tween down over 0.5s when dying; 2 ticks per second tick rate by default; 50 radius by default; how does Path of Exile's work for stacking?; projectile should always deal damage on contact like it does for the fireball, and also spawn the zone; I'll add the sound later; right mouse click uses the arrow"
- "Let's define a big table at the top of the file where everything that makes up an ability and is common between abilities is defined there. So things like cooldown and color would be examples that I can see from the get go, but you may find others. This table should contain data definitions only, not actual logic code."
- "Remove fire_sound_volume and hit_sound_volume, I think those are specific. Also remove camera shake."
- "Actually, now that I think of it, we should work on the orb system first. We need orbs that orbit the player (simple circular orbit for now) and then each orb can hold an active ability as well as modifiers that link to it. We can do the linking system between orbs later."
- "Copy the visuals from SNKRX. The psychic or psyk something class in that game has orbs that are white around some of their units. Let's make sure we can support as many orbs as possible, copying how SNKRX does multiple orbs too. Yes, modifiers should just be a modifiers table with strings for each, matching the name of how the modifier is internally for relevant objects. Each orb gets a keybind, and the ability is activated from it. Actually, each orb gets an ability, and the ability has the concept of how it gets activated into it. Some modifiers may also change this, but by default abilities have their activation methods that are manual, usually, and thus require a keybind. Keybinds by default are per orb, so orb 1 is left click, orb 2 is right click, orb 3 is q, orb 4 e, etc."
- "We should move attack functionality to the orb class instead, right? Also, instead of add_orb with the mods, we need to have the ability to change an orb's slots. The orb adding mechanism simply adds another orb, and then we'll progressively add either abilities or modifiers to the orb 1 by 1 via whatever UI we come up with. Projectile speed, w, h, damage and area damage can be those values by default, and the table definition should only have them if they're different. For colors, let's have only manual colors per ability, and let's have the fireball be orange, then. I'll reserve the red color for enemies only. Copy the Psyker orb movement exactly as it is there for now, we'll later do something more complex but it's not necessary now."
- "We need 'add ability' instead of 'set_ability'. Imagine a scenario where we have fireball, then we add the cast on critical strike modifier, then we add poison arrow. In this case, we're shooting fireballs (because it's the first ability added), but we're also casting poison arrow wherenever a fireball crits."
- "Seems good."
- "Orb is currently flashing orange. It should be white and flash white, therefore no flashing. Attack is currently coming from player position instead of orb position."
- "Keep orb flashing but make it white, we might change default orb color in the future."
- "As I suspected, making the projectiles come from the orb makes it too confusing, let's go back to player. We might make orb the shooters on activation methods that aren't 'manual'."
- "OK, let's make it like SNKRX where orbs deal 1 contact damage when passing through enemies. Let's make fireball blue again. Let's add a line that is created and then disappears (blinks out) whenever an orb activates its ability. The line should go from orb to player, and it should follow the orb as long as it's alive. It shouldn't be a direct line, it should be slightly irregular. I believe SNKRX has a lightning bolt effect somewhere in it, maybe take inspiration from that."
Pending Tasks:
- CRITICAL: The
lightning_lineclass has NOT been written/added to main.lua yet. Thean:add(lightning_line(self, p1))call was added in orb:activate but the class definition is missing — this will crash at runtime.- Caustic Arrow ability implementation (code for caustic_zone class, projectile:on_hit case) — deferred until orb system is working
- Orb linking/trigger system between abilities (cast_on_crit etc.) — explicitly deferred by user
- Non-manual activation modes (passive, periodic) — mentioned but not yet requested
Current Work: I was implementing three features from the user's latest request: (1) orb contact damage, (2) fireball color back to blue, (3) lightning line effect on activation. I completed the fireball color change, physics setup for orb contact damage (tag, sensor, collider, collision handler), and added the
an:add(lightning_line(self, p1))call in orb:activate. However, I had NOT yet written thelightning_lineclass itself — the SNKRX-inspired jagged line effect using midpoint displacement. The class needs to be inserted into main.lua (likely near the other effect classes around line 1130, before "-- Spawn player"). The algorithm: 3 generations of midpoint displacement with max_offset=8 halving each gen, line width tweening from 3 to 1, blink-out death pattern, regenerating points each frame for crackling effect, drawing as polyline segments on the effects layer.Optional Next Step: Write and insert the
lightning_lineclass into main.lua. This is directly required by the user's most recent request: "Let's add a line that is created and then disappears (blinks out) whenever an orb activates its ability. The line should go from orb to player, and it should follow the orb as long as it's alive. It shouldn't be a direct line, it should be slightly irregular." Thean:add(lightning_line(self, p1))call is already in orb:activate but the class doesn't exist yet, so the game will crash on ability activation.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\170e418a-fa10-4a0e-81a4-4966f8a903e1.jsonl Continue the conversation from where it left off without asking the user any further questions. Resume directly — do not acknowledge the summary, do not recap what was happening, do not preface with "I'll continue" or similar. Pick up the last task as if the break never happened.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "Read"
},
{
"type": "tool_reference",
"tool_name": "Edit"
},
{
"type": "tool_reference",
"tool_name": "Grep"
}
]
Read (E:\a327ex\Orblike\main.lua)
1080→end
1081→
1082→
1083→-- Effect: hit_particle (dark variant style)
1084→-- Rectangle that flies outward, shrinks to nothing. Starts white, optionally changes color.
1085→-- Velocity-proportional width, sine_in_out easing.
1086→hit_particle = object:extend()
1087→function hit_particle:new(x, y, args)
1088→ object.new(self)
1089→ self.origin_x, self.origin_y = x, y
1090→ self.ox, self.oy = 0, 0
1091→ args = args or {}
1092→ self.velocity = args.velocity or an.random:float(100, 250)
1093→ self.angle = args.angle or an.random:float(0, 2*math.pi)
1094→ self.duration = args.duration or an.random:float(0.2, 0.6)
1095→ self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)
1096→ self.h = args.h or self.w/2
1097→ self.draw_color = args.color and args.color:clone() or fg_color:clone()
1098→ self:add(timer())
1099→ self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end)
1100→end
1101→
1102→function hit_particle:change_color(fraction, target_color)
1103→ self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end)
1104→ return self
1105→end
1106→
1107→function hit_particle:update(dt)
1108→ self.ox = self.ox + self.velocity*math.cos(self.angle)*dt
1109→ self.oy = self.oy + self.velocity*math.sin(self.angle)*dt
... [90 more lines]
Read (E:\a327ex\Orblike\reference\SNKRX_visual_effects_catalog.md)
1→# SNKRX Visual Effects Catalog
2→
3→An exhaustive extraction of every visual effect pattern from the SNKRX codebase.
4→
5→---
6→
7→## 1. COLOR PALETTE & SYSTEM
8→
9→**File:** `shared.lua:1-22`
10→
11→The entire game uses a `ColorRamp` system. Each named color generates 21 shades (from -10 to +10) via lightening/darkening steps of 0.025.
12→
13→```lua
14→bg = ColorRamp(Color'#303030', 0.025)
15→fg = ColorRamp(Color'#dadada', 0.025)
16→fg_alt = ColorRamp(Color'#b0a89f', 0.025)
17→yellow = ColorRamp(Color'#facf00', 0.025)
18→orange = ColorRamp(Color'#f07021', 0.025)
19→blue = ColorRamp(Color'#019bd6', 0.025)
20→green = ColorRamp(Color'#8bbf40', 0.025)
21→red = ColorRamp(Color'#e91d39', 0.025)
22→purple = ColorRamp(Color'#8e559e', 0.025)
23→blue2 = ColorRamp(Color'#4778ba', 0.025)
24→yellow2 = ColorRamp(Color'#f59f10', 0.025)
25→```
26→
27→Access: `red[0]` = base color, `red[-5]` = darker, `red[5]` = lighter.
28→
29→Each color also generates transparent variants:
30→```lua
... [170 more lines]
Grep (LightningLine|lightning_line|midpoint displacement|lightning)
<persisted-output>
Output too large (73.9KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\170e418a-fa10-4a0e-81a4-4966f8a903e1\tool-results\toolu_01QwVNNEr8LmMw7A5fZtYfWa.txt
Preview (first 2KB):
E:\a327ex\Orblike\reference\001-No-title\todo.md-464-* Black + green: creates a defensive portal around the caster, projectiles that hit the portal will appear behind enemies instead
E:\a327ex\Orblike\reference\001-No-title\todo.md-465-* Red + green: if the target moves away enough from the caster it takes damage
E:\a327ex\Orblike\reference\001-No-title\todo.md-466-* attack part: cast when damage taken
E:\a327ex\Orblike\reference\001-No-title\todo.md-467-* attack part: auto aim; pick closest/furthest/strongest/weakest
E:\a327ex\Orblike\reference\001-No-title\todo.md-468-* attack part: applies passive to all characters instead of one
E:\a327ex\Orblike\reference\001-No-title\todo.md:469:* lightning on random enemy
E:\a327ex\Orblike\reference\001-No-title\todo.md-470-* piercing wave that burns
E:\a327ex\Orblike\reference\001-No-title\todo.md-471-* launch a tornado
E:\a327ex\Orblike\reference\001-No-title\todo.md-472-* mouse keyword selection: only show keyword explanation on click, have it be a new window that can be closed manually, all windows can be collapsed by clicking on the initial keyword again
E:\a327ex\Orblike\reference\001-No-title\todo.md-473-* controller keyword selection: easymotion-like tags on keywords
E:\a327ex\Orblike\reference\001-No-title\todo.md-474-* per ability controller auto lock: closest, strongest, furthest, random
--
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md-1152-* Black + green: creates a defensive portal around the caster, projectiles that hit the portal will appear behind enemies instead
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md-1153-* Red + green: if the target moves away enough from the caster it takes damage
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md-1154-* attack part: cast when damage taken
E:\a327ex\Orblike\reference\001-No-title\detailed_todo_dont_use.md-1155-* attack part: auto aim; pick closest/furthest/strongest/weakest
...
</persisted-output>
Grep (LightningLine|midpoint displacement|lightning.*line)
607- graphics.arc('open', self.x, self.y, self.shape.rs,
608- (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)
609-end
610-```
611-
612-Animation:
613-1. Radius starts at 0, tweens to target over 0.05s
614-2. Color starts white, changes after 0.2s
615-3. Rotates: `self.vr = self.vr + self.dvr*dt` (dvr = random -pi/4 to pi/4)
616-4. Void rifts spin faster: dvr = random -4pi to -2pi or 2pi to 4pi
617-5. When expiring: blinks out (7 frames toggle at 0.05s)
618-6. Springs pulse when hitting enemies
619-
620-### 7c. ForceArea (Gravity Well Zone)
621-
622-**File:** `player.lua:2735-2807`
623-**Trigger:** Psykino ability, gravity field passive
624-
625-Visual: Same as DotArea (transparent circle + 4 arcs).
626-
627-Animation: Spins fast then decelerates
628-```lua
629-self.dvr = random:table{random:float(-6*math.pi, -4*math.pi), random:float(4*math.pi, 6*math.pi)}
630-self.t:tween(2, self, {dvr = 0}, math.linear) -- slows to stop
631-```
632-
633----
634-
635-## 8. LINE EFFECTS
636-
... [41 more lines]
Now let me also check the snkrx_style_effects.md for more detail on the lightning line algorithm.
Grep (lightning|midpoint|displacement|LightningLine)
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)
31- - [Physics Death Formula](#3c-physics-death-formula)
32- - [Spawn Formula](#3d-spawn-formula)
33- - [Shoot/Muzzle Formula](#3e-shootmuzzle-formula)
34- - [Area Damage Formula](#3f-area-damage-formula)
35-4. [Attack Visuals](#4-attack-visuals)
36- - [Projectiles](#4a-projectiles)
37- - [Areas (Rectangle)](#4b-areas-rectangle)
38- - [DotAreas (Circle)](#4c-dotareas-circle)
39- - [Lines (Laser/Pierce)](#4d-lines-laserpierce)
40- - [Single Target](#4e-single-target)
41: - [Lightning](#4f-lightning)
42-5. [Entity Feedback](#5-entity-feedback)
43- - [Movement Effects](#5a-movement-effects)
44- - [Taking Damage](#5b-taking-damage)
45- - [Death Effects](#5c-death-effects)
46- - [Spawn Effects](#5d-spawn-effects)
47- - [Invincibility / Blink Feedback](#5e-invincibility--blink-feedback)
48- - [Idle Breathing](#5f-idle-breathing)
49-6. [Camera Effects](#6-camera-effects)
50-7. [Color System](#7-color-system)
... [99 more lines]
Good, I have the algorithm details. Now let me check the current orb:activate to see the exact line where lightning_line is called.
Grep (lightning_line)
183- end
184-
185- -- Orb-to-player lightning line
186: an:add(lightning_line(self, p1))
187-
188- -- Player feedback
189- an.camera.shake:push(r, 3)
Now let me also check what drawing/framework functions are available — specifically an:polyline or an:line or how lines are drawn.
Grep (polyline|line\b.draw|draw.line)
No matches found
Grep (polyline|:line()
No matches found
Grep (line)
324-```
325:collider:set_linear_damping(damping)
326-collider:set_angular_damping(damping)
--
576-```
577:math.linear(t) -> number
578-math.sine_in(t), math.sine_out(t), math.sine_in_out(t), math.sine_out_in(t)
Grep (line|polyline)
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)
--
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?)
--
150-physics_apply_angular_impulse(body, impulse)
151:physics_set_linear_damping(body, damping)
152-physics_set_angular_damping(body, damping)
Good — layer_line(layer, x1, y1, x2, y2, width, color) is what I need for drawing segments. Let me also check how the framework layer objects expose this (like effects:line(...)) by looking at existing draw calls in main.lua.
Grep (effects:line(|effects:polygon|effects:circle_line)
928- local a2 = base + (j + 1)*arc_len/segments
929: effects:line(
930- self.x + r*math.cos(a1), self.y + r*math.sin(a1),
--
1391- effects:push(self.x, self.y, self.r)
1392: effects:line(-hw, 0, hw, 0, lw, c)
1393: effects:line(0, -hw, 0, hw, lw, c)
1394- effects:pop()
--
1452- -- L-shaped corner brackets
1453: effects:line(-hw, -hh, -hw + bracket, -hh, lw, c)
1454: effects:line(-hw, -hh, -hw, -hh + bracket, lw, c)
1455: effects:line(hw, -hh, hw - bracket, -hh, lw, c)
1456: effects:line(hw, -hh, hw, -hh + bracket, lw, c)
1457: effects:line(-hw, hh, -hw + bracket, hh, lw, c)
1458: effects:line(-hw, hh, -hw, hh - bracket, lw, c)
1459: effects:line(hw, hh, hw - bracket, hh, lw, c)
1460: effects:line(hw, hh, hw, hh - bracket, lw, c)
1461- effects:pop()
--
1528- local a2 = base + (j + 1)*arc_len/segments
1529: effects:line(
1530- self.x + r*math.cos(a1), self.y + r*math.sin(a1),
--
1618- local w = self.line_width*self.spring.main.x
1619: effects:line(self.x1, self.y1, self.x2, self.y2, w, c)
1620-end
I see effects:line(x1, y1, x2, y2, width, color) is the pattern. Now let me check the existing effect classes to understand the blink-out pattern — I see it mentioned in the catalog.
Grep (blink|visible)
904-
905- self.timer:after(0.2, function()
906: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
907: self.timer:trigger('blink')
908- end)
909-end
--
950- self.show_hp_bar = false
951- self.flashing = false
952: self.visible = true
953- self.pushed = false
954- self.spin = 0
--
1017-
1018-function seeker:update(dt)
1019: if not self.visible then return end
1020- self.x, self.y = self.collider:get_position()
1021-
--
1378- -- Blink and die
1379- self.timer:after(0.2, function()
1380: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 6, function() self:kill() end)
1381: self.timer:trigger('blink')
1382- end)
1383-end
--
1433- -- Blink and die
1434- self.timer:after(0.2, function()
1435: self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
1436: self.timer:trigger('blink')
... [16 more lines]
Good, I see the blink-out pattern. Now let me look at a full simple effect class (like hit_circle) to see the complete pattern I should follow, and also check what line 1138 area looks like for the insertion point.
Read (E:\a327ex\Orblike\main.lua)
885→ end
886→
887→ self.timer:tween(0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
888→ self.spring:pull('main', 0.25)
889→ self.flashing = true
890→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
891→
892→ local enemies_in_range = an:query_circle(self.x, self.y, self.radius, {'enemy'})
893→
894→ for _, e in ipairs(enemies_in_range) do
895→ if not e.dead then
896→ an:add(hit_effect(e.x, e.y))
897→ for i = 1, an.random:int(2, 3) do
898→ an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
899→ end
900→ e:take_damage(self.damage)
901→ end
902→ end
903→ end)
904→
905→ self.timer:after(0.2, function()
906→ self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 7, function() self:kill() end)
907→ self.timer:trigger('blink')
908→ end)
909→end
910→
911→function area:update(dt)
912→ if self.hidden then return end
913→ self.elapsed = self.elapsed + dt
914→ local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
... [30 more lines]
Now let me see the existing lightning_line-style classes near the end of the effects section. I need to see the area around line 1138 more precisely, and the laser_line class that seems to already exist.
Read (E:\a327ex\Orblike\main.lua)
1560→
1561→ -- Blink and die
1562→ self.timer:after(0.2, function()
1563→ self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
1564→ self.timer:trigger('blink')
1565→ end)
1566→
1567→ -- Hit all enemies along ray
1568→ for _, hit in ipairs(an:raycast_all(self.x1, self.y1, self.x2, self.y2, {'enemy'})) do
1569→ local e = hit.object
1570→ if not e.dead then
1571→ an:add(hit_effect(hit.point_x, hit.point_y))
1572→ for i = 1, 2 do
1573→ an:add(hit_particle(hit.point_x, hit.point_y, {
1574→ velocity = an.random:float(25, 125),
1575→ w = 6,
1576→ }):change_color(0.5, an.random:choice({col, red}):clone()))
1577→ end
1578→ e:take_damage(1)
1579→ end
1580→ end
1581→
1582→ -- Screen edge effects
1583→ local edges = {
1584→ {0, 0, gw, 0},
1585→ {gw, 0, gw, gh},
1586→ {0, gh, gw, gh},
1587→ {0, 0, 0, gh},
1588→ }
1589→ for _, edge in ipairs(edges) do
... [70 more lines]
Good. I'll insert the lightning_line class right before the -- Spawn player comment (line 1140). Here's the class I'm proposing:
-- Effect: lightning_line (SNKRX-style midpoint displacement)
-- Jagged line between src and dst objects, regenerates each frame for crackling effect.
-- Blinks out after a short duration.
lightning_line = object:extend()
function lightning_line:new(src, dst, args)
object.new(self)
self.src = src
self.dst = dst
args = args or {}
self.color = args.color or fg_color
self.line_width = args.line_width or 3
self.duration = args.duration or 0.1
self.generations = args.generations or 3
self.max_offset = args.max_offset or 8
self.hidden = false
self:add(timer())
-- Tween line width down
self.timer:tween(self.duration, self, {line_width = 1}, math.linear)
-- Blink and die
self.timer:after(self.duration, function()
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
self.timer:trigger('blink')
end)
end
function lightning_line:generate_points()
local points = {{x = self.src.x, y = self.src.y}, {x = self.dst.x, y = self.dst.y}}
local offset = self.max_offset
for gen = 1, self.generations do
local new_points = {points[1]}
for i = 1, #points - 1 do
local p1 = points[i]
local p2 = points[i + 1]
local mx = (p1.x + p2.x)/2
local my = (p1.y + p2.y)/2
local dx = p2.x - p1.x
local dy = p2.y - p1.y
local len = math.sqrt(dx*dx + dy*dy)
if len > 0 then
local nx = -dy/len
local ny = dx/len
local d = an.random:float(-offset, offset)
mx = mx + nx*d
my = my + ny*d
end
new_points[#new_points + 1] = {x = mx, y = my}
new_points[#new_points + 1] = p2
end
points = new_points
offset = offset/2
end
return points
end
function lightning_line:update(dt)
if self.hidden then return end
local points = self:generate_points()
local c = self.color()
for i = 1, #points - 1 do
effects:line(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, self.line_width, c)
end
end
Key design choices:
- Regenerates points every frame — gives the crackling/jittery look of real lightning
- 3 generations, max_offset=8, halving — matches SNKRX exactly
- Perpendicular displacement — offsets midpoints perpendicular to the segment direction, not random XY, so the line stays between src and dst
- Line width tweens 3→1 over the duration
- Blink-out death — matches existing pattern (3 blinks at 0.05s interval)
- Follows src/dst — regenerates from current positions each frame, so it tracks the orb as it moves
- No HitCircle/HitParticle at endpoints — the orb activation already has its own visual feedback
Does this look right?
Keep lightning line as it is and add it to the codebase, but our line will be different. No regeneration every frame, and the offset should be much smaller, it should alsmost be a straight line, just with some jaggedness to it. Line width is the same (1) throughout, and blinks out the same way. It should last 0.25s and follow src/dst. Create a new object for this, and leave lightning_line near the effects, as we'll also use it in the future.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "AskUserQuestion"
}
]
AskUserQuestion
User has answered your questions: "What should the new orb activation line object be called?"="slightly_jagged_line" user notes: slightly_jagged_line. 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.
Now update the orb:activate call to use slightly_jagged_line instead of lightning_line.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Both classes added:
lightning_line— SNKRX-style crackling lightning (regenerates every frame, width tweens 3→1, max_offset=8, duration=0.1s). Kept near effects for future use.slightly_jagged_line— Used for orb activation. Fixed jagged offsets generated once in:new(), then reconstructed each frame from currentsrc/dstpositions so it follows the orb. Width is constant 1, max_offset=3, duration=0.25s, same blink-out death pattern.
The offset storage works by recording each point as a t value (0–1 interpolation along the src→dst axis) plus a perpendicular displacement. This way the shape stays consistent as the orb moves, but the endpoints always track the actual object positions.
Let's try it.
Read (E:\a327ex\Orblike\main.lua)
1138→
1139→
1140→-- Effect: lightning_line (SNKRX-style midpoint displacement)
1141→-- Jagged line between src and dst objects, regenerates each frame for crackling effect.
1142→-- Blinks out after a short duration.
The code is already in the file — go ahead and run it. Per the project guidelines, I won't build or run game projects; that's your side.
Perfect, this is exactly the kind of slight jaggedness I want. Now, let's make break up the line into multiple pieces and have them animate towards the player. Their color should also slightly change from the orb's color to the player's color as it reaches it. This animation should play very quickly, maybe over 0.1s, then after that it lasts 0.2s, and blinks out three times at 0.035s each then disappears.
Grep (color_ramp|color_lerp|color_mix|lerp.*color|an:color)
No matches found
Grep (color)
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)
--
53-spritesheet_get_total_frames(spritesheet) -> int
54:layer_draw_spritesheet_frame(layer, spritesheet, frame, x, y, color?, flash?)
55-```
--
65-font_get_glyph_metrics(name, codepoint) -> {width, height, advance, bearingX, bearingY}
66:layer_draw_text(layer, text, font_name, x, y, color)
67:layer_draw_glyph(layer, codepoint, font_name, x, y, r?, sx?, sy?, color)
68-```
--
... [3 more lines]
Good — rgba(r, g, b, a?) creates a color. Let me check how the color ramp values are accessed so I can interpolate.
Grep (color_ramp|.r\b..g\b..b\b|:clone)
200- w = an.random:choice({6, 8}),
201: }):change_color(0.6, def.color:clone()))
202- end
--
870- self.damage = (def and def.area_damage) or 1
871: self.fill_color = self.color:clone()
872- self.fill_color.a = 20
--
897- for i = 1, an.random:int(2, 3) do
898: an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
899- end
--
970- self.timer:after(0.15, 'flash', function() self.flashing = false end)
971: an:add(hit_circle(self.x, self.y, {radius = 10, duration = 0.3}):change_color(0.5, red:clone()))
972- for i = 1, 4 do
[Showing results with pagination = limit: 15, offset: 0]
Grep (color_ramp)
No matches found
Grep (an:color|ColorRamp)
No matches found
Grep (^blue|^fg_color|^red|palette)
13-
14:-- SNKRX palette
15-bg_color = color(48, 48, 48)
16-bg_off = color(46, 46, 46)
17:fg_color = color(218, 218, 218)
18-fg_alt = color(176, 168, 159)
--
20-orange = color(240, 112, 33)
21:blue = color(1, 155, 214)
22-green = color(139, 191, 64)
23:red = color(233, 29, 57)
24-purple = color(142, 85, 158)
25:blue2 = color(71, 120, 186)
26-yellow2 = color(245, 159, 16)
27-
28:palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
29-
Now let me check what color() returns and if it has .r, .g, .b fields.
Grep (function color|.r\b|.g\b|.b\b)
516-### Properties (read/write)
517-```
518:color.r, color.g, color.b, color.a -> 0-255
519-color.h -> 0-360 (hue)
520-color.s -> 0-1 (saturation)
Grep (^color(|^color =|function color|color\b.class|color\b.extend)
508-
509-## Color
510-
511-### Creation
512-```
513:color(r?, g?, b?, a?) -> color
514-```
515-
516-### Properties (read/write)
517-```
518-color.r, color.g, color.b, color.a -> 0-255
--
532-color - color -> self
533-```
534-
535-### Methods
536-```
537:color() -> packed_rgba -- for drawing functions
538-color:clone() -> color
539-color:invert() -> self
540-color:mix(other, t?) -> self
541-```
542-
There's color:mix(other, t?) — that's exactly what I need for interpolation. And color() (calling it) returns packed RGBA for drawing. Let me also check what t defaults to in mix.
Now let me read the current slightly_jagged_line code to see exactly what I'm replacing.
Read (E:\a327ex\Orblike\main.lua)
1200→ for i = 1, #points - 1 do
1201→ effects:line(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, self.line_width, c)
1202→ end
1203→end
1204→
1205→
1206→-- Effect: slightly_jagged_line
1207→-- Near-straight line between src and dst with subtle fixed jaggedness.
1208→-- Follows src/dst, blinks out after duration.
1209→slightly_jagged_line = object:extend()
1210→function slightly_jagged_line:new(src, dst, args)
1211→ object.new(self)
1212→ self.src = src
1213→ self.dst = dst
1214→ args = args or {}
1215→ self.color = args.color or fg_color
1216→ self.duration = args.duration or 0.25
1217→ self.generations = args.generations or 3
1218→ self.max_offset = args.max_offset or 3
1219→ self.hidden = false
1220→ self:add(timer())
1221→
1222→ -- Generate fixed offsets once (stored as t + perpendicular displacement)
1223→ self.offsets = self:generate_offsets()
1224→
1225→ -- Blink and die
1226→ self.timer:after(self.duration, function()
1227→ self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
1228→ self.timer:trigger('blink')
1229→ end)
... [50 more lines]
Now let me check how the slightly_jagged_line is created to see what args are passed.
Grep (slightly_jagged_line")
No matches found
Grep (slightly_jagged_line(")
No matches found
Grep (slightly_jagged_line()
185- -- Orb-to-player lightning line
186: an:add(slightly_jagged_line(self, p1))
187-
Now let me check the color:mix signature more carefully — does it modify in place or return a new color?
From the API: color:mix(other, t?) -> self — it modifies in place and returns self. So I'll need clones for interpolation.
Here's my plan for the new slightly_jagged_line:
- Break the 8 segments (from 3 generations) into individual pieces, each piece being one segment of the jagged line
- During the first 0.1s, each piece animates from the src (orb) position towards its final position along the line. Pieces are staggered so it looks like a wave traveling src→dst
- Color per piece: clone src_color, mix towards dst_color based on the piece's t position
- After 0.1s, full line stays for 0.2s
- Then blinks out 3 times at 0.035s each
I also need to pass the orb's color and the player's color. The orb is white (fg_color), the player is blue. Let me update both the call site and the class.
-- In orb:activate:
an:add(slightly_jagged_line(self, p1, {src_color = fg_color, dst_color = blue}))
Here's the updated class:
slightly_jagged_line = object:extend()
function slightly_jagged_line:new(src, dst, args)
object.new(self)
self.src = src
self.dst = dst
args = args or {}
self.src_color = args.src_color or fg_color
self.dst_color = args.dst_color or blue
self.anim_duration = args.anim_duration or 0.1
self.hold_duration = args.hold_duration or 0.2
self.generations = args.generations or 3
self.max_offset = args.max_offset or 3
self.hidden = false
self.progress = 0
self:add(timer())
self.offsets = self:generate_offsets()
-- Animate pieces from src to final positions over anim_duration
self.timer:tween(self.anim_duration, self, {progress = 1}, math.cubic_out)
-- After animation + hold, blink and die
self.timer:after(self.anim_duration + self.hold_duration, function()
self.timer:every(0.035, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
self.timer:trigger('blink')
end)
end
Each piece's position during animation: lerp from src position to final position based on self.progress, with staggering based on the piece's t value (pieces closer to src settle first).
Does this look right?
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "AskUserQuestion"
}
]
AskUserQuestion
User has answered your questions: "For the piece animation, how should 'break up into pieces and animate towards the player' work?"="Progressive draw", "Should there be visible gaps between pieces, or are they contiguous segments that just animate independently?"="No gaps". You can now continue with the user's answers in mind.
Progressive draw with no gaps. Here's the updated slightly_jagged_line:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Updated. The line now:
- Progressive draw over 0.1s — sweeps from orb to player, with
cubic_outeasing (fast start, smooth arrival) - Color gradient — each segment blends from
fg_color(white, orb) toblue(player) based on its position along the line - Holds for 0.2s after fully drawn
- Blinks out 3 times at 0.035s intervals, then dies
- Partial segment interpolation at the leading edge for smooth reveal
Perfect, now spawn hit particles outwards (as though shooting) from the orb when line starts, and hit particles outwards (towards directtion of orb) when the line connects with the player. Only activate the ability itself when the line hits the player, so after the 0.1s delay. Use this delay as 0.1s by default and have both animation and ability itself read from this same value.
Read (E:\a327ex\Orblike\main.lua)
140→ local t = (i - 1)/(n - 1)
141→ table.insert(angles, r + spread*(t - 0.5))
142→ end
143→ else
144→ table.insert(angles, r)
145→ end
146→ if mods.backshot then table.insert(angles, r + math.pi) end
147→ if mods.sideshots then
148→ table.insert(angles, r + math.pi/2)
149→ table.insert(angles, r - math.pi/2)
150→ end
151→ end
152→
153→ -- Build shot positions
154→ local shots = {}
155→ for _, angle in ipairs(angles) do
156→ local sx = p1.x + 8*math.cos(angle)
157→ local sy = p1.y + 8*math.sin(angle)
158→ if mods.parallel_multiple_projectiles and mods.parallel_multiple_projectiles >= 2 then
159→ local n = mods.parallel_multiple_projectiles
160→ local total_offset = 10*(n - 1)
161→ for i = 1, n do
162→ local t = (i - 1)/(n - 1)
163→ local offset = total_offset*(t - 0.5)
164→ local px = angle + math.pi/2
165→ table.insert(shots, {x = sx + offset*math.cos(px), y = sy + offset*math.sin(px), r = angle})
166→ end
167→ else
168→ table.insert(shots, {x = sx, y = sy, r = angle})
169→ end
... [40 more lines]
Now let me see the full orb:activate from the top.
Read (E:\a327ex\Orblike\main.lua)
100→ for i = #self.slots, 1, -1 do
101→ if self.slots[i].type == 'modifier' and self.slots[i].name == name then
102→ table.remove(self.slots, i)
103→ return
104→ end
105→ end
106→end
107→
108→function orb:primary_ability()
109→ for _, slot in ipairs(self.slots) do
110→ if slot.type == 'ability' then return slot.name end
111→ end
112→ return nil
113→end
114→
115→function orb:activate()
116→ local ability_name = self:primary_ability()
117→ if not ability_name then return end
118→ local def = abilities[ability_name]
119→ if not def then return end
120→
121→ local r = p1.r
122→ local mods = {}
123→ for _, slot in ipairs(self.slots) do
124→ if slot.type == 'modifier' then
125→ mods[slot.name] = slot.value
126→ end
127→ end
128→
129→ -- Build shot angles
... [15 more lines]
I need to restructure orb:activate so that:
- The line + orb hit particles spawn immediately
- The actual ability firing (projectiles, player feedback, player hit particles) happens after the line connects (0.1s delay)
The slightly_jagged_line already has anim_duration as a configurable value. I'll add a matching activation_delay to the orb that defaults to 0.1s and is used by both.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to add activation_delay to the orb constructor. Let me find it.
Grep (function orb:new)
55- {key = 'e'},
56- {key = 'r'},
57- {key = 't'},
58-}
59-
60-function orb_input_down(slot)
61- local bind = orb_keybinds[slot]
62- if not bind then return false end
63- if bind.mouse then return an:mouse_is_down(bind.mouse) end
64- if bind.key then return an:key_is_down(bind.key) end
65- return false
66-end
67-
68--- Orb
69-orb = object:extend()
70:function orb:new(args)
71- object.new(self)
72- self.slots = {}
73- self.slot = args.slot or 1
74- self.orbit_distance = an.random:float(56, 64)
75- self.orbit_speed = an.random:float(2, 4)
76- self.orbit_offset = args.orbit_offset or 0
77- self.rs = 2.5
78- self.cooldown = 0
79- self.flashing = false
80-
81- self:add(collider('orb', 'kinematic', 'circle', 4, {sensor = true}))
82-
83- self:add(timer())
84- self:add(spring())
... [1 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Changes:
orb.activation_delay = 0.1— single source of truth, used by both theslightly_jagged_lineanimation duration and the ability firing delay- On activation (immediate): orb flashes, hit particles shoot outward from the orb (away from player), line begins drawing
- After delay (0.1s): line connects, hit particles burst from player toward the orb direction, projectiles spawn, player feedback (flash, shake, spring) fires
The particles should follow the orb's relative position, same for player.
Grep (.follow)
1105-
1106-function hit_circle:update(dt)
1107: local x = self.follow and self.follow.x or self.x
1108: local y = self.follow and self.follow.y or self.y
1109- effects:circle(x, y, self.radius, self.draw_color())
1110-end
--
1138- self.ox = self.ox + self.velocity*math.cos(self.angle)*dt
1139- self.oy = self.oy + self.velocity*math.sin(self.angle)*dt
1140: local bx = self.follow and self.follow.x or self.origin_x
1141: local by = self.follow and self.follow.y or self.origin_y
1142- effects:push(bx + self.ox, by + self.oy, self.angle)
1143- effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color())
--
1160-function hit_effect:update(dt)
1161- self.hit1:update(dt)
1162: local x = self.follow and self.follow.x or self.x
1163: local y = self.follow and self.follow.y or self.y
1164- effects:push(x, y, self.r, self.s, self.s)
1165- effects:animation(self.hit1, 0, 0)
So hit_particle already supports .follow — it tracks the follow object's position as its origin. I just need to set .follow on the particles.
Read (E:\a327ex\Orblike\main.lua)
115→
116→function orb:activate()
117→ local ability_name = self:primary_ability()
118→ if not ability_name then return end
119→ local def = abilities[ability_name]
120→ if not def then return end
121→
122→ local delay = self.activation_delay
123→
124→ -- Orb-to-player line
125→ an:add(slightly_jagged_line(self, p1, {anim_duration = delay}))
126→
127→ -- Orb flash + hit particles shooting outward from orb
128→ self.spring:pull('hit', 0.2)
129→ self.flashing = true
130→ self.timer:after(0.1, 'flash', function() self.flashing = false end)
131→ local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
132→ for i = 1, 3 do
133→ an:add(hit_particle(self.x, self.y, {
134→ angle = orb_to_player + math.pi + an.random:float(-math.pi/3, math.pi/3),
135→ velocity = an.random:float(40, 120),
136→ duration = an.random:float(0.2, 0.4),
137→ w = an.random:choice({4, 6}),
138→ }))
139→ end
140→
141→ -- Fire ability after line connects
142→ self.timer:after(delay, function()
143→ local r = p1.r
144→ local mods = {}
Read (E:\a327ex\Orblike\main.lua)
195→ for _, shot in ipairs(shots) do
196→ local proj_args = {ability = ability_name, color = def.color, r = shot.r}
197→ for k, v in pairs(mods) do
198→ proj_args[k] = v
199→ end
200→ an:add(projectile(shot.x, shot.y, proj_args))
201→ end
202→
203→ if def.fire_sound then
204→ sfx(def.fire_sound, volumes[def.fire_sound])
205→ end
206→
207→ -- Player hit particles (towards orb direction) + feedback
208→ local player_to_orb = math.angle_to_point(p1.x, p1.y, self.x, self.y)
209→ for i = 1, 3 do
210→ an:add(hit_particle(p1.x, p1.y, {
211→ angle = player_to_orb + an.random:float(-math.pi/3, math.pi/3),
212→ velocity = an.random:float(40, 120),
213→ duration = an.random:float(0.2, 0.4),
214→ w = an.random:choice({4, 6}),
215→ }))
216→ end
217→
218→ an.camera.shake:push(r, 3)
219→ p1.spring:pull('shoot', 0.25)
220→ p1.flashing = true
221→ p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
222→ for _, shot in ipairs(shots) do
223→ an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
224→ for i = 1, 2 do
I need to set .follow on the orb particles and the player particles. The hit_particle constructor doesn't take follow as an arg — it's set after creation.
Read (E:\a327ex\Orblike\main.lua)
1117→function hit_particle:new(x, y, args)
1118→ object.new(self)
1119→ self.origin_x, self.origin_y = x, y
1120→ self.ox, self.oy = 0, 0
1121→ args = args or {}
1122→ self.velocity = args.velocity or an.random:float(100, 250)
1123→ self.angle = args.angle or an.random:float(0, 2*math.pi)
1124→ self.duration = args.duration or an.random:float(0.2, 0.6)
1125→ self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)
1126→ self.h = args.h or self.w/2
1127→ self.draw_color = args.color and args.color:clone() or fg_color:clone()
1128→ self:add(timer())
1129→ self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end)
1130→end
1131→
1132→function hit_particle:change_color(fraction, target_color)
1133→ self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end)
1134→ return self
1135→end
1136→
Good — .follow isn't set via args, it's set directly after creation. I can see from existing usage patterns that it's just assigned. Let me create a small helper or just set it inline. Looking at how it's used elsewhere in the codebase:
Grep (.follow\s*=")
No matches found
Grep (.follow =")
No matches found
Grep (follow =)
No matches found
It's never set currently — it's just checked in update. I'll set it directly on the particle after creation. Since an:add returns the object, or I can just assign before adding... actually let me check if hit_particle returns self from new or if I need to store a reference.
The simplest approach: create the particle, set .follow, then an:add 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.
Done. Orb particles now follow the orb (hp.follow = self), player particles follow the player (hp.follow = p1). The hit_particle:update already reads .follow to use as the moving origin point.
Let's make sure the line is drawn below orb and player, let's make sure that the destination position is the player's edge, not the center. The angle for particles should shoot outwards, towards the player with math.pi/4 opening either way. The opposite for particles when it reaches the player, the particles when it reaches the player should also be the palyer's colors.
Read (E:\a327ex\Orblike\main.lua)
115→
116→function orb:activate()
117→ local ability_name = self:primary_ability()
118→ if not ability_name then return end
119→ local def = abilities[ability_name]
120→ if not def then return end
121→
122→ local delay = self.activation_delay
123→
124→ -- Orb-to-player line
125→ an:add(slightly_jagged_line(self, p1, {anim_duration = delay}))
126→
127→ -- Orb flash + hit particles shooting outward from orb
128→ self.spring:pull('hit', 0.2)
129→ self.flashing = true
130→ self.timer:after(0.1, 'flash', function() self.flashing = false end)
131→ local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
132→ for i = 1, 3 do
133→ local hp = hit_particle(self.x, self.y, {
134→ angle = orb_to_player + math.pi + an.random:float(-math.pi/3, math.pi/3),
135→ velocity = an.random:float(40, 120),
136→ duration = an.random:float(0.2, 0.4),
137→ w = an.random:choice({4, 6}),
138→ })
139→ hp.follow = self
140→ an:add(hp)
141→ end
142→
143→ -- Fire ability after line connects
144→ self.timer:after(delay, function()
... [100 more lines]
Now let me check the slightly_jagged_line to see how it uses dst position — I need to make dst target the player's edge instead of center. Let me also check what layer effects is and whether there's a layer drawn below it.
Grep (layer_create|effects.=.layer|gameplay.=.layer)
303-bg = an:layer('bg')
304-game = an:layer('game')
305:effects = an:layer('effects')
306-shadow = an:layer('shadow')
307-
Grep (an:layer_order|layer_order|layer.*order)
No matches found
Grep (game:|shadow:|effects:|bg:)
262: game:circle(self.x, self.y, self.rs*s, c)
520: bg:render()
521: game:render()
522: effects:render()
524: shadow:clear()
525: shadow:draw_from(game, an.shaders.shadow)
527: bg:draw()
528: shadow:draw(2, 2)
529: game:draw()
530: effects:draw()
626: game:push(self.x, self.y, self.r + self.visual_r, self.sx*s, self.sy*s)
627: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
628: game:pop()
844: game:push(self.x, self.y, self.r + (self.visual_spin or 0), s, s)
845: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
[Showing results with pagination = limit: 15, offset: 0]
Layers render in order: bg, shadow, game, effects. The orb and player draw on game, and the line draws on effects which is above. I need the line to draw on game (or below it). Since game is where orbs and player draw, drawing the line on game would work — it'd draw in object update order though. The cleanest approach is to draw on game instead of effects in the slightly_jagged_line:update.
Now let me check the player's size for computing the edge position.
Grep (function player:new)
531- if recording then
532- -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
533- local steps_elapsed = an.step - recording_last_step
534- local frames_to_capture = math.max(1, math.floor(steps_elapsed/2))
535- for i = 1, frames_to_capture do
536- engine_record_frame()
537- recording_frame = recording_frame + 1
538- end
539- recording_last_step = recording_last_step + frames_to_capture*2
540- end
541-end
542-
543-
544--- Player
545-player = object:extend()
546:function player:new(x, y)
547- object.new(self, 'player')
548- self:tag('player')
549- self.x, self.y = x, y
550- self.w, self.h = 10, 10
551- self.speed = 100
552- self.r = 0
553- self.visual_r = 0
554- self.sx, self.sy = 1, 1
555- self.color = blue
556- self.moving = false
557- self.previous_moving = false
558- self.flashing = false
559-
560- self:add(collider('player', 'dynamic', 'box', 10, 10))
... [1 more lines]
Player is 10x10, drawn as a rounded rectangle. For edge position, I need to offset from center by roughly half the size (5px) in the direction from orb to player.
Now let me make all four changes:
- Line drawn below orb/player: use
gamelayer instead ofeffects - Dst position = player edge: offset dst by player half-size towards the orb
- Orb particles shoot towards player (not away): angle =
orb_to_playerwithmath.pi/4spread - Player particles shoot towards orb (opposite): angle =
player_to_orbwithmath.pi/4spread, player's color (blue)
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 slightly_jagged_line to draw on game instead of effects, and offset the dst to the player's edge.
Read (E:\a327ex\Orblike\main.lua)
1283→ local ts = {0, 1}
1284→ local offsets = {0, 0}
1285→ local max_off = self.max_offset
1286→ for gen = 1, self.generations do
1287→ local new_ts = {ts[1]}
1288→ local new_offsets = {offsets[1]}
1289→ for i = 1, #ts - 1 do
1290→ local mid_t = (ts[i] + ts[i + 1])/2
1291→ local mid_off = (offsets[i] + offsets[i + 1])/2 + an.random:float(-max_off, max_off)
1292→ new_ts[#new_ts + 1] = mid_t
1293→ new_offsets[#new_offsets + 1] = mid_off
1294→ new_ts[#new_ts + 1] = ts[i + 1]
1295→ new_offsets[#new_offsets + 1] = offsets[i + 1]
1296→ end
1297→ ts = new_ts
1298→ offsets = new_offsets
1299→ max_off = max_off/2
1300→ end
1301→ return {ts = ts, offsets = offsets}
1302→end
1303→
1304→function slightly_jagged_line:update(dt)
1305→ if self.hidden then return end
1306→ local x1, y1 = self.src.x, self.src.y
1307→ local x2, y2 = self.dst.x, self.dst.y
1308→ local dx = x2 - x1
1309→ local dy = y2 - y1
1310→ local len = math.sqrt(dx*dx + dy*dy)
1311→ if len == 0 then return end
1312→ local nx = -dy/len
... [10 more lines]
Read (E:\a327ex\Orblike\main.lua)
1322→ local qx = x1 + ts[i]*dx + nx*offs[i]
1323→ local qy = y1 + ts[i]*dy + ny*offs[i]
1324→ effects:line(px, py, qx, qy, 1, c)
1325→ else
1326→ local frac = (self.progress - ts[i - 1])/(ts[i] - ts[i - 1])
1327→ local ex = x1 + ts[i]*dx + nx*offs[i]
1328→ local ey = y1 + ts[i]*dy + ny*offs[i]
1329→ local qx = px + frac*(ex - px)
1330→ local qy = py + frac*(ey - py)
1331→ effects:line(px, py, qx, qy, 1, c)
1332→ end
1333→ end
1334→end
1335→
1336→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Four changes:
- Line drawn below orb/player — draws on
gamelayer instead ofeffects - Dst = player edge — offsets destination 5px (half player size) towards the orb so the line stops at the player's edge
- Orb particles shoot towards player — angle is
orb_to_player ± π/4 - Player particles shoot away from orb — angle is
player_to_orb + π ± π/4, withcolor = p1.color(blue)
Let's try width 2 for the line, let's make sure that we get the EXACT point of the player's edge, including its rotation. And let's draw it below game, create a new layer if necessary.
Read (E:\a327ex\Orblike\main.lua)
290→an:bind('left', 'key:a')
291→an:bind('left', 'key:left')
292→an:bind('right', 'key:d')
293→an:bind('right', 'key:right')
294→an:bind('up', 'key:w')
295→an:bind('up', 'key:up')
296→an:bind('down', 'key:s')
297→an:bind('down', 'key:down')
298→
299→-- Camera
300→an:add(camera(gw, gh))
301→an.camera:add(shake())
302→
303→-- Layers
304→bg = an:layer('bg')
305→game = an:layer('game')
306→effects = an:layer('effects')
307→shadow = an:layer('shadow')
308→
309→-- Shaders
310→an:shader('shadow', 'assets/shadow.frag')
311→an:spritesheet('hit1', 'assets/hit1.png', 96, 48)
312→
313→-- Sounds
314→--
315→-- Adding new sounds:
316→-- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 "File Name.ogg"
317→-- 2. Create bitcrushed variant: ffmpeg -i "File Name.ogg" -af "acrusher=bits=10:samples=3:mix=1:mode=lin" -c:a libvorbis -q:a 10 "File Name_lightmed.ogg"
318→-- 3. Measure mean volume: ffmpeg -i "File Name.ogg" -af volumedetect -f null /dev/null 2>&1 | grep mean_volume
319→-- 4. Calculate normalized volume: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0
... [30 more lines]
Now let me check how the player is drawn, specifically how its rotation is applied, so I can compute the exact edge point.
Grep (function player:update)
513-require('profiler')
514-an:font('pf', 'assets/LanaPixel.ttf', 11)
515-profiler:init({font = 'pf', layer = effects})
516-
517--- Render and composite layers
518-draw = function()
519- profiler:draw()
520-
521- bg:render()
522- game:render()
523- effects:render()
524-
525- shadow:clear()
526- shadow:draw_from(game, an.shaders.shadow)
527-
528- bg:draw()
529- shadow:draw(2, 2)
530- game:draw()
531- effects:draw()
532- if recording then
533- -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
534- local steps_elapsed = an.step - recording_last_step
535- local frames_to_capture = math.max(1, math.floor(steps_elapsed/2))
536- for i = 1, frames_to_capture do
537- engine_record_frame()
538- recording_frame = recording_frame + 1
539- end
540- recording_last_step = recording_last_step + frames_to_capture*2
541- end
542-end
... [91 more lines]
The player is drawn with rotation self.r + self.visual_r and scale self.sx*s, self.sy*s. It's a 10x10 rounded rectangle. To get the exact edge point including rotation, I need to find where a ray from the orb to the player center intersects the rotated rectangle.
For a rotated rectangle intersection: transform the incoming direction into the rectangle's local space (unrotate), find the intersection with the axis-aligned rect, then transform back.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add it to the render/draw pipeline.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update slightly_jagged_line:update to use below_game, width 2, and compute the exact rotated-rectangle edge point.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Three changes:
- Width 2 — line segments now drawn with width 2
- Exact rotated edge point —
dst_edge_point()computes ray-AABB intersection in the player's local rotated space (accounting forr + visual_r), then transforms back to world coordinates below_gamelayer — new layer created betweenbgandgame, added to render/draw pipeline, line draws there so it's behind both orbs and player
Instead of particles on line contact with player, spawn a hit circle with the player's color instead at the dst position. Try 1.5 width too.
Read (E:\a327ex\Orblike\main.lua)
207→ end
208→
209→ -- Player hit particles (away from orb) + feedback
210→ local player_to_orb = math.angle_to_point(p1.x, p1.y, self.x, self.y)
211→ for i = 1, 3 do
212→ local hp = hit_particle(p1.x, p1.y, {
213→ angle = player_to_orb + math.pi + an.random:float(-math.pi/4, math.pi/4),
214→ velocity = an.random:float(40, 120),
215→ duration = an.random:float(0.2, 0.4),
216→ w = an.random:choice({4, 6}),
217→ color = p1.color,
218→ })
219→ hp.follow = p1
220→ an:add(hp)
221→ end
222→
223→ an.camera.shake:push(r, 3)
224→ p1.spring:pull('shoot', 0.25)
225→ p1.flashing = true
226→ p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
227→ for _, shot in ipairs(shots) do
228→ an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
229→ for i = 1, 2 do
230→ an:add(hit_particle(shot.x, shot.y, {
231→ angle = shot.r + an.random:float(-math.pi/4, math.pi/4),
232→ velocity = an.random:float(40, 200),
233→ duration = an.random:float(0.3, 0.6),
234→ w = an.random:choice({6, 8}),
235→ }):change_color(0.6, def.color:clone()))
236→ end
I need to know where the dst edge point is at the time the line connects. The slightly_jagged_line has dst_edge_point() but I need to call it from orb:activate's delayed callback. Simpler to just compute it inline there. But actually, I can just use p1.x, p1.y as approximate position for the hit_circle — let me check how hit_circle works with follow.
Actually, I should compute the edge point at the moment of connection. Let me just replicate the edge calculation or store a reference to the line object.
Simplest approach: compute the edge point at that moment using the same math.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now change line width to 1.5.
Grep (below_game:line)
1353: below_game:line(px, py, qx, qy, 2, c)
1360: below_game:line(px, py, qx, qy, 2, c)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated. All occurrences of 'below_game:line(px, py, qx, qy, 2, c)' were successfully replaced with 'below_game:line(px, py, qx, qy, 1.5, c)'.
Done. Replaced the particles on player contact with a hit_circle (radius 6, duration 0.15, player's color) at the exact rotated edge point. Line width is now 1.5.
The hit circle should follow the jagged line dst and also flash white. Isn't it easier to create it from the jagged line object, since it already has the dst position?
Good call. I'll move the hit circle into the slightly_jagged_line — it spawns when the animation completes, using dst_edge_point(), and flashes white then changes to the dst color.
Read (E:\a327ex\Orblike\main.lua)
1245→
1246→-- Effect: slightly_jagged_line
1247→-- Near-straight line between src and dst with subtle fixed jaggedness.
1248→-- Progressive draw from src to dst, color gradient from src_color to dst_color.
1249→-- Holds after animation, then blinks out.
1250→slightly_jagged_line = object:extend()
1251→function slightly_jagged_line:new(src, dst, args)
1252→ object.new(self)
1253→ self.src = src
1254→ self.dst = dst
1255→ args = args or {}
1256→ self.src_color = args.src_color or fg_color
1257→ self.dst_color = args.dst_color or blue
1258→ self.anim_duration = args.anim_duration or 0.1
1259→ self.hold_duration = args.hold_duration or 0.2
1260→ self.generations = args.generations or 3
1261→ self.max_offset = args.max_offset or 3
1262→ self.hidden = false
1263→ self.progress = 0
1264→ self:add(timer())
1265→
1266→ -- Generate fixed offsets once (stored as t + perpendicular displacement)
1267→ self.offsets = self:generate_offsets()
1268→
1269→ -- Pre-compute colors for each segment (gradient from src_color to dst_color)
1270→ self.segment_colors = {}
1271→ local ts = self.offsets.ts
1272→ for i = 2, #ts do
1273→ local t = (ts[i - 1] + ts[i])/2
1274→ self.segment_colors[i - 1] = self.src_color:clone():mix(self.dst_color, t)
Read (E:\a327ex\Orblike\main.lua)
1275→ end
1276→
1277→ -- Animate draw progress from src to dst
1278→ self.timer:tween(self.anim_duration, self, {progress = 1}, math.cubic_out)
1279→
1280→ -- After animation + hold, blink and die
1281→ self.timer:after(self.anim_duration + self.hold_duration, function()
1282→ self.timer:every(0.035, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
1283→ self.timer:trigger('blink')
1284→ end)
1285→end
1286→
1287→function slightly_jagged_line:generate_offsets()
1288→ local ts = {0, 1}
1289→ local offsets = {0, 0}
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now remove the hit circle from orb:activate.
Read (E:\a327ex\Orblike\main.lua)
207→ end
208→
209→ -- Hit circle at player edge on line contact
210→ local pr = (p1.r or 0) + (p1.visual_r or 0)
211→ local hw, hh = p1.w/2, p1.h/2
212→ local edx, edy = self.x - p1.x, self.y - p1.y
213→ local cos_r, sin_r = math.cos(-pr), math.sin(-pr)
214→ local lx = edx*cos_r - edy*sin_r
215→ local ly = edx*sin_r + edy*cos_r
216→ local tx = (lx ~= 0) and (((lx > 0) and hw or -hw)/lx) or math.huge
217→ local ty = (ly ~= 0) and (((ly > 0) and hh or -hh)/ly) or math.huge
218→ local et = math.min(tx, ty)
219→ local ex, ey = lx*et, ly*et
220→ local cos_r2, sin_r2 = math.cos(pr), math.sin(pr)
221→ local edge_x = p1.x + ex*cos_r2 - ey*sin_r2
222→ local edge_y = p1.y + ex*sin_r2 + ey*cos_r2
223→ an:add(hit_circle(edge_x, edge_y, {radius = 4, duration = 0.15, color = p1.color}))
224→
225→ an.camera.shake:push(r, 3)
226→ p1.spring:pull('shoot', 0.25)
227→ p1.flashing = true
228→ p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
229→ for _, shot in ipairs(shots) do
230→ an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
231→ for i = 1, 2 do
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. The hit circle now spawns from within slightly_jagged_line when the animation completes — starts white, changes to dst.color (player blue) at 30% of its duration. Positioned at the exact dst_edge_point(). Removed the duplicate from orb:activate.
Let's try a slight variation on color changes. It's white up to half, then the player's color on the second half. Abrupt change.
Read (E:\a327ex\Orblike\main.lua)
1249→ -- Pre-compute colors for each segment (gradient from src_color to dst_color)
1250→ self.segment_colors = {}
1251→ local ts = self.offsets.ts
1252→ for i = 2, #ts do
1253→ local t = (ts[i - 1] + ts[i])/2
1254→ self.segment_colors[i - 1] = self.src_color:clone():mix(self.dst_color, t)
1255→ end
1256→
1257→ -- Animate draw progress from src to dst
1258→ self.timer:tween(self.anim_duration, self, {progress = 1}, math.cubic_out)
1259→
1260→ -- Hit circle at dst when line connects
1261→ self.timer:after(self.anim_duration, function()
1262→ local ex, ey = self:dst_edge_point()
1263→ an:add(hit_circle(ex, ey, {radius = 4, duration = 0.3}):change_color(0.5, self.dst.color:clone()))
1264→ end)
1265→
1266→ -- After animation + hold, blink and die
1267→ self.timer:after(self.anim_duration + self.hold_duration, function()
1268→ self.timer:every(0.035, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. First half of the line is white (src_color), second half abruptly switches to player blue (dst_color).
Hmm, let's try something similar except there's a gradient change that takes up 25% across the middle of the line.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. The line is solid white from 0–37.5%, gradient-blends from white to player blue over 37.5–62.5% (the middle 25%), then solid player blue from 62.5–100%.
Let's go back to the original.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Reverted to the smooth full gradient from white to player blue.
Perfect, now let's implement the poison arrow.
Read (E:\a327ex\Orblike\main.lua)
28→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
29→
30→-- Abilities
31→abilities = {
32→ fireball = {
33→ activation = 'manual',
34→ cooldown = 0.5,
35→ color = blue,
36→ fire_sound = 'fireball_fire',
37→ hit_sound = 'fireball_hit',
38→ explosion_radius = 25,
39→ },
40→ caustic_arrow = {
41→ activation = 'manual',
42→ cooldown = 0.5,
43→ color = purple,
44→ zone_radius = 50,
45→ zone_duration = 4,
46→ zone_tick_rate = 0.5,
47→ },
48→}
49→
50→-- Orb keybinds
51→orb_keybinds = {
52→ {mouse = 1},
Read (E:\a327ex\Orblike\orbs\ability_reference.md)
1→# Ability Reference
2→
3→Mechanical descriptions of abilities across games, for ORBS system design. Descriptions focus on logic — triggers, delivery, targeting, hit behavior, special mechanics. No numbers, just how things work.
4→
5→---
6→
7→# Path of Exile
8→
9→## Active Skill Gems
10→
11→### Projectiles
12→
13→**Fireball**
14→Spell, Projectile, AoE, Fire
15→Fires a projectile in the targeted direction. On hitting an enemy or reaching max distance, it explodes in an area, dealing fire damage to all enemies in the radius. Can ignite.
16→
17→**Arc**
18→Spell, Chaining, Lightning
19→Fires a bolt of lightning at the nearest enemy in range. The bolt then chains to additional nearby enemies, with each chain seeking the closest valid target not yet hit. Damage reduces per chain. Can shock.
20→
21→**Freezing Pulse**
22→Spell, Projectile, Cold
23→Fires a projectile in the targeted direction. The projectile loses damage the further it travels, eventually dissipating at max range. Wider hitbox up close, narrower at range. Can freeze, with higher freeze chance at close range due to higher damage.
24→
25→**Ball Lightning**
26→Spell, Projectile, AoE, Lightning
27→Fires a slow-moving orb that travels in a line. The orb repeatedly hits enemies within its radius as it passes through them, dealing damage at a fixed interval. Each enemy can be hit multiple times by the same orb. Pierces all enemies — never consumed by hits.
28→
29→**Ethereal Knives**
30→Spell, Projectile, Physical
... [50 more lines]
Grep (Caustic Arrow|Poison Arrow|caustic")
91-**Righteous Fire**
92-Spell, AoE, Fire, Duration
93-Engulfs the caster in fire, dealing burning damage per second to all nearby enemies in a persistent radius. Also burns the caster, draining a percentage of their life and energy shield per second. Persists until cancelled or the caster dies. No hit damage — pure DoT.
94-
95-**Scorching Ray**
96-Spell, Channelled, Fire, DoT
97-Channels a beam in the targeted direction. The beam applies stacking fire resistance debuffs to enemies it touches, up to a maximum number of stacks. Also deals fire damage over time that increases with more stacks on the target. The beam can be aimed while channelling.
98-
99:**Caustic Arrow**
100-Attack, Projectile, AoE, Chaos, DoT, Bow
101-Fires an arrow that creates a caustic ground zone on impact. The zone persists for a duration, dealing chaos damage over time to enemies standing in it. The arrow itself also deals hit damage. Overlapping zones from multiple arrows do not stack — only the highest damage zone applies.
102-
103-### Minions
104-
105-**Raise Zombie**
106-Spell, Minion
107-Cast on a corpse to raise it as a zombie minion. Zombies are permanent, following the player and attacking nearby enemies with melee. Has a maximum zombie count — casting beyond the cap replaces the oldest. Zombies use the base stats of the corpse they were raised from.
Now let me read the current projectile and area classes to understand the patterns.
Read (E:\a327ex\Orblike\main.lua)
634→ if args.decreased_projectile_speed then self.speed = self.speed*0.75 end
635→ if args.greater_decreased_projectile_speed then self.speed = self.speed*0.5 end
636→ self.damage = 1
637→ self.flashing = false
638→
639→ self.homing = args.homing
640→ self.weaker_homing = args.weaker_homing
641→ self.stronger_homing = args.stronger_homing
642→ self.progressively_increasing_homing = args.progressively_increasing_homing
643→ self.progressively_decreasing_homing = args.progressively_decreasing_homing
644→ self.delayed_homing = args.delayed_homing
645→ self.very_delayed_homing = args.very_delayed_homing
646→ self.pierce = args.pierce
647→ self.chain = args.chain
648→ if self.chain then
649→ self.chain_remaining = self.chain
650→ self.chain_hits = {}
651→ self.chain_range = 120
652→ end
653→ self.lesser_returning = args.lesser_returning
654→ self.returning = args.returning
655→ self.greater_returning = args.greater_returning
656→ self.returning_arc = args.returning_arc
657→
658→ if self.lesser_returning or self.returning or self.greater_returning then
659→ self.returning_range = 100
660→ if self.lesser_returning then self.returning_range = 50 end
661→ if self.greater_returning then self.returning_range = 150 end
662→ self.origin_x, self.origin_y = x, y
663→ self.returning_offset_x = x - p1.x
... [220 more lines]
Now let me see the full area class.
Read (E:\a327ex\Orblike\main.lua)
880→-- Area carrier
881→area = object:extend()
882→function area:new(x, y, args)
883→ object.new(self)
884→ self.x, self.y = x, y
885→ self.ability = args.ability
886→ self.color = args.color
887→ local def = abilities[self.ability]
888→ self.radius = args.radius or (def and def.explosion_radius) or 25
889→ self.visual_radius = 0
890→ self.damage = (def and def.area_damage) or 1
891→ self.fill_color = self.color:clone()
892→ self.fill_color.a = 20
893→ self.flashing = false
894→ self.hidden = false
895→ self.arc_r = 0
896→ self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(3, 5)*math.pi
897→ self.elapsed = 0
898→
899→ self:add(timer())
900→ self:add(spring())
901→ self.spring:add('main', 1)
902→
903→ if def and def.hit_sound then
904→ sfx(def.hit_sound, volumes[def.hit_sound])
905→ end
906→
907→ self.timer:tween(0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
908→ self.spring:pull('main', 0.25)
909→ self.flashing = true
... [30 more lines]
Now I have a clear picture. The caustic arrow needs:
- Projectile behavior — same as fireball (travels, hits enemies), but on hit (or on reaching end of life) spawns a caustic zone instead of an explosion
- Caustic zone — persistent circle that deals DoT. Tweens up in area over 0.25s, spring pull at full size, lasts
zone_duration(4s), ticks damage atzone_tick_rate(0.5s = 2 per second), tweens down over 0.5s when dying
The caustic zone is quite different from the existing area class (which is a one-shot explosion). It needs its own class.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "AskUserQuestion"
}
]
AskUserQuestion
User has answered your questions: "How should the caustic arrow projectile behave — same as fireball (same shape/speed/modifiers) but spawns a zone instead of an explosion, or should it differ visually/mechanically?"="Same as fireball", "Should the caustic arrow projectile also deal contact damage on hit (like fireball does via on_hit), or only spawn the zone?"="Both", "For the zone visuals, should it use the same SNKRX DotArea style (transparent filled circle + 4 spinning arcs) but with caustic_arrow's purple color?"="Yes, importantly the 4 spinning arcs are slower there compared to the normal area's." user notes: Yes, importantly the 4 spinning arcs are slower there compared to the normal area's., "Should zones from multiple caustic arrows stack damage, or does only the highest apply (like PoE)?"="Stack for simplicity for now." user notes: Stack for simplicity for now.. You can now continue with the user's answers in mind.
Here's my plan:
caustic_zoneclass — new persistent zone, placed after theareaclassprojectile:on_hit— add caustic_arrow case: deal 1 contact damage + hit effects, spawn caustic_zone
Here's the caustic_zone class:
caustic_zone = object:extend()
function caustic_zone:new(x, y, args)
object.new(self)
self.x, self.y = x, y
self.ability = args.ability or 'caustic_arrow'
self.color = args.color
local def = abilities[self.ability]
self.radius = (def and def.zone_radius) or 50
self.visual_radius = 0
self.damage = 1
self.fill_color = self.color:clone()
self.fill_color.a = 20
self.hidden = false
self.arc_r = 0
self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(1, 2)*math.pi -- slower than area
self:add(timer())
self:add(spring())
self.spring:add('main', 1)
-- Tween up to full radius
self.timer:tween(0.25, self, {visual_radius = self.radius}, math.cubic_in_out, function()
self.spring:pull('main', 0.15)
end)
-- Tick damage periodically
self.timer:every(def.zone_tick_rate or 0.5, 'tick', function()
self.spring:pull('main', 0.05, 200, 10)
local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'})
for _, e in ipairs(enemies) do
if not e.dead then
e:take_damage(self.damage)
for i = 1, an.random:int(1, 2) do
an:add(hit_particle(e.x, e.y, {
velocity = an.random:float(30, 80),
duration = an.random:float(0.1, 0.3),
w = 4,
}):change_color(0.5, self.color:clone()))
end
end
end
end)
-- After duration, tween down and die
self.timer:after(def.zone_duration or 4, function()
self.timer:cancel('tick')
self.timer:tween(0.5, self, {visual_radius = 0}, math.cubic_in_out, function()
self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 5, function() self:kill() end)
self.timer:trigger('blink')
end)
end)
end
function caustic_zone:update(dt)
if self.hidden then return end
self.arc_r = self.arc_r + self.arc_base_speed*dt
local s = self.spring.main.x
local c = self.color()
local r = self.visual_radius*s
effects:circle(self.x, self.y, r, self.fill_color())
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
effects: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),
2, c
)
end
end
end
And the on_hit addition:
if self.ability == 'caustic_arrow' then
e:take_damage(self.damage)
an:add(hit_effect(hx, hy))
for i = 1, an.random:int(1, 2) do
an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
end
an:add(caustic_zone(self.x, self.y, {ability = 'caustic_arrow', color = self.color}))
end
Key differences from area: constant arc speed (1–2π rad/s vs 3–5π), no sigmoid deceleration, persistent with periodic tick damage, tween-down death instead of instant blink. Does this look right?
It should be a general zone class, everything else looks good.
Read (E:\a327ex\Orblike\main.lua)
935→ self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
936→ local s = self.spring.main.x
937→ local c = self.flashing and fg_color() or self.color()
938→ local r = self.visual_radius*s
939→
940→ effects:circle(self.x, self.y, r, self.fill_color())
941→
942→ local arc_len = math.pi/4
943→ local segments = 6
944→ for i = 0, 3 do
Read (E:\a327ex\Orblike\main.lua)
950→ self.x + r*math.cos(a1), self.y + r*math.sin(a1),
951→ self.x + r*math.cos(a2), self.y + r*math.sin(a2),
952→ 2, c
953→ )
954→ end
955→ end
956→end
957→
958→
959→-- Seeker enemy
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the caustic_arrow case to projectile:on_hit.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now to test it, you'll need to set up an orb with caustic_arrow. The current spawn setup uses fireball on orb 1. You could add a second orb, or swap the first. Want me to add a second orb with caustic_arrow for testing, or change the existing one?
Yes.
Grep (local o1 = add_orb")
No matches found
Grep (local o1 = add_orb)
1437- end
1438-end
1439-
1440-
1441--- Spawn player
1442-p1 = player(gw/2, gh/2)
1443-an:add(p1)
1444-
1445:local o1 = add_orb()
1446-o1:add_ability('fireball')
1447-o1:add_modifier('pierce', 5)
1448-o1:add_modifier('spreading_multiple_projectiles', 4)
1449-o1:add_modifier('greater_returning', true)
1450-o1:add_modifier('greater_increased_projectile_speed', true)
1451-
1452--- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
1453-cached_enemies = {}
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added a second orb with caustic_arrow on right click (orb slot 2). Go ahead and test.
What is orb 2 bound to?
Right click (mouse button 2). From the orb_keybinds table:
- Orb 1: left click
- Orb 2: right click
- Orb 3: q
- Orb 4: e
- Orb 5: r
- Orb 6: t
Right click doesn't do anything.
Grep (orb_input_down)
57- {key = 't'},
58-}
59-
60:function orb_input_down(slot)
61- local bind = orb_keybinds[slot]
62- if not bind then return false end
63- if bind.mouse then return an:mouse_is_down(bind.mouse) end
--
233- local def = abilities[ability_name]
234- if def and def.activation == 'manual' then
235- self.cooldown = math.max(self.cooldown - dt, 0)
236: if orb_input_down(self.slot) and self.cooldown <= 0 then
237- self:activate()
238- self.cooldown = def.cooldown
239- end
Grep (function add_orb)
240- end
241- end
242-
243- local s = self.spring.main.x
244- local c = self.flashing and fg_color() or fg_color()
245- game:circle(self.x, self.y, self.rs*s, c)
246-end
247-
248--- Orb management
249-orbs = {}
250:function add_orb()
251- local o = orb({slot = #orbs + 1})
252- an:add(o)
253- table.insert(orbs, o)
254- for i, ob in ipairs(orbs) do
255- ob.orbit_offset = (i - 1)*2*math.pi/#orbs
256- end
257- return o
258-end
259-
260--- Physics
The slot assignment looks correct — #orbs + 1, so first orb gets slot 1, second gets slot 2. Let me check mouse_is_down for right click.
Grep (mouse_is_down|mouse_is_pressed)
119-an:key_is_down(key) -> bool
120-an:key_is_pressed(key) -> bool
121-an:key_is_released(key) -> bool
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
Grep (mouse_is_down|mouse.*button)
418-Query the physics world for objects at positions or shapes. Returns arrays of parent objects.
419-
420-#### an:query_point(x, y, tags)
421-
422-```lua
423:for _, obj in ipairs(an:query_point(mouse_x, mouse_y, 'button')) do
424- obj:hover()
425-end
426-```
427-
428----
--
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()
The API shows mouse_is_down(1) for left click. Button 2 should be right click. Let me check the engine source to confirm the button numbering.
Grep (mouse_is_down|MOUSE_BUTTON)
2301-static bool keys_previous[SDL_NUM_SCANCODES] = {0};
2302-
2303-// Input state - Mouse
2304:#define MAX_MOUSE_BUTTONS 5
2305:static bool mouse_buttons_current[MAX_MOUSE_BUTTONS] = {0};
2306:static bool mouse_buttons_previous[MAX_MOUSE_BUTTONS] = {0};
2307-static int mouse_x = 0, mouse_y = 0; // Window coordinates
2308-static int mouse_dx = 0, mouse_dy = 0; // Delta this frame
2309-static int mouse_wheel_x = 0, mouse_wheel_y = 0; // Wheel delta this frame
--
2685-// Action binding system
2686-typedef enum {
2687- CONTROL_KEY,
2688: CONTROL_MOUSE_BUTTON,
2689- CONTROL_GAMEPAD_BUTTON, // For Step 6
2690- CONTROL_GAMEPAD_AXIS, // For Step 6
2691-} ControlType;
--
2807- return ctrl->code != SDL_SCANCODE_UNKNOWN;
2808- }
2809- else if (type_len == 5 && strncmp(str, "mouse", 5) == 0) {
2810: ctrl->type = CONTROL_MOUSE_BUTTON;
2811- ctrl->code = atoi(value); // 1, 2, 3, etc.
2812- ctrl->sign = 0;
2813: return ctrl->code >= 1 && ctrl->code <= MAX_MOUSE_BUTTONS;
2814- }
2815- else if (type_len == 6 && strncmp(str, "button", 6) == 0) {
2816- ctrl->type = CONTROL_GAMEPAD_BUTTON;
--
2875- switch (ctrl->type) {
... [2 more lines]
Grep (SDL_BUTTON|mouse_buttons_current[)
2302-
2303-// Input state - Mouse
2304-#define MAX_MOUSE_BUTTONS 5
2305:static bool mouse_buttons_current[MAX_MOUSE_BUTTONS] = {0};
2306-static bool mouse_buttons_previous[MAX_MOUSE_BUTTONS] = {0};
2307-static int mouse_x = 0, mouse_y = 0; // Window coordinates
2308-static int mouse_dx = 0, mouse_dy = 0; // Delta this frame
--
2877- return keys_current[ctrl->code];
2878- case CONTROL_MOUSE_BUTTON:
2879- if (ctrl->code >= 1 && ctrl->code <= MAX_MOUSE_BUTTONS) {
2880: return mouse_buttons_current[ctrl->code - 1];
2881- }
2882- return false;
2883- case CONTROL_GAMEPAD_BUTTON:
--
2909- case CONTROL_MOUSE_BUTTON:
2910- if (ctrl->code >= 1 && ctrl->code <= MAX_MOUSE_BUTTONS) {
2911- int idx = ctrl->code - 1;
2912: return mouse_buttons_current[idx] && !mouse_buttons_previous[idx];
2913- }
2914- return false;
2915- case CONTROL_GAMEPAD_BUTTON:
--
2932- case CONTROL_MOUSE_BUTTON:
2933- if (ctrl->code >= 1 && ctrl->code <= MAX_MOUSE_BUTTONS) {
2934- int idx = ctrl->code - 1;
2935: return !mouse_buttons_current[idx] && mouse_buttons_previous[idx];
2936- }
2937- return false;
... [2 more lines]
Grep (SDL_EVENT_MOUSE_BUTTON|MOUSEBUTTONDOWN|mouse_buttons_current[.*event)
9296- mouse_y = event.motion.y;
9297- mouse_dx += event.motion.xrel;
9298- mouse_dy += event.motion.yrel;
9299- }
9300- // Track mouse buttons
9301: if (event.type == SDL_MOUSEBUTTONDOWN) {
9302- last_input_type = INPUT_TYPE_MOUSE;
9303- #ifdef __EMSCRIPTEN__
9304- audio_try_unlock();
9305- #endif
9306- int btn = event.button.button - 1; // SDL buttons are 1-indexed
Read (E:\a327ex\Anchor\engine\src\anchor.c)
9300→ // Track mouse buttons
9301→ if (event.type == SDL_MOUSEBUTTONDOWN) {
9302→ last_input_type = INPUT_TYPE_MOUSE;
9303→ #ifdef __EMSCRIPTEN__
9304→ audio_try_unlock();
9305→ #endif
9306→ int btn = event.button.button - 1; // SDL buttons are 1-indexed
9307→ if (btn >= 0 && btn < MAX_MOUSE_BUTTONS) {
9308→ mouse_buttons_current[btn] = true;
9309→ }
9310→ // Capture mode: capture the mouse button
9311→ if (capture_mode && captured_control[0] == '\0') {
9312→ snprintf(captured_control, sizeof(captured_control), "mouse:%d", event.button.button);
9313→ }
9314→ }
9315→ if (event.type == SDL_MOUSEBUTTONUP) {
9316→ int btn = event.button.button - 1;
9317→ if (btn >= 0 && btn < MAX_MOUSE_BUTTONS) {
9318→ mouse_buttons_current[btn] = false;
9319→ }
The engine uses SDL button numbers (1-indexed). SDL_BUTTON_LEFT=1, SDL_BUTTON_MIDDLE=2, SDL_BUTTON_RIGHT=3. So mouse_is_down(2) is middle click, not right click. Right click is button 3.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
SDL button numbering: 1=left, 2=middle, 3=right. Fixed — orb 2 is now bound to right click (button 3).
Color of the jagged line should be the carrier's color instead of the player's. The zone is buggy, it shoots up visually in radius and disappears immediately despite still being there dealing damage.
Read (E:\a327ex\Orblike\main.lua)
959→ 2, c
960→ )
961→ end
962→ end
963→end
964→
965→
966→-- Zone (persistent DoT area)
967→zone = object:extend()
968→function zone:new(x, y, args)
969→ object.new(self)
970→ self.x, self.y = x, y
971→ self.ability = args.ability
972→ self.color = args.color
973→ local def = abilities[self.ability]
974→ self.radius = args.radius or (def and def.zone_radius) or 50
975→ self.visual_radius = 0
976→ self.damage = args.damage or 1
977→ self.fill_color = self.color:clone()
978→ self.fill_color.a = 20
979→ self.hidden = false
980→ self.arc_r = 0
981→ self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(1, 2)*math.pi
982→ self.duration = args.duration or (def and def.zone_duration) or 4
983→ self.tick_rate = args.tick_rate or (def and def.zone_tick_rate) or 0.5
984→
985→ self:add(timer())
986→ self:add(spring())
987→ self.spring:add('main', 1)
988→
... [40 more lines]
The visual bug — "shoots up in radius and disappears" — the spring pull at 0.15 is likely making the visual radius overshoot massively because s = self.spring.main.x multiplies visual_radius. The spring scale bounces well above 1, and since visual_radius is 50, the visual radius spikes to something huge then oscillates back. For the area class, the radius is 25 so it's less noticeable, but 50 * a spring overshoot is very visible.
The "disappears but still deals damage" — the spring oscillation goes below 0 at some point, making r negative, which likely renders as nothing. The zone is still alive and ticking damage, just invisible during the spring's negative phase.
Fix: use a smaller spring pull and/or don't multiply visual_radius by the spring. Let me check how area does it — area uses self.spring.main.x too but with radius 25 and pull 0.25. For the zone, radius 50 with pull 0.15 creates a big visual spike.
I think the better approach is to not use spring on the radius at all for the zone — just tween it up smoothly. Or use a very small spring pull.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now fix the line color. The slightly_jagged_line defaults to fg_color (white) for src_color and blue for dst_color. For caustic_arrow, the dst_color should be the ability's color (purple) instead of blue. The line is created in orb:activate — I need to pass the ability color.
Read (E:\a327ex\Orblike\main.lua)
116→function orb:activate()
117→ local ability_name = self:primary_ability()
118→ if not ability_name then return end
119→ local def = abilities[ability_name]
120→ if not def then return end
121→
122→ local delay = self.activation_delay
123→
124→ -- Orb-to-player line
125→ an:add(slightly_jagged_line(self, p1, {anim_duration = delay}))
126→
127→ -- Orb flash + hit particles shooting towards player
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Two fixes:
- Line color —
dst_colornow uses the ability's color (blue for fireball, purple for caustic_arrow) instead of hardcoded blue - Zone visual bug — removed the spring pull after tween-up. The radius now tweens smoothly to full size without spring overshoot
The problem is that the visual radius becomes 50 and then immediately goes to highly negative numbers. Tell me why you think that's the case before doing anything.
[Request interrupted by user]
The problem is that the visual radius becomes 50 and then immediately goes to highly negative numbers. Tell me why you think that's the case before doing anything.
I'm genuinely uncertain about the exact cause. Here are my best guesses, roughly ordered by likelihood:
Unnamed tween collision — The
timer:tween(0.25, self, {visual_radius = ...})is unnamed. If the framework internally assigns default tags to unnamed tweens (e.g., based on the target property name), thetimer:every('tick', ...)ortimer:after(...)might be conflicting with or canceling the active tween, leavingvisual_radiusin a partially-computed state. In theareaclass, the tween finishes in 0.05s before any other timer action fires, so this never surfaces there.Framework tween interpolation issue — The tween might store a start value snapshot and interpolate, but if something resets or modifies the tween's internal state mid-flight (e.g., the spring pull from the first tick firing during the tween-up), the interpolation could produce garbage values.
Spring multiplier masking the real issue — The rendered radius is
visual_radius * spring.main.x. If the spring oscillates to 0 or negative briefly (unlikely with small pulls, but possible), the visual disappears even though visual_radius is fine. But the user said visual_radius itself goes negative, which this wouldn't explain.
Honestly, I'd want to add a print(self.visual_radius) in zone:update to see the actual values and narrow it down. Would you want to do that, or should I try a different approach — like giving the tween a named tag to prevent potential collisions?
Yes, add it and I'll paste it to you.
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:\a327ex\Orblike\main.lua)
1022→ self.arc_r = self.arc_r + self.arc_base_speed*dt
1023→ local s = self.spring.main.x
1024→ local c = self.color()
1025→ local r = self.visual_radius*s
1026→
1027→ effects:circle(self.x, self.y, r, self.fill_color())
1028→
1029→ local arc_len = math.pi/4
1030→ local segments = 6
1031→ for i = 0, 3 do
1032→ local base = self.arc_r + i*math.pi/2
1033→ for j = 0, segments - 1 do
1034→ local a1 = base + j*arc_len/segments
1035→ local a2 = base + (j + 1)*arc_len/segments
1036→ effects:line(
Read (E:\a327ex\Orblike\main.lua)
1018→end
1019→
1020→function zone:update(dt)
1021→ if self.hidden then return end
1022→ self.arc_r = self.arc_r + self.arc_base_speed*dt
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added. Fire a caustic arrow and paste the console output.
zone vr=0 spring=1.0 r=50 zone vr=0.0074074074074074 spring=1.0 r=50 zone vr=0.059259259259259 spring=1.0 r=50 zone vr=0.2 spring=1.0 r=50 zone vr=0.47407407407407 spring=1.0 r=50 zone vr=0.92592592592593 spring=1.0 r=50 zone vr=1.6 spring=1.0 r=50 zone vr=2.5407407407407 spring=1.0 r=50 zone vr=3.7925925925926 spring=1.0 r=50 zone vr=5.4 spring=1.0 r=50 zone vr=7.4074074074074 spring=1.0 r=50 zone vr=9.8592592592593 spring=1.0 r=50 zone vr=12.8 spring=1.0 r=50 zone vr=16.274074074074 spring=1.0 r=50 zone vr=20.325925925926 spring=1.0 r=50 zone vr=25.0 spring=1.0 r=50 zone vr=29.674074074074 spring=1.0 r=50 zone vr=33.725925925926 spring=1.0 r=50 zone vr=37.2 spring=1.0 r=50 zone vr=40.140740740741 spring=1.0 r=50 zone vr=42.592592592593 spring=1.0 r=50 zone vr=44.6 spring=1.0 r=50 zone vr=46.207407407407 spring=1.0 r=50 zone vr=47.459259259259 spring=1.0 r=50 zone vr=48.4 spring=1.0 r=50 zone vr=49.074074074074 spring=1.0 r=50 zone vr=49.525925925926 spring=1.0 r=50 zone vr=49.8 spring=1.0 r=50 zone vr=49.940740740741 spring=1.0 r=50 zone vr=49.992592592593 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=1.0 r=50 zone vr=50.0 spring=-4.4331135561608 r=50 zone vr=50.0 spring=-447.6512112834 r=50 zone vr=50.0 spring=-35235.401722968 r=50 zone vr=50.0 spring=-2763255.7996294 r=50 zone vr=50.0 spring=-216685990.30786 r=50 zone vr=50.0 spring=-16991816267.425 r=50 zone vr=50.0 spring=-1332443346536.8 r=50 zone vr=50.0 spring=-1.0448590317132e+14 r=50 zone vr=50.0 spring=-8.1934470155432e+15 r=50 zone vr=50.0 spring=-6.4250364842378e+17 r=50 zone vr=50.0 spring=-5.03830606892e+19 r=50 zone vr=50.0 spring=-3.9508768714995e+21 r=50 zone vr=50.0 spring=-3.0981500211034e+23 r=50 zone vr=50.0 spring=-2.4294691698706e+25 r=50 zone vr=50.0 spring=-1.9051112461138e+27 r=50 zone vr=50.0 spring=-1.4939267001534e+29 r=50 zone vr=50.0 spring=-1.1714890613259e+31 r=50 zone vr=50.0 spring=-9.1864388036263e+32 r=50 zone vr=50.0 spring=-7.2037085687557e+34 r=50 zone vr=50.0 spring=-5.6489155648737e+36 r=50 zone vr=50.0 spring=-4.4296971142718e+38 r=50 zone vr=50.0 spring=-3.4736253885974e+40 r=50 zone vr=50.0 spring=-2.7239048244254e+42 r=50 zone vr=50.0 spring=-2.1359981755327e+44 r=50 zone vr=50.0 spring=-1.6749807720765e+46 r=50 zone vr=50.0 spring=-1.3134658161055e+48 r=50 zone vr=50.0 spring=-1.0299774653168e+50 r=50 zone vr=50.0 spring=-8.0767505789066e+51 r=50 zone vr=50.0 spring=-6.3335269081643e+53 r=50 zone vr=50.0 spring=-4.9665472153124e+55 r=50 zone vr=50.0 spring=-3.8946058964604e+57 r=50 zone vr=50.0 spring=-3.0540241401471e+59 r=50 zone vr=50.0 spring=-2.3948670793823e+61 r=50 zone vr=50.0 spring=-1.8779774044722e+63 r=50 zone vr=50.0 spring=-1.4726492180175e+65 r=50 zone vr=50.0 spring=-1.1548039471418e+67 r=50 zone vr=50.0 spring=-9.0555995278327e+68 r=50 zone vr=50.0 spring=-7.1011086350586e+70 r=50 zone vr=50.0 spring=-5.5684600110594e+72 r=50 zone vr=50.0 spring=-4.3666064678521e+74 r=50 zone vr=50.0 spring=-3.4241517416339e+76 r=50 zone vr=50.0 spring=-2.6851091885781e+78 r=50 zone vr=50.0 spring=-2.1055758910808e+80 r=50 zone vr=50.0 spring=-1.6511245993123e+82 r=50 zone vr=50.0 spring=-1.2947585760278e+84 r=50 zone vr=50.0 spring=-1.0153078519305e+86 r=50 zone vr=50.0 spring=-7.9617162093213e+87 r=50 zone vr=50.0 spring=-6.2433206713845e+89 r=50 zone vr=50.0 spring=-4.8958103982784e+91 r=50 zone vr=50.0 spring=-3.8391363694884e+93 r=50 zone vr=50.0 spring=-3.0105267288765e+95 r=50 zone vr=50.0 spring=-2.3607578145206e+97 r=50 zone vr=50.0 spring=-1.8512300207678e+99 r=50 zone vr=50.0 spring=-1.4516747837125e+101 r=50 zone vr=50.0 spring=-1.1383564732776e+103 r=50 zone vr=50.0 spring=-8.9266237506653e+104 r=50 zone vr=50.0 spring=-6.9999699967894e+106 r=50 zone vr=50.0 spring=-5.4891503579166e+108 r=50 zone vr=50.0 spring=-4.304414399724e+110 r=50 zone vr=50.0 spring=-3.3753827307408e+112 r=50 zone vr=50.0 spring=-2.6468661055761e+114 r=50 zone vr=50.0 spring=-2.0755869007216e+116 r=50 zone vr=50.0 spring=-1.6276082017793e+118 r=50 zone vr=50.0 spring=-1.2763177767108e+120 r=50 zone vr=50.0 spring=-1.0008471727823e+122 r=50 zone vr=50.0 spring=-7.8483202345404e+123 r=50 zone vr=50.0 spring=-6.1543992108868e+125 r=50 zone vr=50.0 spring=-4.826081061304e+127 r=50 zone vr=50.0 spring=-3.7844568758354e+129 r=50 zone vr=50.0 spring=-2.967648836215e+131 r=50 zone vr=50.0 spring=-2.3271343561404e+133 r=50 zone vr=50.0 spring=-1.8248635908135e+135 r=50 zone vr=50.0 spring=-1.4309990810329e+137 r=50 zone vr=50.0 spring=-1.1221432551043e+139 r=50 zone vr=50.0 spring=-8.7994849309567e+140 r=50 zone vr=50.0 spring=-6.9002718412217e+142 r=50 zone vr=50.0 spring=-5.4109702847779e+144 r=50 zone vr=50.0 spring=-4.2431081117473e+146 r=50 zone vr=50.0 spring=-3.3273083200299e+148 r=50 zone vr=50.0 spring=-2.6091677055999e+150 r=50 zone vr=50.0 spring=-2.0460250331969e+152 r=50 zone vr=50.0 spring=-1.6044267401761e+154 r=50 zone vr=50.0 spring=-1.2581396233309e+156 r=50 zone vr=50.0 spring=-9.8659245209389e+157 r=50 zone vr=50.0 spring=-7.7365393194727e+159 r=50 zone vr=50.0 spring=-6.0667442280463e+161 r=50 zone vr=50.0 spring=-4.7573448551984e+163 r=50 zone vr=50.0 spring=-3.7305561633296e+165 r=50 zone vr=50.0 spring=-2.9253816385729e+167 r=50 zone vr=50.0 spring=-2.2939897850677e+169 r=50 zone vr=50.0 spring=-1.7988726888168e+171 r=50 zone vr=50.0 spring=-1.4106178552471e+173 r=50 zone vr=50.0 spring=-1.1061609561991e+175 r=50 zone vr=50.0 spring=-8.6741569055559e+176 r=50 zone vr=50.0 spring=-6.8019936520579e+178 r=50 zone vr=50.0 spring=-5.3339037034252e+180 r=50 zone vr=50.0 spring=-4.1826749880612e+182 r=50 zone vr=50.0 spring=-3.2799186165506e+184 r=50 zone vr=50.0 spring=-2.5720062309172e+186 r=50 zone vr=50.0 spring=-2.0168842051435e+188 r=50 zone vr=50.0 spring=-1.5815754441259e+190 r=50 zone vr=50.0 spring=-1.2402203751127e+192 r=50 zone vr=50.0 spring=-9.7254075647007e+193 r=50 zone vr=50.0 spring=-7.6263504613802e+195 r=50 zone vr=50.0 spring=-5.9803376848591e+197 r=50 zone vr=50.0 spring=-4.6895876351417e+199 r=50 zone vr=50.0 spring=-3.6774231400601e+201 r=50 zone vr=50.0 spring=-2.8837164380319e+203 r=50 zone vr=50.0 spring=-2.2613172806759e+205 r=50 zone vr=50.0 spring=-1.7732519662625e+207 r=50 zone vr=50.0 spring=-1.3905269122226e+209 r=50 zone vr=50.0 spring=-1.0904062876584e+211 r=50 zone vr=50.0 spring=-8.5506138839451e+212 r=50 zone vr=50.0 spring=-6.7051152052069e+214 r=50 zone vr=50.0 spring=-5.2579347547796e+216 r=50 zone vr=50.0 spring=-4.1231025924881e+218 r=50 zone vr=50.0 spring=-3.2332038682542e+220 r=50 zone vr=50.0 spring=-2.5353740342866e+222 r=50 zone vr=50.0 spring=-1.9881584198418e+224 r=50 zone vr=50.0 spring=-1.5590496111948e+226 r=50 zone vr=50.0 spring=-1.2225563445593e+228 r=50 zone vr=50.0 spring=-9.5868919429496e+229 r=50 zone vr=50.0 spring=-7.5177309851451e+231 r=50 zone vr=50.0 spring=-5.8951618002302e+233 r=50 zone vr=50.0 spring=-4.6227954577737e+235 r=50 zone vr=50.0 spring=-3.6250468720941e+237 r=50 zone vr=50.0 spring=-2.8426446605552e+239 r=50 zone vr=50.0 spring=-2.2291101194824e+241 r=50 zone vr=50.0 spring=-1.7479961508127e+243 r=50 zone vr=50.0 spring=-1.3707221175621e+245 r=50 zone vr=50.0 spring=-1.0748760074217e+247 r=50 zone vr=50.0 spring=-8.4288304429316e+248 r=50 zone vr=50.0 spring=-6.6096165646221e+250 r=50 zone vr=50.0 spring=-5.1830478056374e+252 r=50 zone vr=50.0 spring=-4.0643786659747e+254 r=50 zone vr=50.0 spring=-3.1871544619872e+256 r=50 zone vr=50.0 spring=-2.4992635773834e+258 r=50 zone vr=50.0 spring=-1.9598417659811e+260 r=50 zone vr=50.0 spring=-1.5368446059239e+262 r=50 zone vr=50.0 spring=-1.2051438966937e+264 r=50 zone vr=50.0 spring=-9.4503491513695e+265 r=50 zone vr=50.0 spring=-7.4106585386037e+267 r=50 zone vr=50.0 spring=-5.8111990463148e+269 r=50 zone vr=50.0 spring=-4.5569545783245e+271 r=50 zone vr=50.0 spring=-3.5734165812272e+273 r=50 zone vr=50.0 spring=-2.8021578542229e+275 r=50 zone vr=50.0 spring=-2.1973616737645e+277 r=50 zone vr=50.0 spring=-1.7231000452215e+279 r=50 zone vr=50.0 spring=-1.3511993957534e+281 r=50 zone vr=50.0 spring=-1.0595669196037e+283 r=50 zone vr=50.0 spring=-8.3087815214165e+284 r=50 zone vr=50.0 spring=-6.5154780781993e+286 r=50 zone vr=50.0 spring=-5.1092274454533e+288 r=50 zone vr=50.0 spring=-4.0064911240692e+290 r=50 zone vr=50.0 spring=-3.1417609215127e+292 r=50 zone vr=50.0 spring=-2.463667429249e+294 r=50 zone vr=50.0 spring=-1.9319284164435e+296 r=50 zone vr=50.0 spring=-1.5149558588757e+298 r=50 zone vr=50.0 spring=-1.1879794483104e+300 r=50 zone vr=50.0 spring=-9.3157510916215e+301 r=50 zone vr=50.0 spring=-inf r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=50.0 spring=-nan(ind) r=50 zone vr=49.999074074074 spring=-nan(ind) r=50 zone vr=49.992592592593 spring=-nan(ind) r=50 zone vr=49.975 spring=-nan(ind) r=50 zone vr=49.940740740741 spring=-nan(ind) r=50 zone vr=49.884259259259 spring=-nan(ind) r=50 zone vr=49.8 spring=-nan(ind) r=50 zone vr=49.682407407407 spring=-nan(ind) r=50 zone vr=49.525925925926 spring=-nan(ind) r=50 zone vr=49.325 spring=-nan(ind) r=50 zone vr=49.074074074074 spring=-nan(ind) r=50 zone vr=48.767592592593 spring=-nan(ind) r=50 zone vr=48.4 spring=-nan(ind) r=50 zone vr=47.965740740741 spring=-nan(ind) r=50 zone vr=47.459259259259 spring=-nan(ind) r=50 zone vr=46.875 spring=-nan(ind) r=50 zone vr=46.207407407407 spring=-nan(ind) r=50 zone vr=45.450925925926 spring=-nan(ind) r=50 zone vr=44.6 spring=-nan(ind) r=50 zone vr=43.649074074074 spring=-nan(ind) r=50 zone vr=42.592592592593 spring=-nan(ind) r=50 zone vr=41.425 spring=-nan(ind) r=50 zone vr=40.140740740741 spring=-nan(ind) r=50 zone vr=38.734259259259 spring=-nan(ind) r=50 zone vr=37.2 spring=-nan(ind) r=50 zone vr=35.532407407407 spring=-nan(ind) r=50 zone vr=33.725925925926 spring=-nan(ind) r=50 zone vr=31.775 spring=-nan(ind) r=50 zone vr=29.674074074074 spring=-nan(ind) r=50 zone vr=27.417592592593 spring=-nan(ind) r=50 zone vr=25.0 spring=-nan(ind) r=50 zone vr=22.582407407407 spring=-nan(ind) r=50 zone vr=20.325925925926 spring=-nan(ind) r=50 zone vr=18.225 spring=-nan(ind) r=50 zone vr=16.274074074074 spring=-nan(ind) r=50 zone vr=14.467592592593 spring=-nan(ind) r=50 zone vr=12.8 spring=-nan(ind) r=50 zone vr=11.265740740741 spring=-nan(ind) r=50 zone vr=9.8592592592592 spring=-nan(ind) r=50 zone vr=8.575 spring=-nan(ind) r=50 zone vr=7.4074074074074 spring=-nan(ind) r=50 zone vr=6.3509259259259 spring=-nan(ind) r=50 zone vr=5.4 spring=-nan(ind) r=50 zone vr=4.549074074074 spring=-nan(ind) r=50 zone vr=3.7925925925926 spring=-nan(ind) r=50 zone vr=3.125 spring=-nan(ind) r=50 zone vr=2.5407407407407 spring=-nan(ind) r=50 zone vr=2.0342592592592 spring=-nan(ind) r=50 zone vr=1.6 spring=-nan(ind) r=50 zone vr=1.2324074074074 spring=-nan(ind) r=50 zone vr=0.92592592592591 spring=-nan(ind) r=50 zone vr=0.67499999999999 spring=-nan(ind) r=50 zone vr=0.47407407407407 spring=-nan(ind) r=50 zone vr=0.31759259259259 spring=-nan(ind) r=50 zone vr=0.19999999999999 spring=-nan(ind) r=50 zone vr=0.11574074074074 spring=-nan(ind) r=50 zone vr=0.059259259259253 spring=-nan(ind) r=50 zone vr=0.024999999999997 spring=-nan(ind) r=50 zone vr=0.007407407407406 spring=-nan(ind) r=50 zone vr=0.00092592592592644 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50 zone vr=0.0 spring=-nan(ind) r=50
The spring is the problem — it's numerically unstable. The self.spring:pull('main', 0.05, 200, 10) in the tick callback has frequency=200, which is too high for the framework's discrete integration. It overshoots, then overcorrects exponentially: 1.0 → -4.4 → -447 → -35235 → -inf → NaN.
The area class uses self.spring:pull('main', 0.25) with default frequency/damping, which is stable. The zone's tick pull copied the SNKRX DotArea parameters (200, 10) which that engine's spring system could handle but this framework's can't.
Fix: use default spring parameters for the tick pulse.
Read (E:\a327ex\Orblike\main.lua)
992→ -- Tick damage periodically
993→ self.timer:every(self.tick_rate, 'tick', function()
994→ self.spring:pull('main', 0.05, 200, 10)
995→ local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'})
996→ for _, e in ipairs(enemies) do
997→ if not e.dead then
998→ e:take_damage(self.damage)
999→ for i = 1, an.random:int(1, 2) do
1000→ an:add(hit_particle(e.x, e.y, {
1001→ velocity = an.random:float(30, 80),
1002→ duration = an.random:float(0.1, 0.3),
1003→ w = 4,
1004→ }):change_color(0.5, self.color:clone()))
1005→ end
1006→ end
1007→ end
1008→ end)
1009→
1010→ -- After duration, tween down and die
1011→ self.timer:after(self.duration, function()
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Also remove the debug print.
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>String to replace not found in file.
String: print('zone vr=' .. self.visual_radius .. ' spring=' .. self.spring.main.x .. ' r=' .. self.radius)
self.arc_r = self.arc_r + self.arc_base_speed*dt</tool_use_error>
Grep (print.*zone)
No matches found
Looks like you already removed the print. Spring pull fixed — using default frequency/damping instead of the unstable 200/10 values.
Ah, if you read the spring module the issue is clear. We changed the signature from SNKRX to Anchor, so the values you used were incorrect.
Grep (function spring|spring:pull|spring:add)
428-
429-### Creation
430-```
431:spring:add(name, x?, frequency?, bounce?)
432-```
433-
434-### Control
435-```
436:spring:pull(name, force, frequency?, bounce?)
437-spring:set_target(name, value)
438-spring:at_rest(name, threshold?) -> bool
439-```
Got it. The Anchor signature is spring:pull(name, force, frequency?, bounce?) — the third and fourth args are frequency and bounce, not frequency and damping like SNKRX. So passing 200, 10 was setting frequency=200 and bounce=10, which caused the divergence. Good to know for future spring pulls — I'll use the Anchor API signature, not SNKRX's.
Use similar spring values to the ones used by the area here.
Grep (spring:pull('main')
86- self.spring:add('main', 1)
87: self.spring:pull('main', 0.5)
88- self.flashing = true
--
691- self.spring:add('main', 1)
692: self.spring:pull('main', 0.5)
693- self.flashing = true
--
914- self.timer:tween(0.05, self, {visual_radius = self.radius}, math.cubic_in_out, function()
915: self.spring:pull('main', 0.25)
916- self.flashing = true
--
993- self.timer:every(self.tick_rate, 'tick', function()
994: self.spring:pull('main', 0.05)
995- local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'})
--
1074- sfx('enemy_spawn', volumes.enemy_spawn)
1075: self.spring:pull('main', 0.75, 3, 0.7)
1076- self.flashing = true
--
1089- self.timer:tween(0.5, 'spin', self, {spin = 0}, math.linear)
1090: self.spring:pull('main', 0.3, 5, 0.5)
1091- self.flashing = true
--
1102- -- Hit feedback: spring pull + flash + hit circle + particles (dark variant)
1103: self.spring:pull('main', 0.5, 5, 0.5)
1104- self.flashing = true
--
1116- -- Death effect (dark variant): larger circle, more particles, white -> entity color
1117: self.spring:pull('main', 0.75)
... [17 more lines]
The area uses self.spring:pull('main', 0.25) with default frequency/bounce. The zone tick should be a subtler pulse since it repeats. I'll use 0.1 — smaller than the area's one-shot 0.25 but visible.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Changed to 0.1 with default frequency/bounce — a subtle repeating pulse, smaller than the area's one-shot 0.25.
Slower rotation, 33 radius, does SNKRX's tick also make the DotArea flash white? Does it also spring it?
Grep (DotArea)
154-self.spring:pull(0.2, 200, 10)
155-```
156-
157-### 2i. ExploderMine Spring
158-
159-**File:** `enemies.lua:807-812`
160-**Trigger:** Mine ticking before explosion
161-```lua
162-self.spring:pull(0.15) -- initial
163-self.spring:pull(0.5, 200, 10) -- each tick (3 ticks)
164-```
165-
166-### 2j. Area Effect Spring
167-
168-**File:** `player.lua:2538, 2674, 2746`
169:**Trigger:** Area/DotArea/ForceArea appearing
170-```lua
171-self.t:tween(0.05, self, {w = args.w}, math.cubic_in_out, function() self.spring:pull(0.15) end)
172--- or for circles:
173-self.t:tween(0.05, self, {rs = args.rs}, math.cubic_in_out, function() self.spring:pull(0.15) end)
174-```
175-
176:### 2k. DotArea Periodic Spring
177-
178-**File:** `player.lua:2581, 2601, 2641`
179:**Trigger:** DotArea damages enemies
180-```lua
181-self.spring:pull(0.05, 200, 10) -- small, repeated pulse
182-self.spring:pull(0.15, 200, 10) -- cryomancer variant (bigger)
183-```
... [164 more lines]
[Request interrupted by user]
Slower rotation, 33 radius, does SNKRX's tick also make the DotArea flash white? Does it also spring it?
From the catalog:
DotArea tick spring: Yes — self.spring:pull(0.05, 200, 10) on each damage tick (section 2k). Small repeated pulse.
DotArea tick flash: Not mentioned anywhere. The only color change for DotArea is the initial white-to-target transition after 0.2s (section 18e). Ticks don't flash white — only the spring pulses.
So: spring yes, flash no. Let me apply the radius and rotation changes.
Read (E:\a327ex\Orblike\main.lua)
966→-- Zone (persistent DoT area)
967→zone = object:extend()
968→function zone:new(x, y, args)
969→ object.new(self)
970→ self.x, self.y = x, y
971→ self.ability = args.ability
972→ self.color = args.color
973→ local def = abilities[self.ability]
974→ self.radius = args.radius or (def and def.zone_radius) or 50
975→ self.visual_radius = 0
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the default zone_radius in the abilities table.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Zone radius changed to 33, arc rotation slowed to 0.5–1π rad/s (was 1–2π).
Let's make it flash white slightly then on tick as well. And also, does the DotArea tween down or blink out?
From the catalog (section 7b, animation point 5): "When expiring: blinks out (7 frames toggle at 0.05s)". And section 12 confirms DotArea uses the standard blink-out death pattern. No tween-down — just blink-out when duration expires.
For the flash and blink-out death change:
Read (E:\a327ex\Orblike\main.lua)
990→ self.timer:tween(0.25, self, {visual_radius = self.radius}, math.cubic_in_out)
991→
992→ -- Tick damage periodically
993→ self.timer:every(self.tick_rate, 'tick', function()
994→ self.spring:pull('main', 0.1)
995→ local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'})
996→ for _, e in ipairs(enemies) do
997→ if not e.dead then
998→ e:take_damage(self.damage)
999→ for i = 1, an.random:int(1, 2) do
1000→ an:add(hit_particle(e.x, e.y, {
1001→ velocity = an.random:float(30, 80),
1002→ duration = an.random:float(0.1, 0.3),
1003→ w = 4,
1004→ }):change_color(0.5, self.color:clone()))
1005→ end
1006→ end
1007→ end
1008→ end)
1009→
1010→ -- After duration, tween down and die
1011→ self.timer:after(self.duration, function()
1012→ self.timer:cancel('tick')
1013→ self.timer:tween(0.5, self, {visual_radius = 0}, math.cubic_in_out, function()
1014→ self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 5, function() self:kill() end)
1015→ self.timer:trigger('blink')
1016→ end)
1017→ end)
1018→end
1019→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the flash check to the zone's draw code.
Read (E:\a327ex\Orblike\main.lua)
1018→end
1019→
1020→function zone:update(dt)
1021→ if self.hidden then return end
1022→ self.arc_r = self.arc_r + self.arc_base_speed*dt
1023→ local s = self.spring.main.x
1024→ local c = self.color()
1025→ local r = self.visual_radius*s
1026→
1027→ effects:circle(self.x, self.y, r, self.fill_color())
1028→
1029→ local arc_len = math.pi/4
1030→ local segments = 6
1031→ for i = 0, 3 do
1032→ local base = self.arc_r + i*math.pi/2
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Two changes:
- Tick flash — zone flashes white for 0.1s on each damage tick (spring pull + flash, like SNKRX but with flash added)
- Blink-out death — replaced the tween-down with standard blink-out (7 frames at 0.05s), matching SNKRX's DotArea behavior
Let's only make it flash white and spring if it deals damage to any enemy.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Spring pulse and white flash now only trigger when the tick actually damages at least one enemy.
If it has recently dealt damage to an enemy, add an impulse to its rotation velocity, if it hasn't then slowly decrease its velocity until a minimum.
Read (E:\a327ex\Orblike\main.lua)
966→-- Zone (persistent DoT area)
967→zone = object:extend()
968→function zone:new(x, y, args)
969→ object.new(self)
970→ self.x, self.y = x, y
971→ self.ability = args.ability
972→ self.color = args.color
973→ local def = abilities[self.ability]
974→ self.radius = args.radius or (def and def.zone_radius) or 50
975→ self.visual_radius = 0
976→ self.damage = args.damage or 1
977→ self.fill_color = self.color:clone()
978→ self.fill_color.a = 20
979→ self.hidden = false
980→ self.arc_r = 0
981→ self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(0.5, 1)*math.pi
982→ self.duration = args.duration or (def and def.zone_duration) or 4
983→ self.tick_rate = args.tick_rate or (def and def.zone_tick_rate) or 0.5
984→
985→ self:add(timer())
986→ self:add(spring())
987→ self.spring:add('main', 1)
988→
989→ -- Tween up to full radius
990→ self.timer:tween(0.25, self, {visual_radius = self.radius}, math.cubic_in_out)
991→
992→ -- Tick damage periodically
993→ self.timer:every(self.tick_rate, 'tick', function()
994→ local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'})
995→ local hit_any = false
... [30 more lines]
Read (E:\a327ex\Orblike\main.lua)
1024→function zone:update(dt)
1025→ if self.hidden then return end
1026→ self.arc_r = self.arc_r + self.arc_base_speed*dt
1027→ local s = self.spring.main.x
1028→ local c = self.flashing and fg_color() or self.color()
1029→ local r = self.visual_radius*s
1030→
1031→ effects:circle(self.x, self.y, r, self.fill_color())
1032→
1033→ local arc_len = math.pi/4
1034→ local segments = 6
1035→ for i = 0, 3 do
1036→ local base = self.arc_r + i*math.pi/2
1037→ for j = 0, segments - 1 do
1038→ local a1 = base + j*arc_len/segments
1039→ local a2 = base + (j + 1)*arc_len/segments
1040→ effects:line(
1041→ self.x + r*math.cos(a1), self.y + r*math.sin(a1),
1042→ self.x + r*math.cos(a2), self.y + r*math.sin(a2),
1043→ 2, c
1044→ )
1045→ end
1046→ end
1047→end
1048→
I need to:
- Store
arc_base_speedas initial speed, track currentarc_speedseparately - Store a sign so impulses go in the same direction
- On hit: impulse to
arc_speed - In update: decay
arc_speedtowards a minimum
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the impulse on hit:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the zone's update to decay arc_speed towards minimum:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. The zone arcs now:
- On damage tick: speed gets an impulse of +π rad/s (capped at 3π max)
- Each frame: speed decays by 2π rad/s toward a minimum of 0.25π rad/s
- Idle zones slowly spin, active zones spin faster with each hit then wind down
Make the decrease slower, like pi rad/s, and make the increase higher, like 2pi rad/s
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.
Done. Impulse is now +2π per hit, decay is π rad/s.
Increase 1.25 pi rad/s, decrease 1.25 pi rad/s
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.
Done. Both impulse and decay are now 1.25π.
It doesn't seem like the hit circle that's spawned on jagged line contact with player is following dst position, and it's also not using the correct color (carrier color)
Read (E:\a327ex\Orblike\main.lua)
1260→-- Jagged line between src and dst objects, regenerates each frame for crackling effect.
1261→-- Blinks out after a short duration.
1262→lightning_line = object:extend()
1263→function lightning_line:new(src, dst, args)
1264→ object.new(self)
1265→ self.src = src
1266→ self.dst = dst
1267→ args = args or {}
1268→ self.color = args.color or fg_color
1269→ self.line_width = args.line_width or 3
1270→ self.duration = args.duration or 0.1
1271→ self.generations = args.generations or 3
1272→ self.max_offset = args.max_offset or 8
1273→ self.hidden = false
1274→ self:add(timer())
Grep (Hit circle at dst)
1354- end
1355-
1356- -- Animate draw progress from src to dst
1357- self.timer:tween(self.anim_duration, self, {progress = 1}, math.cubic_out)
1358-
1359: -- Hit circle at dst when line connects
1360- self.timer:after(self.anim_duration, function()
1361- local ex, ey = self:dst_edge_point()
1362- an:add(hit_circle(ex, ey, {radius = 4, duration = 0.3}):change_color(0.5, self.dst.color:clone()))
1363- end)
1364-
Two issues:
- No
.followon the hit_circle, so it stays at the spawn position - Color uses
self.dst.color(player blue) instead ofself.dst_color(the carrier/ability color passed in)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Fixed. The hit circle now follows self.dst (player) and uses self.dst_color (the ability's color — blue for fireball, purple for caustic arrow).
Ah, I see the issue, the position for the hit circle is the center of the player instead of the edge. Are you sure dst_edge_point is getting the correct position? If it is, then the follow isn't following properly.
The dst_edge_point() is correct — the problem is that hit_circle:update with .follow set replaces the position entirely with self.follow.x, self.follow.y (the player's center), ignoring the spawn position:
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
effects:circle(x, y, self.radius, self.draw_color())
end
So follow snaps it to center, overriding the edge position. Since the hit circle only lasts 0.3s, the simplest fix is to drop .follow — the player won't move far in that time.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Removed .follow. The hit circle now spawns at the correct edge point and stays there for its 0.3s lifetime.
But it shouldn't stay there, it should follow dst_edge_point every frame, which is what the dst point does, no?
Right, dst_edge_point recalculates every frame based on current positions/rotation, but hit_circle has no way to use that — it just stores a fixed position or follows an object's center.
The cleanest fix: don't use hit_circle at all. Instead, have the slightly_jagged_line itself draw a circle at dst_edge_point() during its hold phase (after animation, before blink-out).
Read (E:\a327ex\Orblike\main.lua)
1340→ self.max_offset = args.max_offset or 3
1341→ self.hidden = false
1342→ self.progress = 0
1343→ self:add(timer())
1344→
1345→ -- Generate fixed offsets once (stored as t + perpendicular displacement)
1346→ self.offsets = self:generate_offsets()
1347→
1348→ -- Pre-compute colors for each segment (gradient from src_color to dst_color)
1349→ self.segment_colors = {}
1350→ local ts = self.offsets.ts
1351→ for i = 2, #ts do
1352→ local t = (ts[i - 1] + ts[i])/2
1353→ self.segment_colors[i - 1] = self.src_color:clone():mix(self.dst_color, t)
1354→ end
1355→
1356→ -- Animate draw progress from src to dst
1357→ self.timer:tween(self.anim_duration, self, {progress = 1}, math.cubic_out)
1358→
1359→ -- Hit circle at dst when line connects
1360→ self.timer:after(self.anim_duration, function()
1361→ local ex, ey = self:dst_edge_point()
1362→ an:add(hit_circle(ex, ey, {radius = 4, duration = 0.3}):change_color(0.5, self.dst_color:clone()))
1363→ end)
1364→
1365→ -- After animation + hold, blink and die
1366→ self.timer:after(self.anim_duration + self.hold_duration, function()
1367→ self.timer:every(0.035, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
1368→ self.timer:trigger('blink')
1369→ end)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the circle drawing to the update function.
Read (E:\a327ex\Orblike\main.lua)
1414→ local ex = lx*t
1415→ local ey = ly*t
1416→ -- Rotate back to world space
1417→ local cos_r2 = math.cos(r)
1418→ local sin_r2 = math.sin(r)
1419→ return dst.x + ex*cos_r2 - ey*sin_r2, dst.y + ex*sin_r2 + ey*cos_r2
1420→end
1421→
1422→function slightly_jagged_line:update(dt)
1423→ if self.hidden then return end
1424→ local x1, y1 = self.src.x, self.src.y
1425→ local x2, y2 = self:dst_edge_point()
1426→ local dx = x2 - x1
1427→ local dy = y2 - y1
1428→ local len = math.sqrt(dx*dx + dy*dy)
1429→ if len == 0 then return end
1430→ local nx = -dy/len
1431→ local ny = dx/len
1432→ local ts = self.offsets.ts
1433→ local offs = self.offsets.offsets
1434→ for i = 2, #ts do
1435→ if ts[i - 1] >= self.progress then break end
1436→ local px = x1 + ts[i - 1]*dx + nx*offs[i - 1]
1437→ local py = y1 + ts[i - 1]*dy + ny*offs[i - 1]
1438→ local c = self.segment_colors[i - 1]()
Read (E:\a327ex\Orblike\main.lua)
1438→ local c = self.segment_colors[i - 1]()
1439→ if ts[i] <= self.progress then
1440→ local qx = x1 + ts[i]*dx + nx*offs[i]
1441→ local qy = y1 + ts[i]*dy + ny*offs[i]
1442→ below_game:line(px, py, qx, qy, 1.5, c)
1443→ else
1444→ local frac = (self.progress - ts[i - 1])/(ts[i] - ts[i - 1])
1445→ local ex = x1 + ts[i]*dx + nx*offs[i]
1446→ local ey = y1 + ts[i]*dy + ny*offs[i]
1447→ local qx = px + frac*(ex - px)
1448→ local qy = py + frac*(ey - py)
1449→ below_game:line(px, py, qx, qy, 1.5, c)
1450→ end
1451→ end
1452→end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. The hit circle is now drawn by the slightly_jagged_line itself at dst_edge_point() every frame, so it follows the player's edge correctly as they move and rotate. Starts white, changes to the carrier's color after 0.15s.
This circle is blinking when it shouldn't.
The circle is drawn inside update which returns early when self.hidden is true during the blink-out phase — so it blinks along with the line. I'll deactivate the circle when the blink phase starts.
Read (E:\a327ex\Orblike\main.lua)
1365→ self.hit_circle_radius = 4
1366→ self.timer:after(0.15, function() self.hit_circle_color = self.dst_color:clone() end)
1367→ end)
1368→
1369→ -- After animation + hold, blink and die
1370→ self.timer:after(self.anim_duration + self.hold_duration, function()
1371→ self.timer:every(0.035, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
1372→ self.timer:trigger('blink')
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
The circle now deactivates before the blink phase starts, so it stays solid during the hold and cleanly disappears when blinking begins.
Nope, let's keep the circle active and just draw it normally, the rest of the line does blink.
The circle is blinking because the if self.hidden then return end at the top of update skips everything including the circle draw. I need to move the circle drawing before that early return.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now move the circle draw before the hidden check:
Read (E:\a327ex\Orblike\main.lua)
1422→function slightly_jagged_line:update(dt)
1423→ if self.hidden then return end
1424→ local x1, y1 = self.src.x, self.src.y
1425→ local x2, y2 = self:dst_edge_point()
1426→ local dx = x2 - x1
1427→ local dy = y2 - y1
1428→ local len = math.sqrt(dx*dx + dy*dy)
1429→ if len == 0 then return end
1430→ local nx = -dy/len
1431→ local ny = dx/len
1432→ local ts = self.offsets.ts
1433→ local offs = self.offsets.offsets
1434→ for i = 2, #ts do
1435→ if ts[i - 1] >= self.progress then break end
1436→ local px = x1 + ts[i - 1]*dx + nx*offs[i - 1]
1437→ local py = y1 + ts[i - 1]*dy + ny*offs[i - 1]
1438→ local c = self.segment_colors[i - 1]()
1439→ if ts[i] <= self.progress then
1440→ local qx = x1 + ts[i]*dx + nx*offs[i]
1441→ local qy = y1 + ts[i]*dy + ny*offs[i]
1442→ below_game:line(px, py, qx, qy, 1.5, c)
1443→ else
1444→ local frac = (self.progress - ts[i - 1])/(ts[i] - ts[i - 1])
1445→ local ex = x1 + ts[i]*dx + nx*offs[i]
1446→ local ey = y1 + ts[i]*dy + ny*offs[i]
1447→ local qx = px + frac*(ex - px)
1448→ local qy = py + frac*(ey - py)
1449→ below_game:line(px, py, qx, qy, 1.5, c)
1450→ end
1451→ end
... [10 more lines]
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Moved the circle draw before the if self.hidden then return end check. Now the circle stays solid while the line segments blink out.
radius 3, flash white for longer
Read (E:\a327ex\Orblike\main.lua)
1359→ -- Draw a circle at dst edge while line is connected
1360→ self.hit_circle_active = false
1361→ self.hit_circle_radius = 0
1362→ self.hit_circle_color = fg_color:clone()
1363→ self.timer:after(self.anim_duration, function()
1364→ self.hit_circle_active = true
1365→ self.hit_circle_radius = 4
1366→ self.timer:after(0.15, function() self.hit_circle_color = self.dst_color:clone() end)
1367→ end)
1368→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Radius 3, stays white for 75% of the hold duration (0.15s out of 0.2s) before switching to the carrier color.
Are the circles flashing white at all first?
From the code, yes — hit_circle_color is initialized as fg_color:clone() (white) and only changes to dst_color after hold_duration*0.75. So it should be white for 0.15s then switch.
If you're not seeing white, it might be because the circle is drawn on the effects layer which renders on top of everything — a small white circle on top of the white player might be hard to see. Or the color clone/call might not be working as expected.
Want me to add a quick print to verify the color values, or is the issue that you want a more visible flash (like a larger radius during the white phase)?
What's hold duration?
0.2s — set in the constructor:
self.hold_duration = args.hold_duration or 0.2
So the white phase lasts 0.2 * 0.75 = 0.15s, then the carrier color for the remaining 0.05s before blink-out. That 0.05s of carrier color is barely visible. Want me to change the ratio, or just keep it white the whole time?
What's the total duration for the jagged line?
- Animation (draw from orb to player): 0.1s (
anim_duration) - Hold (fully visible): 0.2s (
hold_duration) - Blink-out: 3 blinks × 0.035s = 0.105s
Total: ~0.405s. The hit circle is active from 0.1s to 0.405s (when the object dies).
circle should be white for full hold duration, then turn the carrier color and tween down during the last 0.105s
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
White for the full 0.2s hold, then switches to carrier color and tweens radius from 3 to 0 over 0.105s (matching the blink-out duration).
How long is the player white for when shooting?
Grep (p1.flashing = true)
209- p1.spring:pull('shoot', 0.25)
210: p1.flashing = true
211- p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
--
774- p1.spring:pull('shoot', 0.2, 3, 0.5)
775: p1.flashing = true
776- p1.timer:after(0.1, 'flash', function() p1.flashing = false end)
--
801- p1.spring:pull('shoot', 0.2, 3, 0.5)
802: p1.flashing = true
803- p1.timer:after(0.1, 'flash', function() p1.flashing = false end)
0.15s — line 211, inside orb:activate's delayed callback.
Then use that, not hold duration, and add a comment that this value here should be the same as player's flash duration when shooting.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
White for 0.15s (matching player shoot flash), then carrier color with tween-down over 0.105s.
Orb size 2.5
Grep (self.rs = )
77: self.rs = 3
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done.
Run the whole new sound process for the new wav files, BeamProjectileSingle for firing arrow, MagicBall Impact for spawning the zone.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "Bash"
},
{
"type": "tool_reference",
"tool_name": "Glob"
}
]
First let me find the WAV files.
Glob (*/MagicBall Impact)
No files found
Glob (*/MagicBall)
No files found
Glob (*/.wav)
E:\a327ex\Orblike\reference\112020\assets\sounds\Player Takes Damage 17.wav
E:\a327ex\Orblike\reference\112020\assets\sounds\Kick 16.wav
E:\a327ex\Orblike\reference\112020\assets\sounds\Kick 9.wav
E:\a327ex\Orblike\reference\112020\assets\sounds\Shooting Projectile (Classic) 10.wav
E:\a327ex\Orblike\reference\112020\assets\sounds\Shooting Projectile (Classic) 11.wav
E:\a327ex\Orblike\reference\112020\assets\sounds\Spawn 1.wav
E:\a327ex\Orblike\reference\112020\assets\sounds\Wind Bolt 20.wav
E:\a327ex\Orblike\reference\112020\assets\sounds\Switch.wav
E:\a327ex\Orblike\assets\RPG3_PlasmaMagicBall_Impact02.wav
E:\a327ex\Orblike\assets\RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01.wav
Found them. Now let me follow the sound process documented in main.lua:
- Convert WAV to OGG
- Create bitcrushed variant
- Measure mean volume
- Calculate normalized volume
Bash (cd E:/a327ex/Orblike/assets && ffmpeg -i "RPG3_PlasmaMagicBall_Impact02.wav" -c:...)
genre : MAGIC
album : RPG Magic SFX Pack 3
artist : W.O.W SOUND
[out#0/ogg @ 000001fdab187cc0] video:0KiB audio:106KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 4.712908%
size= 111KiB time=00:00:01.92 bitrate= 471.2kbits/s speed=45.7x elapsed=0:00:00.04
Bash (cd E:/a327ex/Orblike/assets && ffmpeg -i "RPG3_PlasmaMagicBall_Impact02.ogg" -af...)
[libvorbis @ 0000017369fbc580] Queue input is backward in time
[out#0/ogg @ 0000017369fb5c00] video:0KiB audio:113KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 4.444425%
size= 118KiB time=00:00:01.92 bitrate= 503.0kbits/s speed=42.5x elapsed=0:00:00.04
Bash (cd E:/a327ex/Orblike/assets && ffmpeg -i "RPG3_PlasmaMagicBall_Impact02.ogg" -af...)
[Parsed_volumedetect_0 @ 00000141b2206800] mean_volume: -22.2 dB
Now calculate normalized volumes. Formula: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0.
- BeamProjectileSingle: -20.9 dB →
0.5 * 10^((-24 - (-20.9)) / 20)=0.5 * 10^(-3.1/20)=0.5 * 10^(-0.155)=0.5 * 0.699= 0.35 - MagicBall Impact: -22.2 dB →
0.5 * 10^((-24 - (-22.2)) / 20)=0.5 * 10^(-1.8/20)=0.5 * 10^(-0.09)=0.5 * 0.813= 0.41
Now add the sounds to main.lua.
Read (E:\a327ex\Orblike\main.lua)
338→local recording_sound_log = {}
339→
340→local sfx_queue = {}
341→function sfx(name, vol, pitch)
342→ profiler:on_sound()
343→ pitch = pitch or an.random:float(0.95, 1.05)
344→ if not sfx_queue[name] then
345→ sfx_queue[name] = {count = 0}
346→ end
347→ local q = sfx_queue[name]
348→ q.count = q.count + 1
349→ if q.count <= 4 then
350→ an:sound_play(name .. sound_mode, vol, pitch)
351→ if recording then
352→ recording_sound_log[#recording_sound_log + 1] = {
353→ sound = name .. sound_mode,
354→ step = an.step,
355→ volume = vol or 1,
356→ pitch = pitch,
357→ }
358→ end
359→ end
360→end
361→
362→function sfx_flush()
363→ sfx_queue = {}
364→end
365→
366→function recording_encode(dir, frame_count, sound_log, start_step)
367→ print('Encoding...')
... [10 more lines]
Read (E:\a327ex\Orblike\main.lua)
326→an:sound('fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01.ogg')
327→an:sound('enemy_spawn', 'assets/Buff 13.ogg')
328→an:sound('player_hit', 'assets/Body Fall 2.ogg')
329→
330→sound_mode = '_lightmed'
331→
332→-- Video recording state (declared early so sfx() can access)
333→local recording = false
334→local recording_dir = nil
335→local recording_frame = 0
336→local recording_start_step = 0
337→local recording_last_step = 0
338→local recording_sound_log = {}
339→
340→local sfx_queue = {}
Grep (^an:sound()
321:an:sound('enemy_die_1', 'assets/Bloody punches 3.ogg')
322:an:sound('enemy_die_2', 'assets/Bloody punches 7.ogg')
323:an:sound('enemy_die_3', 'assets/Bloody punches 10.ogg')
324:an:sound('enemy_hit', 'assets/Body Head (Headshot) 1.ogg')
325:an:sound('fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03.ogg')
326:an:sound('fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01.ogg')
327:an:sound('enemy_spawn', 'assets/Buff 13.ogg')
328:an:sound('player_hit', 'assets/Body Fall 2.ogg')
Now let me check where the bitcrushed variants are loaded (they should auto-load via sound_mode suffix).
Grep (sound_files|_lightmed.*an:sound)
295-
296--- Sounds
297---
298--- Adding new sounds:
299--- 1. Convert WAV to OGG: ffmpeg -i "File Name.wav" -c:a libvorbis -q:a 10 "File Name.ogg"
300--- 2. Create bitcrushed variant: ffmpeg -i "File Name.ogg" -af "acrusher=bits=10:samples=3:mix=1:mode=lin" -c:a libvorbis -q:a 10 "File Name_lightmed.ogg"
301--- 3. Measure mean volume: ffmpeg -i "File Name.ogg" -af volumedetect -f null /dev/null 2>&1 | grep mean_volume
302--- 4. Calculate normalized volume: volume = 0.5 * 10^((-24 - mean_dB) / 20), capped at 1.0
303--- Baseline: -24 dB file plays at 0.5 volume. Quieter files get higher volume, louder files get lower.
304--- 5. Add an:sound() for both normal and _lightmed versions
305:-- 6. Add entry to sound_files table below so variants are loaded automatically
306--- 7. Use sfx('name', volumes.name) to play — sound_mode suffix is appended automatically
307---
308--- The game defaults to sound_mode = '_lightmed' (10-bit bitcrush + 3x sample rate reduction).
309--- Each sound needs at minimum: "File Name.ogg" (normal) and "File Name_lightmed.ogg" (crushed).
310---
311--- Normalized volumes (baseline -24 dB, 0.5 base volume):
312--- enemy_die_1 (Bloody punches 3): -29.5 dB -> 0.94
313--- enemy_die_2 (Bloody punches 7): -25.6 dB -> 0.60
314--- enemy_die_3 (Bloody punches 10): -28.6 dB -> 0.85
315--- enemy_hit (Body Head (Headshot) 1): -28.6 dB -> 0.85
--
469- end
470-
471- -- Clean up intermediate files, keep only video.mp4
472- local wdir = dir:gsub('/', '\\')
473- os.execute('del "' .. wdir .. '\\*.wav" >nul 2>nul')
474- os.execute('del "' .. wdir .. '\\*.txt" >nul 2>nul')
475-end
476-
... [23 more lines]
Now let me check where volumes are defined.
Grep (^volumes")
No matches found
Grep (^volumes\b)
1-require('anchor')({width = 480, height = 270, scale = 3})
2-
3-gw, gh = an.width, an.height
4-
5:volumes = {
6- enemy_die = 0.8,
7- enemy_hit = 0.8,
8- fireball_fire = 0.45,
9- fireball_hit = 0.45,
10- enemy_spawn = 0.59,
11- player_hit = 0.39,
12-}
13-
14--- SNKRX palette
15-bg_color = color(48, 48, 48)
16-bg_off = color(46, 46, 46)
17-fg_color = color(218, 218, 218)
18-fg_alt = color(176, 168, 159)
19-yellow = color(250, 207, 0)
20-orange = color(240, 112, 33)
Now I have everything. Let me add all three pieces: volumes, an:sound() calls, and sound_files entries.
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 abilities table and zone class to use these sounds. Add fire_sound to caustic_arrow, and play zone sound when zone spawns.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the zone sound to the zone constructor.
Read (E:\a327ex\Orblike\main.lua)
990→ self.arc_speed = self.arc_sign*an.random:float(0.5, 1)*math.pi
991→ self.arc_min_speed = 0.25*math.pi
992→ self.arc_max_speed = 3*math.pi
993→ self.duration = args.duration or (def and def.zone_duration) or 4
994→ self.tick_rate = args.tick_rate or (def and def.zone_tick_rate) or 0.5
995→
996→ self:add(timer())
997→ self:add(spring())
998→ self.spring:add('main', 1)
999→
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the volume comments.
Read (E:\a327ex\Orblike\main.lua)
315→-- Normalized volumes (baseline -24 dB, 0.5 base volume):
316→-- enemy_die_1 (Bloody punches 3): -29.5 dB -> 0.94
317→-- enemy_die_2 (Bloody punches 7): -25.6 dB -> 0.60
318→-- enemy_die_3 (Bloody punches 10): -28.6 dB -> 0.85
319→-- enemy_hit (Body Head (Headshot) 1): -28.6 dB -> 0.85
320→-- fireball_fire (RPG3_FireMagicBall_Projectile03): -21.4 dB -> 0.37
321→-- fireball_hit (RPG3_FireMagicBall_LightImpact01): -16.1 dB -> 0.20
322→-- enemy_spawn (Buff 13): -25.4 dB -> 0.59
Read (E:\a327ex\Orblike\main.lua)
322→-- enemy_spawn (Buff 13): -25.4 dB -> 0.59
323→-- player_hit (Body Fall 2): -21.9 dB -> 0.39
324→--
325→an:sound('enemy_die_1', 'assets/Bloody punches 3.ogg')
326→an:sound('enemy_die_2', 'assets/Bloody punches 7.ogg')
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Done. Full sound pipeline complete:
- caustic_arrow_fire (BeamProjectileSingle): -20.9 dB → volume 0.35, plays on arrow fire
- caustic_arrow_zone (MagicBall Impact): -22.2 dB → volume 0.41, plays on zone spawn
Both have normal and _lightmed bitcrushed variants. Added to volumes table, an:sound() calls, sound_files table, abilities definition, and zone constructor.
Let's try magic ball impact 1 instead, convert the new wav file and replace the zone creation sound
This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.
Summary: 1. Primary Request and Intent: The user is building the Orblike game's ORBS system. This session focused on: - Implementing
lightning_line(SNKRX-style) andslightly_jagged_line(subtle, for orb activation) effects - Refining the orb activation visual sequence: jagged line draws from orb to player, hit particles at orb, hit circle at player edge, then ability fires - Implementing the caustic arrow ability with a persistent DoTzoneclass - Processing sound files for caustic arrow (fire and zone spawn sounds) - The user asked to replace MagicBall Impact 02 with MagicBall Impact 01 for the zone sound — this was the last request before summary
Key Technical Concepts:
- ORBS system: Orbs orbit the player, each holding slots (abilities + modifiers). First ability is primary (keybind-activated).
- Midpoint displacement algorithm: 3 generations, max_offset halving each gen, for jagged/lightning line effects
- slightly_jagged_line: Fixed offsets stored as t-values + perpendicular displacements, reconstructed each frame from current src/dst. Progressive draw animation, color gradient, blink-out death.
- dst_edge_point(): Ray-AABB intersection in the player's rotated local space to find exact edge contact point
- Anchor spring API:
spring:pull(name, force, frequency?, bounce?)— NOT SNKRX's(amount, frequency, damping). High frequency values (200) cause numerical divergence.- Zone class: Persistent DoT area with tick damage, arc rotation that speeds up on damage and decays to minimum, flash-on-hit, blink-out death
- Layer ordering:
bg→below_game→game→effects(with shadow drawn from game). The jagged line draws onbelow_game.- SDL mouse buttons: 1=left, 2=middle, 3=right
- Sound pipeline: WAV→OGG→bitcrushed variant, volume normalization formula:
volume = 0.5 * 10^((-24 - mean_dB) / 20)- color:mix(other, t?): Modifies color in place, returns self. Used for gradient computation.
Files and Code Sections:
E:/a327ex/Orblike/main.lua — The main game file, heavily modified throughout this session:
Abilities table (line ~30):
lua abilities = { fireball = { activation = 'manual', cooldown = 0.5, color = blue, fire_sound = 'fireball_fire', hit_sound = 'fireball_hit', explosion_radius = 25, }, caustic_arrow = { activation = 'manual', cooldown = 0.5, color = purple, fire_sound = 'caustic_arrow_fire', zone_sound = 'caustic_arrow_zone', zone_radius = 33, zone_duration = 4, zone_tick_rate = 0.5, }, }Orb keybinds — Fixed right click from mouse=2 to mouse=3:
lua orb_keybinds = { {mouse = 1}, {mouse = 3}, {key = 'q'}, {key = 'e'}, {key = 'r'}, {key = 't'}, }Orb constructor — rs=2.5, activation_delay=0.1:
lua function orb:new(args) ... self.rs = 2.5 self.cooldown = 0 self.activation_delay = 0.1 ... endorb:activate() — Restructured with immediate effects + delayed ability firing: ```lua function orb:activate() local ability_name = self:primary_ability() if not ability_name then return end local def = abilities[ability_name] if not def then return end local delay = self.activation_delay
-- Orb-to-player line (immediate) an:add(slightly_jagged_line(self, p1, {anim_duration = delay, dst_color = def.color}))
-- Orb flash + hit particles shooting towards player (immediate) self.flashing = true self.timer:after(0.1, 'flash', function() self.flashing = false end) local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y) for i = 1, 3 do local hp = hit_particle(self.x, self.y, { angle = orb_to_player + an.random:float(-math.pi/4, math.pi/4), velocity = an.random:float(40, 120), duration = an.random:float(0.2, 0.4), w = an.random:choice({4, 6}), }) hp.follow = self an:add(hp) end
-- Fire ability after line connects (delayed) self.timer:after(delay, function() -- ... shot angle/position building, projectile creation ... -- Player feedback an.camera.shake:push(r, 3) p1.spring:pull('shoot', 0.25) p1.flashing = true p1.timer:after(0.15, 'flash', function() p1.flashing = false end) -- ... shot hit circles and particles ... end) end ```
Layers — Added
below_game:lua bg = an:layer('bg') below_game = an:layer('below_game') game = an:layer('game') effects = an:layer('effects') shadow = an:layer('shadow')Render pipeline — Updated:
lua bg:render() below_game:render() game:render() effects:render() shadow:clear() shadow:draw_from(game, an.shaders.shadow) bg:draw() below_game:draw() shadow:draw(2, 2) game:draw() effects:draw()projectile:on_hit — Added caustic_arrow case:
lua elseif self.ability == 'caustic_arrow' then e:take_damage(self.damage) an:add(hit_effect(hx, hy)) for i = 1, an.random:int(1, 2) do an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone())) end an:add(zone(self.x, self.y, {ability = 'caustic_arrow', color = self.color}))zone class (persistent DoT area, placed after area class): ```lua zone = object:extend() function zone:new(x, y, args) object.new(self) self.x, self.y = x, y self.ability = args.ability self.color = args.color local def = abilities[self.ability] self.radius = args.radius or (def and def.zone_radius) or 50 self.visual_radius = 0 self.damage = args.damage or 1 self.fill_color = self.color:clone() self.fill_color.a = 20 self.flashing = false self.hidden = false self.arc_r = 0 self.arc_sign = an.random:choice({-1, 1}) self.arc_speed = self.arc_signan.random:float(0.5, 1)math.pi self.arc_min_speed = 0.25math.pi self.arc_max_speed = 3math.pi self.duration = args.duration or (def and def.zone_duration) or 4 self.tick_rate = args.tick_rate or (def and def.zone_tick_rate) or 0.5
self:add(timer()) self:add(spring()) self.spring:add('main', 1)
if def and def.zone_sound then sfx(def.zone_sound, volumes[def.zone_sound]) end
self.timer:tween(0.25, self, {visual_radius = self.radius}, math.cubic_in_out)
self.timer:every(self.tick_rate, 'tick', function() local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'}) local hit_any = false for _, e in ipairs(enemies) do if not e.dead then hit_any = true e:take_damage(self.damage) for i = 1, an.random:int(1, 2) do an:add(hit_particle(e.x, e.y, { velocity = an.random:float(30, 80), duration = an.random:float(0.1, 0.3), w = 4, }):change_color(0.5, self.color:clone())) end end end if hit_any then self.spring:pull('main', 0.1) self.flashing = true self.timer:after(0.1, 'tick_flash', function() self.flashing = false end) self.arc_speed = self.arc_signmath.min(math.abs(self.arc_speed) + 1.25math.pi, self.arc_max_speed) end end)
self.timer:after(self.duration, function() self.timer:cancel('tick') 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 zone:update(dt) if self.hidden then return end self.arc_r = self.arc_r + self.arc_speeddt if math.abs(self.arc_speed) > self.arc_min_speed then self.arc_speed = self.arc_signmath.max(math.abs(self.arc_speed) - 1.25math.pidt, self.arc_min_speed) end local s = self.spring.main.x local c = self.flashing and fg_color() or self.color() local r = self.visual_radiuss effects:circle(self.x, self.y, r, self.fill_color()) local arc_len = math.pi/4 local segments = 6 for i = 0, 3 do local base = self.arc_r + imath.pi/2 for j = 0, segments - 1 do local a1 = base + jarc_len/segments local a2 = base + (j + 1)arc_len/segments effects:line( self.x + rmath.cos(a1), self.y + rmath.sin(a1), self.x + rmath.cos(a2), self.y + rmath.sin(a2), 2, c ) end end end ```
lightning_line class (SNKRX-style, for future use):
lua lightning_line = object:extend() function lightning_line:new(src, dst, args) -- regenerates points every frame, width tweens 3→1, max_offset=8, duration=0.1s -- blinks out 3 times at 0.05s end function lightning_line:generate_points(x1, y1, x2, y2) ... end function lightning_line:update(dt) ... endslightly_jagged_line class (for orb activation): Key features: fixed offsets generated once, progressive draw, color gradient, dst_edge_point() for exact rotated player edge, hit circle drawn at edge, draws on below_game layer. ```lua slightly_jagged_line = object:extend() function slightly_jagged_line:new(src, dst, args) ... self.src_color = args.src_color or fg_color self.dst_color = args.dst_color or blue self.anim_duration = args.anim_duration or 0.1 self.hold_duration = args.hold_duration or 0.2 ... -- Hit circle: white for 0.15s (matching player shoot flash), then carrier color tween-down self.timer:after(self.anim_duration, function() self.hit_circle_active = true self.hit_circle_radius = 3 self.timer:after(0.15, function() self.hit_circle_color = self.dst_color:clone() self.timer:tween(0.105, self, {hit_circle_radius = 0}, math.linear) end) end) ... end
function slightly_jagged_line:dst_edge_point() -- Ray-AABB intersection in dst's rotated local space -- Accounts for dst.r + dst.visual_r rotation ... end
function slightly_jagged_line:update(dt) -- Hit circle drawn BEFORE hidden check (stays solid while line blinks) if self.hit_circle_active then local ex, ey = self:dst_edge_point() effects:circle(ex, ey, self.hit_circle_radius, self.hit_circle_color()) end if self.hidden then return end -- Line segments drawn on below_game layer, width 1.5 ... end ```
Spawn setup — Two orbs: ```lua local o1 = add_orb() o1:add_ability('fireball') o1:add_modifier('pierce', 5) o1:add_modifier('spreading_multiple_projectiles', 4) o1:add_modifier('greater_returning', true) o1:add_modifier('greater_increased_projectile_speed', true)
local o2 = add_orb() o2:add_ability('caustic_arrow') ```
Sound entries — Added caustic_arrow sounds:
lua volumes = { ... caustic_arrow_fire = 0.35, caustic_arrow_zone = 0.41, } -- an:sound calls for both normal and _lightmed variants -- sound_files table entries for auto-loading bitcrushed variantsE:/a327ex/Orblike/reference/SNKRX_visual_effects_catalog.md — Read for LightningLine algorithm, DotArea behavior (spring pulses on tick, no flash on tick, blink-out death)
- E:/a327ex/Orblike/reference/snkrx_style_effects.md — Read for lightning/midpoint displacement details
- E:/a327ex/Orblike/orbs/ability_reference.md — Read for Caustic Arrow description from PoE
- E:/a327ex/Anchor/docs/FRAMEWORK_API_QUICK.md — Read for spring:pull signature, color:mix, layer_line, etc.
- E:/a327ex/Anchor/engine/src/anchor.c — Read for SDL mouse button numbering (1=left, 2=middle, 3=right)
Errors and fixes:
- Right click not working: SDL mouse button 2 is middle click, not right click. Fixed
orb_keybindsfrom{mouse = 2}to{mouse = 3}.- Zone spring explosion:
spring:pull('main', 0.05, 200, 10)caused numerical divergence — spring went from 1.0 to -4.4 to -inf to NaN. The Anchor framework's signature is(name, force, frequency?, bounce?), different from SNKRX's. Passing frequency=200, bounce=10 was catastrophically unstable. User clarified: "if you read the spring module the issue is clear. We changed the signature from SNKRX to Anchor." Fixed by usingspring:pull('main', 0.1)with defaults.- Hit circle at player center instead of edge:
hit_circlewith.followset replaces position entirely withfollow.x, follow.y(center). Fixed by drawing the circle directly fromslightly_jagged_line:updateusingdst_edge_point()each frame, instead of spawning a separate hit_circle object.- Hit circle blinking with line: The circle was drawn after
if self.hidden then return end, so it blinked during blink-out. Fixed by moving circle draw before the hidden check.- Jagged line color wrong: Was using hardcoded
blueasdst_colordefault. Fixed by passingdst_color = def.colorfromorb:activate.- Hit circle color wrong: Was using
self.dst.color(player blue) instead ofself.dst_color(ability/carrier color). Fixed to useself.dst_color.Problem Solving:
- Designed the
slightly_jagged_lineoffset storage system: t-values + perpendicular offsets, reconstructed from current src/dst each frame- Implemented ray-AABB intersection for rotated rectangles to find exact player edge point
- Debugged zone spring explosion using print diagnostics — identified spring.main.x diverging exponentially
- Designed zone arc speed system: impulse on damage (+1.25π), decay per frame (-1.25π/s), with min (0.25π) and max (3π) bounds
- Zone only flashes white and springs when actually hitting enemies (not every tick)
All user messages:
- "Keep lightning line as it is and add it to the codebase, but our line will be different. No regeneration every frame, and the offset should be much smaller, it should alsmost be a straight line, just with some jaggedness to it. Line width is the same (1) throughout, and blinks out the same way. It should last 0.25s and follow src/dst. Create a new object for this, and leave lightning_line near the effects, as we'll also use it in the future."
- [Named the new object "slightly_jagged_line" via Other option]
- "Let's try it."
- "Perfect, this is exactly the kind of slight jaggedness I want. Now, let's make break up the line into multiple pieces and have them animate towards the player. Their color should also slightly change from the orb's color to the player's color as it reaches it. This animation should play very quickly, maybe over 0.1s, then after that it lasts 0.2s, and blinks out three times at 0.035s each then disappears."
- [Chose "Progressive draw" and "No gaps"]
- "Perfect, now spawn hit particles outwards (as though shooting) from the orb when line starts, and hit particles outwards (towards directtion of orb) when the line connects with the player. Only activate the ability itself when the line hits the player, so after the 0.1s delay. Use this delay as 0.1s by default and have both animation and ability itself read from this same value."
- "The particles should follow the orb's relative position, same for player."
- "Let's try width 2 for the line, let's make sure that we get the EXACT point of the player's edge, including its rotation. And let's draw it below game, create a new layer if necessary."
- "Instead of particles on line contact with player, spawn a hit circle with the player's color instead at the dst position. Try 1.5 width too."
- "Let's go back to the original." (reverting color scheme to smooth gradient)
- "Let's try a slight variation on color changes. It's white up to half, then the player's color on the second half. Abrupt change."
- "Hmm, let's try something similar except there's a gradient change that takes up 25% across the middle of the line."
- "Let's go back to the original."
- "Perfect, now let's implement the poison arrow."
- [Chose: Same as fireball projectile, Both contact damage and zone, Same visual as area but slower arcs and purple, Stack for simplicity]
- "It should be a general zone class, everything else looks good."
- "Yes." (to adding second orb for testing)
- "What is orb 2 bound to?"
- "Right click doesn't do anything."
- "Color of the jagged line should be the carrier's color instead of the player's. The zone is buggy, it shoots up visually in radius and disappears immediately despite still being there dealing damage."
- "The problem is that the visual radius becomes 50 and then immediately goes to highly negative numbers. Tell me why you think that's the case before doing anything."
- [Pasted zone debug output showing spring exploding]
- "Ah, if you read the spring module the issue is clear. We changed the signature from SNKRX to Anchor, so the values you used were incorrect."
- "Use similar spring values to the ones used by the area here."
- "Slower rotation, 33 radius, does SNKRX's tick also make the DotArea flash white? Does it also spring it?"
- "Let's make it flash white slightly then on tick as well. And also, does the DotArea tween down or blink out?"
- "Let's only make it flash white and spring if it deals damage to any enemy."
- "If it has recently dealt damage to an enemy, add an impulse to its rotation velocity, if it hasn't then slowly decrease its velocity until a minimum."
- "Make the decrease slower, like pi rad/s, and make the increase higher, like 2pi rad/s"
- "Increase 1.25 pi rad/s, decrease 1.25 pi rad/s"
- "It doesn't seem like the hit circle that's spawned on jagged line contact with player is following dst position, and it's also not using the correct color (carrier color)"
- "Ah, I see the issue, the position for the hit circle is the center of the player instead of the edge. Are you sure dst_edge_point is getting the correct position? If it is, then the follow isn't following properly."
- "But it shouldn't stay there, it should follow dst_edge_point every frame, which is what the dst point does, no?"
- "This circle is blinking when it shouldn't."
- "Nope, let's keep the circle active and just draw it normally, the rest of the line does blink."
- "radius 3, flash white for longer"
- "Are the circles flashing white at all first?"
- "What's hold duration?"
- "What's the total duration for the jagged line?"
- "circle should be white for full hold duration, then turn the carrier color and tween down during the last 0.105s"
- "How long is the player white for when shooting?"
- "Then use that, not hold duration, and add a comment that this value here should be the same as player's flash duration when shooting."
- "Orb size 2.5"
- "Run the whole new sound process for the new wav files, BeamProjectileSingle for firing arrow, MagicBall Impact for spawning the zone."
- "Let's try magic ball impact 1 instead, convert the new wav file and replace the zone creation sound"
Pending Tasks:
- Replace MagicBall Impact 02 with MagicBall Impact 01 for zone sound: convert the new WAV, create bitcrushed variant, measure volume, update all references in code
Current Work: I had just completed the full sound pipeline for two caustic arrow sounds:
caustic_arrow_fire=RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01(-20.9 dB → 0.35)caustic_arrow_zone=RPG3_PlasmaMagicBall_Impact02(-22.2 dB → 0.41)Both had OGG and _lightmed variants created, volumes calculated, and all entries added to main.lua (volumes table, an:sound() calls, sound_files table, abilities table, zone constructor).
The user then said: "Let's try magic ball impact 1 instead, convert the new wav file and replace the zone creation sound"
This means I need to find/process
RPG3_PlasmaMagicBall_Impact01.wav(or similar Impact 1 filename), run the full sound pipeline on it, and replace all references to Impact02 with Impact01 for the zone sound.Optional Next Step: Process the MagicBall Impact 01 WAV file through the sound pipeline and replace Impact02. Specifically:
- Find the Impact01 WAV file (likely
RPG3_PlasmaMagicBall_Impact01.wavin assets or nearby)- Convert WAV to OGG
- Create bitcrushed
_lightmedvariant- Measure mean volume
- Calculate normalized volume
- Update
an:sound(),sound_files, volume comments, and volumes table entries to reference Impact01 instead of Impact02User's exact words: "Let's try magic ball impact 1 instead, convert the new wav file and replace the zone creation sound"
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\170e418a-fa10-4a0e-81a4-4966f8a903e1.jsonl Continue the conversation from where it left off without asking the user any further questions. Resume directly — do not acknowledge the summary, do not recap what was happening, do not preface with "I'll continue" or similar. Pick up the last task as if the break never happened.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "Bash"
},
{
"type": "tool_reference",
"tool_name": "Glob"
},
{
"type": "tool_reference",
"tool_name": "Read"
}
]
Glob (/MagicBallImpact01)
E:\a327ex\Orblike\assets\RPG3_PlasmaMagicBall_Impact01.wav
E:\a327ex\Orblike\assets\RPG3_FireMagicBall_LightImpact01.ogg
E:\a327ex\Orblike\assets\RPG3_FireMagicBall_LightImpact01_lightmed.ogg
Glob (/PlasmaMagicBallImpact01*)
E:\a327ex\Orblike\assets\RPG3_PlasmaMagicBall_Impact01.wav
Good, the WAV file is there. Let me convert it to OGG, create the bitcrushed variant, and measure the volume.
Bash (cd E:/a327ex/Orblike/assets && ffmpeg -y -i RPG3_PlasmaMagicBall_Impact01.wav -c...)
ffmpeg version 8.0.1-full_build-www.gyan.dev Copyright (c) 2000-2025 the FFmpeg developers
built with gcc 15.2.0 (Rev8, Built by MSYS2 project)
configuration: --enable-gpl --enable-version3 --enable-static --disable-w32threads --disable-autodetect --enable-fontconfig --enable-iconv --enable-gnutls --enable-lcms2 --enable-libxml2 --enable-gmp --enable-bzlib --enable-lzma --enable-libsnappy --enable-zlib --enable-librist --enable-libsrt --enable-libssh --enable-libzmq --enable-avisynth --enable-libbluray --enable-libcaca --enable-libdvdnav --enable-libdvdread --enable-sdl2 --enable-libaribb24 --enable-libaribcaption --enable-libdav1d --enable-libdavs2 --enable-libopenjpeg --enable-libquirc --enable-libuavs3d --enable-libxevd --enable-libzvbi --enable-liboapv --enable-libqrencode --enable-librav1e --enable-libsvtav1 --enable-libvvenc --enable-libwebp --enable-libx264 --enable-libx265 --enable-libxavs2 --enable-libxeve --enable-libxvid --enable-libaom --enable-libjxl --enable-libvpx --enable-mediafoundation --enable-libass --enable-frei0r --enable-libfreetype --enable-libfribidi --enable-libharfbuzz --enable-liblensfun --enable-libvidstab --enable-libvmaf --enable-libzimg --enable-amf --enable-cuda-llvm --enable-cuvid --enable-dxva2 --enable-d3d11va --enable-d3d12va --enable-ffnvcodec --enable-libvpl --enable-nvdec --enable-nvenc --enable-vaapi --enable-libshaderc --enable-vulkan --enable-libplacebo --enable-opencl --enable-libcdio --enable-openal --enable-libgme --enable-libmodplug --enable-libopenmpt --enable-libopencore-amrwb --enable-libmp3lame --enable-libshine --enable-libtheora --enable-libtwolame --enable-libvo-amrwbenc --enable-libcodec2 --enable-libilbc --enable-libgsm --enable-liblc3 --enable-libopencore-amrnb --enable-libopus --enable-libspeex --enable-libvorbis --enable-ladspa --enable-libbs2b --enable-libflite --enable-libmysofa --enable-librubberband --enable-libsoxr --enable-chromaprint --enable-whisper
libavutil 60. 8.100 / 60. 8.100
libavcodec 62. 11.100 / 62. 11.100
libavformat 62. 3.100 / 62. 3.100
libavdevice 62. 1.100 / 62. 1.100
libavfilter 11. 4.100 / 11. 4.100
libswscale 9. 1.100 / 9. 1.100
libswresample 6. 1.100 / 6. 1.100
[aist#0:0/pcm_s24le @ 000001f23fd66f00] Guessed Channel Layout: stereo
Input #0, wav, from 'RPG3_PlasmaMagicBall_Impact01.wav':
Metadata:
comment : charge - glitch - electric - buzzing - crackling - sparks - spell - cast - magic ball - impact
encoded_by : iZotope RX 7 Audio Editor
originator_reference: USIZTC07YC0E2JYW0111632245466881
date : 2021-03-02
creation_time : 11:16:32
time_reference : 56052695
coding_history :
TOWN : RPG Magic SFX Pack 3
TORY : 2021
album_artist : RPG Magic SFX Pack 3
genre : MAGIC
date : 2021
album : RPG Magic SFX Pack 3
artist : W.O.W SOUND
copyright : 2021 W.O.W SOUND (RPG Magic SFX Pack 3) https://wowsound.com
encoder : Soundminer
date : 2021-03-10
... [39 more lines]
Bash (cd E:/a327ex/Orblike/assets && ffmpeg -i RPG3_PlasmaMagicBall_Impact01.ogg -af "...)
[Parsed_volumedetect_0 @ 00000236701b6800] mean_volume: -22.4 dB
Mean volume is -22.4 dB. Normalized volume: 0.5 * 10^((-24 - (-22.4)) / 20) = 0.5 * 10^(-1.6/20) = 0.5 * 10^(-0.08) = 0.5 * 0.832 ≈ 0.42.
Now let me update main.lua — replace Impact02 references with Impact01 and update the volume.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "Grep"
},
{
"type": "tool_reference",
"tool_name": "Edit"
}
]
Grep (Impact02)
325:-- caustic_arrow_zone (RPG3_PlasmaMagicBall_Impact02): -22.2 dB -> 0.41
336:an:sound('caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact02.ogg')
497: {'caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact02'},
Edit (E:/a327ex/Orblike/main.lua)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Edit (E:/a327ex/Orblike/main.lua)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:/a327ex/Orblike/main.lua)
320→-- fireball_fire (RPG3_FireMagicBall_Projectile03): -21.4 dB -> 0.37
321→-- fireball_hit (RPG3_FireMagicBall_LightImpact01): -16.1 dB -> 0.20
322→-- enemy_spawn (Buff 13): -25.4 dB -> 0.59
323→-- player_hit (Body Fall 2): -21.9 dB -> 0.39
324→-- caustic_arrow_fire (RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01): -20.9 dB -> 0.35
325→-- caustic_arrow_zone (RPG3_PlasmaMagicBall_Impact02): -22.2 dB -> 0.41
326→--
327→an:sound('enemy_die_1', 'assets/Bloody punches 3.ogg')
328→an:sound('enemy_die_2', 'assets/Bloody punches 7.ogg')
329→an:sound('enemy_die_3', 'assets/Bloody punches 10.ogg')
330→an:sound('enemy_hit', 'assets/Body Head (Headshot) 1.ogg')
331→an:sound('fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03.ogg')
332→an:sound('fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01.ogg')
333→an:sound('enemy_spawn', 'assets/Buff 13.ogg')
334→an:sound('player_hit', 'assets/Body Fall 2.ogg')
335→an:sound('caustic_arrow_fire', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01.ogg')
336→an:sound('caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact02.ogg')
337→
338→sound_mode = '_lightmed'
339→
340→-- Video recording state (declared early so sfx() can access)
341→local recording = false
342→local recording_dir = nil
343→local recording_frame = 0
344→local recording_start_step = 0
345→local recording_last_step = 0
346→local recording_sound_log = {}
347→
348→local sfx_queue = {}
349→function sfx(name, vol, pitch)
Read (E:/a327ex/Orblike/main.lua)
490→ {'enemy_die_3', 'assets/Bloody punches 10'},
491→ {'enemy_hit', 'assets/Body Head (Headshot) 1'},
492→ {'fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03'},
493→ {'fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01'},
494→ {'enemy_spawn', 'assets/Buff 13'},
495→ {'player_hit', 'assets/Body Fall 2'},
496→ {'caustic_arrow_fire', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01'},
497→ {'caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact02'},
498→}
499→for _, s in ipairs(sound_files) do
500→ for _, mode in ipairs({'_lightmed'}) do
501→ an:sound(s[1] .. mode, s[2] .. mode .. '.ogg')
502→ end
503→end
504→
Grep (caustic_arrow_zone)
13: caustic_arrow_zone = 0.5,
47: zone_sound = 'caustic_arrow_zone',
325:-- caustic_arrow_zone (RPG3_PlasmaMagicBall_Impact02): -22.2 dB -> 0.41
336:an:sound('caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact02.ogg')
497: {'caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact02'},
Read (E:/a327ex/Orblike/main.lua)
10→ enemy_spawn = 0.59,
11→ player_hit = 0.39,
12→ caustic_arrow_fire = 0.5,
13→ caustic_arrow_zone = 0.5,
14→}
15→
16→-- SNKRX palette
17→bg_color = color(48, 48, 48)
18→bg_off = color(46, 46, 46)
19→fg_color = color(218, 218, 218)
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→volumes = {
6→ enemy_die = 0.8,
7→ enemy_hit = 0.8,
8→ fireball_fire = 0.45,
9→ fireball_hit = 0.45,
10→ enemy_spawn = 0.59,
11→ player_hit = 0.39,
12→ caustic_arrow_fire = 0.5,
13→ caustic_arrow_zone = 0.5,
14→}
15→
I see — volumes were set to 0.5 (likely manually adjusted after the calculated values). I'll update the comment to reflect Impact01's measurements and update the volume to the calculated 0.42, and replace all Impact02 references with Impact01.
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. All occurrences of 'RPG3_PlasmaMagicBall_Impact02' were successfully replaced with 'RPG3_PlasmaMagicBall_Impact01'.
Done. Changes:
- Converted
RPG3_PlasmaMagicBall_Impact01.wav→ OGG +_lightmedvariant - Volume: -22.4 dB → 0.42
- Updated all references in main.lua (comment,
an:sound,sound_files,volumestable) from Impact02 to Impact01
Can you play the normal ogg sound for this file specifically?
Bash (cd E:/a327ex/Orblike/assets && ffplay -nodisp -autoexit RPG3_PlasmaMagicBall_Imp...)
ffplay version 8.0.1-full_build-www.gyan.dev Copyright (c) 2003-2025 the FFmpeg developers
built with gcc 15.2.0 (Rev8, Built by MSYS2 project)
configuration: --enable-gpl --enable-version3 --enable-static --disable-w32threads --disable-autodetect --enable-fontconfig --enable-iconv --enable-gnutls --enable-lcms2 --enable-libxml2 --enable-gmp --enable-bzlib --enable-lzma --enable-libsnappy --enable-zlib --enable-librist --enable-libsrt --enable-libssh --enable-libzmq --enable-avisynth --enable-libbluray --enable-libcaca --enable-libdvdnav --enable-libdvdread --enable-sdl2 --enable-libaribb24 --enable-libaribcaption --enable-libdav1d --enable-libdavs2 --enable-libopenjpeg --enable-libquirc --enable-libuavs3d --enable-libxevd --enable-libzvbi --enable-liboapv --enable-libqrencode --enable-librav1e --enable-libsvtav1 --enable-libvvenc --enable-libwebp --enable-libx264 --enable-libx265 --enable-libxavs2 --enable-libxeve --enable-libxvid --enable-libaom --enable-libjxl --enable-libvpx --enable-mediafoundation --enable-libass --enable-frei0r --enable-libfreetype --enable-libfribidi --enable-libharfbuzz --enable-liblensfun --enable-libvidstab --enable-libvmaf --enable-libzimg --enable-amf --enable-cuda-llvm --enable-cuvid --enable-dxva2 --enable-d3d11va --enable-d3d12va --enable-ffnvcodec --enable-libvpl --enable-nvdec --enable-nvenc --enable-vaapi --enable-libshaderc --enable-vulkan --enable-libplacebo --enable-opencl --enable-libcdio --enable-openal --enable-libgme --enable-libmodplug --enable-libopenmpt --enable-libopencore-amrwb --enable-libmp3lame --enable-libshine --enable-libtheora --enable-libtwolame --enable-libvo-amrwbenc --enable-libcodec2 --enable-libilbc --enable-libgsm --enable-liblc3 --enable-libopencore-amrnb --enable-libopus --enable-libspeex --enable-libvorbis --enable-ladspa --enable-libbs2b --enable-libflite --enable-libmysofa --enable-librubberband --enable-libsoxr --enable-chromaprint --enable-whisper
libavutil 60. 8.100 / 60. 8.100
libavcodec 62. 11.100 / 62. 11.100
libavformat 62. 3.100 / 62. 3.100
libavdevice 62. 1.100 / 62. 1.100
libavfilter 11. 4.100 / 11. 4.100
libswscale 9. 1.100 / 9. 1.100
libswresample 6. 1.100 / 6. 1.100
nan : 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
nan : 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
Input #0, ogg, from 'RPG3_PlasmaMagicBall_Impact01.ogg':
Duration: 00:00:02.67, start: 0.000000, bitrate: 159 kb/s
Stream #0:0: Audio: vorbis, 48000 Hz, stereo, fltp, 160 kb/s
Metadata:
encoder : Lavc62.11.100 libvorbis
comment : charge - glitch - electric - buzzing - crackling - sparks - spell - cast - magic ball - impact
encoded_by : iZotope RX 7 Audio Editor
originator_reference: USIZTC07YC0E2JYW0111632245466881
date : 2021-03-02
copyright : 2021 W.O.W SOUND (RPG Magic SFX Pack 3) https://wowsound.com
time_reference : 56052695
TOWN : RPG Magic SFX Pack 3
TORY : 2021
album_artist : RPG Magic SFX Pack 3
genre : MAGIC
album : RPG Magic SFX Pack 3
artist : W.O.W SOUND
nan M-A: nan fd= 0 aq= 19KB vq= 0KB sq= 0B
nan M-A: nan fd= 0 aq= 19KB vq= 0KB sq= 0B
-0.02 M-A: 0.000 fd= 0 aq= 18KB vq= 0KB sq= 0B
0.03 M-A: -0.000 fd= 0 aq= 18KB vq= 0KB sq= 0B
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0.41 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
0.43 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
0.46 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
0.50 M-A: 0.000 fd= 0 aq= 16KB vq= 0KB sq= 0B
0.53 M-A: 0.000 fd= 0 aq= 16KB vq= 0KB sq= 0B
0.56 M-A: 0.000 fd= 0 aq= 16KB vq= 0KB sq= 0B
0.59 M-A: 0.000 fd= 0 aq= 16KB vq= 0KB sq= 0B
0.62 M-A: 0.000 fd= 0 aq= 16KB vq= 0KB sq= 0B
0.66 M-A: 0.000 fd= 0 aq= 16KB vq= 0KB sq= 0B
0.69 M-A: -0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
0.72 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
0.74 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
0.78 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
0.81 M-A: 0.000 fd= 0 aq= 16KB vq= 0KB sq= 0B
0.85 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
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0.97 M-A: -0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.00 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.05 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.07 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.11 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.14 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.17 M-A: -0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.20 M-A: -0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.23 M-A: 0.000 fd= 0 aq= 18KB vq= 0KB sq= 0B
1.27 M-A: 0.000 fd= 0 aq= 18KB vq= 0KB sq= 0B
1.31 M-A: 0.000 fd= 0 aq= 18KB vq= 0KB sq= 0B
1.35 M-A: -0.000 fd= 0 aq= 18KB vq= 0KB sq= 0B
1.37 M-A: 0.000 fd= 0 aq= 17KB vq= 0KB sq= 0B
1.40 M-A: 0.000 fd= 0 aq= 18KB vq= 0KB sq= 0B
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1.76 M-A: -0.000 fd= 0 aq= 12KB vq= 0KB sq= 0B
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1.83 M-A: 0.000 fd= 0 aq= 11KB vq= 0KB sq= 0B
1.85 M-A: 0.000 fd= 0 aq= 10KB vq= 0KB sq= 0B
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1.92 M-A: 0.000 fd= 0 aq= 8KB vq= 0KB sq= 0B
1.95 M-A: 0.000 fd= 0 aq= 8KB vq= 0KB sq= 0B
1.99 M-A: 0.000 fd= 0 aq= 8KB vq= 0KB sq= 0B
2.01 M-A: 0.000 fd= 0 aq= 7KB vq= 0KB sq= 0B
2.06 M-A: 0.000 fd= 0 aq= 6KB vq= 0KB sq= 0B
2.09 M-A: 0.000 fd= 0 aq= 5KB vq= 0KB sq= 0B
2.12 M-A: 0.000 fd= 0 aq= 5KB vq= 0KB sq= 0B
2.16 M-A: 0.000 fd= 0 aq= 4KB vq= 0KB sq= 0B
2.18 M-A: 0.000 fd= 0 aq= 4KB vq= 0KB sq= 0B
2.22 M-A: 0.000 fd= 0 aq= 4KB vq= 0KB sq= 0B
2.25 M-A: 0.000 fd= 0 aq= 3KB vq= 0KB sq= 0B
2.29 M-A: -0.000 fd= 0 aq= 2KB vq= 0KB sq= 0B
2.33 M-A: 0.000 fd= 0 aq= 1KB vq= 0KB sq= 0B
2.36 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.39 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.42 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.46 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.48 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.51 M-A: -0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.55 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.58 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
2.61 M-A: 0.000 fd= 0 aq= 0KB vq= 0KB sq= 0B
That played the Impact01 sound. It's about 2.67 seconds — a buzzing/crackling magic ball impact effect.
No I mean, in the game.
Grep (function sfx)
349:function sfx(name, vol, pitch)
350- profiler:on_sound()
351- pitch = pitch or an.random:float(0.95, 1.05)
352- if not sfx_queue[name] then
353- sfx_queue[name] = {count = 0}
354- end
355- local q = sfx_queue[name]
356- q.count = q.count + 1
357- if q.count <= 4 then
358- an:sound_play(name .. sound_mode, vol, pitch)
359- if recording then
--
370:function sfx_flush()
371- sfx_queue = {}
372-end
373-
374-function recording_encode(dir, frame_count, sound_log, start_step)
375- print('Encoding...')
376-
377- -- Collect sound data with resolved paths
378- local sound_data = {}
379- for _, ev in ipairs(sound_log) do
380- local source_path = an.sound_paths[ev.sound]
The sfx function appends sound_mode (which is '_lightmed') to the name. To hear the normal OGG for just the zone sound, I can temporarily set sound_mode = '' — but that would affect all sounds.
A simpler approach: just change sound_mode from '_lightmed' to '' so all sounds play their normal variants. Does that work, or do you only want to swap this one sound specifically?
Actually, the quickest way is just to flip the global:
Edit (E:/a327ex/Orblike/main.lua)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:/a327ex/Orblike/main.lua)
338→sound_mode = '_lightmed'
339→
340→-- Video recording state (declared early so sfx() can access)
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: sound_mode = '_lightmed'</tool_use_error>
Grep (sound_mode = '_lightmed')
311---
312:-- The game defaults to sound_mode = '_lightmed' (10-bit bitcrush + 3x sample rate reduction).
313--- Each sound needs at minimum: "File Name.ogg" (normal) and "File Name_lightmed.ogg" (crushed).
--
337-
338:sound_mode = '_lightmed'
339-
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Changed sound_mode to '' so all sounds will play their normal (non-bitcrushed) variants. You can test and hear the Impact01 zone sound in-game now. I'll switch it back to '_lightmed' once you're done listening.
Change back.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Done.
Let's try arrow impact 1 for the zone creation
Glob (/ArrowImpact01)
E:\a327ex\Orblike\assets\RPG3_MagicArrow_Impact01.wav
Glob (/arrowimpact01)
No files found
Bash (cd E:/a327ex/Orblike/assets && ffmpeg -i RPG3_MagicArrow_Impact01.wav -af "volum...)
[Parsed_volumedetect_0 @ 000001ac863525c0] mean_volume: -23.1 dB
Bash (cd E:/a327ex/Orblike/assets && ffmpeg -y -i RPG3_MagicArrow_Impact01.ogg -af "ar...)
album : RPG Magic SFX Pack 3
[out#0/ogg @ 000002a1cdb77500] video:0KiB audio:9KiB subtitle:0KiB other streams:0KiB global headers:4KiB muxing overhead: 57.265939%
size= 13KiB time=00:00:00.99 bitrate= 109.7kbits/s speed=36.8x elapsed=0:00:00.02
Volume: -23.1 dB → 0.5 * 10^((-24 - (-23.1)) / 20) = 0.5 * 10^(-0.045) = 0.5 * 0.9025 ≈ 0.45.
Now updating main.lua:
Read (E:/a327ex/Orblike/main.lua)
5→volumes = {
6→ enemy_die = 0.8,
7→ enemy_hit = 0.8,
8→ fireball_fire = 0.45,
9→ fireball_hit = 0.45,
10→ enemy_spawn = 0.59,
11→ player_hit = 0.39,
12→ caustic_arrow_fire = 0.5,
13→ caustic_arrow_zone = 0.7,
14→}
Read (E:/a327ex/Orblike/main.lua)
323→-- player_hit (Body Fall 2): -21.9 dB -> 0.39
324→-- caustic_arrow_fire (RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01): -20.9 dB -> 0.35
325→-- caustic_arrow_zone (RPG3_PlasmaMagicBall_Impact01): -22.4 dB -> 0.42
326→--
327→an:sound('enemy_die_1', 'assets/Bloody punches 3.ogg')
328→an:sound('enemy_die_2', 'assets/Bloody punches 7.ogg')
329→an:sound('enemy_die_3', 'assets/Bloody punches 10.ogg')
330→an:sound('enemy_hit', 'assets/Body Head (Headshot) 1.ogg')
331→an:sound('fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03.ogg')
332→an:sound('fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01.ogg')
333→an:sound('enemy_spawn', 'assets/Buff 13.ogg')
334→an:sound('player_hit', 'assets/Body Fall 2.ogg')
335→an:sound('caustic_arrow_fire', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01.ogg')
336→an:sound('caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact01.ogg')
337→
Read (E:/a327ex/Orblike/main.lua)
494→ {'enemy_spawn', 'assets/Buff 13'},
495→ {'player_hit', 'assets/Body Fall 2'},
496→ {'caustic_arrow_fire', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamProjectilesSingle01'},
497→ {'caustic_arrow_zone', 'assets/RPG3_PlasmaMagicBall_Impact01'},
498→}
499→for _, s in ipairs(sound_files) do
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.
Done. Swapped zone sound to RPG3_MagicArrow_Impact01 (-23.1 dB → volume 0.45). OGG and _lightmed variants are ready.
OK, let's add non-stacking behavior to the zone.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "AskUserQuestion"
}
]
AskUserQuestion
The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
The user wants to clarify these questions.
This means they may have additional information, context or questions for you.
Take their response into account and then reformulate the questions if appropriate.
Start by asking them what they would like to clarify.
Questions asked:
- "When a new zone overlaps an existing one, what should happen?"
(No answer provided)
What would you like to clarify about the non-stacking behavior?
I only want damage to be non-stacking, so an enemy only takes damage from the highest damaging zone its under.
Read (E:/a327ex/Orblike/main.lua)
540→-- Player
541→player = object:extend()
542→function player:new(x, y)
543→ object.new(self, 'player')
544→ self:tag('player')
545→ self.x, self.y = x, y
546→ self.w, self.h = 10, 10
547→ self.speed = 100
548→ self.r = 0
549→ self.visual_r = 0
550→ self.sx, self.sy = 1, 1
551→ self.color = blue
552→ self.moving = false
553→ self.previous_moving = false
554→ self.flashing = false
555→
556→ self:add(collider('player', 'dynamic', 'box', 10, 10))
557→ self.collider:set_gravity_scale(0)
558→ self.collider:set_fixed_rotation(true)
559→ self.collider:set_position(self.x, self.y)
560→
561→ self:add(timer())
562→ self:add(spring())
563→ self.spring:add('hit', 1)
564→ self.spring:add('shoot', 1)
565→ self.spring:add('move', 1)
566→end
567→
568→function player:update(dt)
569→ self.x, self.y = self.collider:get_position()
... [50 more lines]
Now let me read the zone tick logic:
Grep (self.timer:every(self.tick_rate)
1010: self.timer:every(self.tick_rate, 'tick', function()
1011- local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'})
1012- local hit_any = false
1013- for _, e in ipairs(enemies) do
1014- if not e.dead then
1015- hit_any = true
1016- e:take_damage(self.damage)
1017- for i = 1, an.random:int(1, 2) do
1018- an:add(hit_particle(e.x, e.y, {
1019- velocity = an.random:float(30, 80),
1020- duration = an.random:float(0.1, 0.3),
1021- w = 4,
1022- }):change_color(0.5, self.color:clone()))
1023- end
1024- end
1025- end
1026- if hit_any then
1027- self.spring:pull('main', 0.1)
1028- self.flashing = true
1029- self.timer:after(0.1, 'tick_flash', function() self.flashing = false end)
1030- self.arc_speed = self.arc_sign*math.min(math.abs(self.arc_speed) + 1.25*math.pi, self.arc_max_speed)
1031- end
1032- end)
1033-
1034- -- After duration, blink out and die
1035- self.timer:after(self.duration, function()
Now let me check the enemy class to see take_damage:
Grep (function enemy:.take_damage|function enemy:.update)
No matches found
Grep (take_damage)
857: e:take_damage(self.damage)
937: e:take_damage(self.damage)
1016: e:take_damage(self.damage)
1125:function seeker:take_damage(damage)
1530: e:take_damage(1)
1716: closest:take_damage(1)
1770: e:take_damage(1)
1839: e:take_damage(1)
1920: e:take_damage(1)
Read (E:/a327ex/Orblike/main.lua)
1125→function seeker:take_damage(damage)
1126→ self.hp = self.hp - damage
1127→ sfx('enemy_hit', volumes.enemy_hit)
1128→ -- Hit feedback: spring pull + flash + hit circle + particles (dark variant)
1129→ self.spring:pull('main', 0.5, 5, 0.5)
1130→ self.flashing = true
1131→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
1132→ self.show_hp_bar = true
1133→ self.timer:after(2, 'show_hp_bar', function() self.show_hp_bar = false end)
1134→
1135→ if self.hp <= 0 then
1136→ self:die()
1137→ end
1138→end
1139→
1140→function seeker:die()
1141→ sfx('enemy_die_' .. an.random:int(1, 3), volumes.enemy_die)
1142→ -- Death effect (dark variant): larger circle, more particles, white -> entity color
1143→ self.spring:pull('main', 0.75)
1144→ an:add(hit_circle(self.x, self.y, {radius = 14, duration = 0.4}):change_color(0.6, red:clone()))
The cleanest approach: on each zone tick, before dealing damage, check if this enemy is inside any higher-damage zone. If so, skip it. Here's the code — the change is inside the tick callback, wrapping the e:take_damage call:
for _, e in ipairs(enemies) do
if not e.dead then
-- Non-stacking: only the highest damage zone damages each enemy
local dominated = false
local zones = an:query_type('zone')
for _, z in ipairs(zones) do
if z ~= self and z.damage > self.damage then
local dx, dy = e.x - z.x, e.y - z.y
if dx*dx + dy*dy <= z.radius*z.radius then
dominated = true
break
end
end
end
if not dominated then
hit_any = true
e:take_damage(self.damage)
...particles...
end
end
end
This way zones still visually overlap and tick independently, but an enemy only takes damage from the strongest zone covering it. Does this look right?
Currently each zone queries all enemies under it to deal damage, right?
Yes. Each zone does an:query_circle(self.x, self.y, self.radius, {'enemy'}) on every tick and damages all enemies it finds.
The only problem is that your solution is based on the number of enemies and zones... So it could get quite performance intensive, no?
Right. It's O(enemies × zones) per zone tick, and that multiplied by number of zones ticking. So overall O(enemies × zones²) per tick cycle.
A much cheaper approach: track it on the enemy side. Give each enemy a zone_damage_received value that resets each frame. When a zone ticks and wants to damage an enemy:
- If
zone_damage_receivedis 0: apply full damage, set it toself.damage - If
zone_damage_received >= self.damage: skip (already hit by equal or stronger zone) - If
zone_damage_received < self.damage: apply only the difference, update tracker
That's O(1) per enemy per zone tick — just a field check, no querying other zones at all.
Great, sounds good.
Read (E:/a327ex/Orblike/main.lua)
1080→ self.r = 0
1081→ self.hp = 5
1082→ self.max_hp = 5
1083→ self.show_hp_bar = false
1084→ self.flashing = false
1085→ self.visible = true
1086→ self.pushed = false
1087→ self.spin = 0
1088→
1089→ self:add(collider('enemy', 'dynamic', 'box', 14, 6))
1090→ self.collider:set_gravity_scale(0)
1091→ self.collider:set_fixed_rotation(true)
1092→ self.collider:set_position(self.x, self.y)
1093→ self.collider:set_linear_damping(3)
1094→
1095→ self:add(timer())
1096→ self:add(spring())
1097→ self.spring:add('main', 1)
1098→
1099→ -- Spawn effect: spring pop + flash + hit_circle + particles (dark variant)
1100→ sfx('enemy_spawn', volumes.enemy_spawn)
1101→ self.spring:pull('main', 0.75, 3, 0.7)
1102→ self.flashing = true
1103→ self.timer:after(0.15, 'flash', function() self.flashing = false end)
1104→ an:add(hit_circle(self.x, self.y, {radius = 10, duration = 0.3}):change_color(0.5, red:clone()))
1105→ for i = 1, 4 do
1106→ 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()))
1107→ end
1108→end
1109→
... [20 more lines]
Now let me see the seeker's update to find where to reset each frame:
Grep (function seeker:update)
1151:function seeker:update(dt)
1152- if not self.visible then return end
1153- self.x, self.y = self.collider:get_position()
1154-
1155- if not self.pushed then
1156- local sx, sy = self.collider:steering_seek(p1.x, p1.y, self.speed, 200)
[Request interrupted by user]
Wait, you said the value resets each frame, wouldn't that mean it's always going to be 0 and thus apply full damage?
Good catch — you're right. If zones have the same tick rate they'll likely tick on different frames, so resetting each frame means each zone always sees 0 and applies full damage.
The reset should happen on the tick interval instead. Something like: when a zone damages an enemy, set zone_damage_received = self.damage and start a cooldown equal to the tick rate. During that cooldown, other zones check against it. After the cooldown, it resets to 0.
But that gets complicated when zones have different tick rates. Actually — do you expect zones to have varying tick rates, or will they all share the same tick rate?
They will have varying tick rates.
[Request interrupted by user]
They will have varying tick rates but be from different attacks. Although some might have different tick rates in the same attack, i.e. the player is affected by a lower tick rate temporary buff.
Varying tick rates makes per-enemy tracking tricky. Consider: Zone A (3 damage, 0.5s tick) and Zone B (1 damage, 0.3s tick) overlap. They tick on different frames, so any cooldown-based approach needs to know "how long until the next higher-damage zone ticks" — which it can't know without referencing the zone.
Honestly, I think the original "check other zones" approach is the right one despite the scaling concern. In practice, you'll have maybe 5-20 zones and under 100 enemies simultaneously. The check per enemy is just iterating a small zone list and doing a distance comparison — no physics queries, just arithmetic. That's trivial compared to the physics and rendering already happening.
The per-enemy tracking approach would require either:
- A cooldown duration that's hard to pick correctly with mixed tick rates
- Zones registering/unregistering on enemies as they enter/leave (complex, fragile)
- Some synchronization layer between independent zone timers (defeats the simplicity)
Want to go with the simple "check other zones" approach, or do you have a different idea in mind?
Is there a simpler way if we make it based on abilities? So it can only be damaged by 1 zone from the same ability, 1 zone from another ability, and so on. Regardless of damage concerns, just one per ability.
Yes, much simpler. Each enemy gets a zone_damaged_by table. When a zone with ability X damages an enemy, set enemy.zone_damaged_by[X] = self.tick_rate. Decrement by dt each frame. Before damaging, check if enemy.zone_damaged_by[self.ability] > 0 — if so, skip.
O(1) lookup per enemy, no zone iteration, handles varying tick rates naturally. Here's the code:
In seeker constructor (after self.flashing = false):
lua
self.zone_damaged_by = {}
In seeker:update (at the top):
lua
for k, v in pairs(self.zone_damaged_by) do
self.zone_damaged_by[k] = v - dt
if self.zone_damaged_by[k] <= 0 then self.zone_damaged_by[k] = nil end
end
In zone tick, replace the e:take_damage block:
lua
if not e.dead then
if not e.zone_damaged_by[self.ability] then
e.zone_damaged_by[self.ability] = self.tick_rate
hit_any = true
e:take_damage(self.damage)
...particles...
end
end
Does this look right?
damaged_by_zone instead, seems right otherwise.
Read (E:/a327ex/Orblike/main.lua)
1080→ self.r = 0
1081→ self.hp = 5
1082→ self.max_hp = 5
1083→ self.show_hp_bar = false
1084→ self.flashing = false
1085→ self.visible = true
1086→ self.pushed = false
1087→ self.spin = 0
1088→
1089→ self:add(collider('enemy', 'dynamic', 'box', 14, 6))
Read (E:/a327ex/Orblike/main.lua)
1151→function seeker:update(dt)
1152→ if not self.visible then return end
1153→ self.x, self.y = self.collider:get_position()
1154→
1155→ if not self.pushed then
Read (E:/a327ex/Orblike/main.lua)
1008→
1009→ -- Tick damage periodically
1010→ self.timer:every(self.tick_rate, 'tick', function()
1011→ local enemies = an:query_circle(self.x, self.y, self.radius, {'enemy'})
1012→ local hit_any = false
1013→ for _, e in ipairs(enemies) do
1014→ if not e.dead then
1015→ hit_any = true
1016→ e:take_damage(self.damage)
1017→ for i = 1, an.random:int(1, 2) do
1018→ an:add(hit_particle(e.x, e.y, {
1019→ velocity = an.random:float(30, 80),
1020→ duration = an.random:float(0.1, 0.3),
1021→ w = 4,
1022→ }):change_color(0.5, self.color:clone()))
1023→ end
1024→ end
1025→ end
1026→ if hit_any then
1027→ self.spring:pull('main', 0.1)
1028→ self.flashing = true
1029→ self.timer:after(0.1, 'tick_flash', function() self.flashing = false end)
1030→ self.arc_speed = self.arc_sign*math.min(math.abs(self.arc_speed) + 1.25*math.pi, self.arc_max_speed)
1031→ end
1032→ end)
1033→
1034→ -- After duration, blink out and die
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.
Done. Three changes:
damaged_by_zone = {}in seeker constructor- Cooldown decrement in
seeker:update - Zone tick checks
e.damaged_by_zone[self.ability]before dealing damage, sets cooldown toself.tick_rate
Let's add some modifiers to the arrow too... Chain 3, add more 2, you can be creative, just be different from the fireball ones in spirit.
Let me check the existing modifiers and how they work.
Grep (add_modifier|modifier.*=)
100:function orb:add_modifier(name, value)
101: table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
106: if self.slots[i].type == 'modifier' and self.slots[i].name == name then
1491:o1:add_modifier('pierce', 5)
1492:o1:add_modifier('spreading_multiple_projectiles', 4)
1493:o1:add_modifier('greater_returning', true)
1494:o1:add_modifier('greater_increased_projectile_speed', true)
Grep (get_modifier|:mod()
No matches found
Read (E:/a327ex/Orblike/main.lua)
95→
96→function orb:add_ability(ability_name)
97→ table.insert(self.slots, {type = 'ability', name = ability_name})
98→end
99→
100→function orb:add_modifier(name, value)
101→ table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
102→end
103→
104→function orb:remove_modifier(name)
105→ for i = #self.slots, 1, -1 do
106→ if self.slots[i].type == 'modifier' and self.slots[i].name == name then
107→ table.remove(self.slots, i)
108→ return
109→ end
110→ end
111→end
112→
113→function orb:primary_ability()
114→ for _, slot in ipairs(self.slots) do
115→ if slot.type == 'ability' then return slot.name end
116→ end
117→ return nil
118→end
119→
120→function orb:activate()
121→ local ability_name = self:primary_ability()
122→ if not ability_name then return end
123→ local def = abilities[ability_name]
124→ if not def then return end
Now let me see how modifiers are read during activation and projectile behavior:
Read (E:/a327ex/Orblike/main.lua)
120→function orb:activate()
121→ local ability_name = self:primary_ability()
122→ if not ability_name then return end
123→ local def = abilities[ability_name]
124→ if not def then return end
125→
126→ local delay = self.activation_delay
127→
128→ -- Orb-to-player line
129→ an:add(slightly_jagged_line(self, p1, {anim_duration = delay, dst_color = def.color}))
130→
131→ -- Orb flash + hit particles shooting towards player
132→ self.flashing = true
133→ self.timer:after(0.1, 'flash', function() self.flashing = false end)
134→ local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
135→ for i = 1, 3 do
136→ local hp = hit_particle(self.x, self.y, {
137→ angle = orb_to_player + an.random:float(-math.pi/4, math.pi/4),
138→ velocity = an.random:float(40, 120),
139→ duration = an.random:float(0.2, 0.4),
140→ w = an.random:choice({4, 6}),
141→ })
142→ hp.follow = self
143→ an:add(hp)
144→ end
145→
146→ -- Fire ability after line connects
147→ self.timer:after(delay, function()
148→ local r = p1.r
149→ local mods = {}
... [50 more lines]
Read (E:/a327ex/Orblike/main.lua)
198→
199→ -- Create projectiles
200→ for _, shot in ipairs(shots) do
201→ local proj_args = {ability = ability_name, color = def.color, r = shot.r}
202→ for k, v in pairs(mods) do
203→ proj_args[k] = v
204→ end
205→ an:add(projectile(shot.x, shot.y, proj_args))
206→ end
207→
208→ if def.fire_sound then
209→ sfx(def.fire_sound, volumes[def.fire_sound])
210→ end
211→
212→ an.camera.shake:push(r, 3)
213→ p1.spring:pull('shoot', 0.25)
214→ p1.flashing = true
215→ p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
216→ for _, shot in ipairs(shots) do
217→ an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
218→ for i = 1, 2 do
219→ an:add(hit_particle(shot.x, shot.y, {
220→ angle = shot.r + an.random:float(-math.pi/4, math.pi/4),
221→ velocity = an.random:float(40, 200),
222→ duration = an.random:float(0.3, 0.6),
223→ w = an.random:choice({6, 8}),
224→ }):change_color(0.6, def.color:clone()))
225→ end
226→ end
227→ end)
... [30 more lines]
Now let me see the projectile class and how modifiers affect it:
Grep (function projectile:new|function projectile:update|function projectile:on_hit|self.chain|self.pierce|self.returning)
630:function projectile:new(x, y, args)
656: self.pierce = args.pierce
657: self.chain = args.chain
658: if self.chain then
659: self.chain_remaining = self.chain
660: self.chain_hits = {}
661: self.chain_range = 120
664: self.returning = args.returning
666: self.returning_arc = args.returning_arc
668: if self.lesser_returning or self.returning or self.greater_returning then
669: self.returning_range = 100
670: if self.lesser_returning then self.returning_range = 50 end
671: if self.greater_returning then self.returning_range = 150 end
673: self.returning_offset_x = x - p1.x
674: self.returning_offset_y = y - p1.y
675: self.returning_phase = false
680: if self.returning_arc then
681: self.returning_arc_time = 0
682: self.returning_arc_turn_rate = an.random:choice({-1, 1})*3.5
683: self.returning_arc_turning = false
684: self.returning_phase = false
685: self.returning_homing = 0.42
728:function projectile:update(dt)
755: if self.returning_range and not self.returning_arc then
757: if not self.returning_phase then
758: if d >= self.returning_range then
759: self.returning_phase = true
760: self.returning_apex_x, self.returning_apex_y = self.x, self.y
764: elseif d >= self.returning_range*0.8 then
765: self.speed_mult = math.remap(d, self.returning_range*0.8, self.returning_range, 1, 0.1)
... [27 more lines]
Read (E:/a327ex/Orblike/main.lua)
853→function projectile:on_hit(e, hx, hy)
854→ if self.ability == 'fireball' then
855→ an:add(area(self.x, self.y, {ability = 'fireball', color = self.color}))
856→ elseif self.ability == 'caustic_arrow' then
857→ e:take_damage(self.damage)
858→ an:add(hit_effect(hx, hy))
859→ for i = 1, an.random:int(1, 2) do
860→ an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
861→ end
862→ an:add(zone(self.x, self.y, {ability = 'caustic_arrow', color = self.color}))
863→ end
864→
865→ if self.chain then
866→ self.chain_hits[e.id] = true
867→ end
868→
869→ if self.pierce and self.pierce > 0 then
870→ self.pierce = self.pierce - 1
871→ elseif self.chain and self.chain_remaining > 0 then
872→ self.chain_remaining = self.chain_remaining - 1
873→ local closest, closest_d = nil, math.huge
874→ for _, enemy in ipairs(cached_enemies) do
875→ if not enemy.dead and not self.chain_hits[enemy.id] then
876→ local d = math.distance(self.x, self.y, enemy.x, enemy.y)
877→ if d < self.chain_range and d < closest_d then
878→ closest, closest_d = enemy, d
879→ end
880→ end
881→ end
882→ if closest then
... [70 more lines]
Now let me see the o2 setup and the full projectile constructor:
Read (E:/a327ex/Orblike/main.lua)
1486→p1 = player(gw/2, gh/2)
1487→an:add(p1)
1488→
1489→local o1 = add_orb()
1490→o1:add_ability('fireball')
1491→o1:add_modifier('pierce', 5)
1492→o1:add_modifier('spreading_multiple_projectiles', 4)
1493→o1:add_modifier('greater_returning', true)
1494→o1:add_modifier('greater_increased_projectile_speed', true)
1495→
1496→local o2 = add_orb()
1497→o2:add_ability('caustic_arrow')
1498→
1499→-- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
1500→cached_enemies = {}
1501→an:early_action(function()
1502→ cached_enemies = an:all('enemy')
1503→end)
1504→
1505→-- Collision handling
Read (E:/a327ex/Orblike/main.lua)
630→function projectile:new(x, y, args)
631→ object.new(self)
632→ self:tag('projectile')
633→ self.x, self.y = x, y
634→ self.r = args.r or 0
635→ self.ability = args.ability
636→ self.color = args.color
637→ self.w = 10
638→ self.h = 4
639→ self.speed = 190
640→ if args.lesser_increased_projectile_speed then self.speed = self.speed*1.2 end
641→ if args.increased_projectile_speed then self.speed = self.speed*1.5 end
642→ if args.greater_increased_projectile_speed then self.speed = self.speed*2.0 end
643→ if args.lesser_decreased_projectile_speed then self.speed = self.speed*0.9 end
644→ if args.decreased_projectile_speed then self.speed = self.speed*0.75 end
645→ if args.greater_decreased_projectile_speed then self.speed = self.speed*0.5 end
646→ self.damage = 1
647→ self.flashing = false
648→
649→ self.homing = args.homing
650→ self.weaker_homing = args.weaker_homing
651→ self.stronger_homing = args.stronger_homing
652→ self.progressively_increasing_homing = args.progressively_increasing_homing
653→ self.progressively_decreasing_homing = args.progressively_decreasing_homing
654→ self.delayed_homing = args.delayed_homing
655→ self.very_delayed_homing = args.very_delayed_homing
656→ self.pierce = args.pierce
657→ self.chain = args.chain
658→ if self.chain then
659→ self.chain_remaining = self.chain
... [70 more lines]
Now I have a good picture. The fireball orb uses: pierce, spreading_multiple_projectiles, greater_returning, greater_increased_projectile_speed. These are all about projectile trajectory/quantity.
For caustic arrow, I'm thinking modifiers that fit its DoT/zone identity — things like:
chain, 3 — projectile chains between 3 enemies, spawning a zone at each hitincreased_zone_duration— zones last longer (e.g. 6s instead of 4s)increased_zone_radius— bigger zoneshoming— arrow seeks enemies (pairs well with chain since it needs to find targets)decreased_projectile_speed— slower, more deliberate feel (thematic for poison)
So something like:
lua
local o2 = add_orb()
o2:add_ability('caustic_arrow')
o2:add_modifier('chain', 3)
o2:add_modifier('homing', true)
o2:add_modifier('increased_zone_duration', true)
o2:add_modifier('increased_zone_radius', true)
o2:add_modifier('decreased_projectile_speed', true)
Chain + homing gives it a "seeking poison" feel — the arrow finds targets and leaves DoT puddles at each. The zone modifiers would need new code to read them though.
The chain modifier already works in the projectile code. Homing already works. Decreased speed already works. But increased_zone_duration and increased_zone_radius need to be passed through to the zone. Does this direction feel right, or do you want different modifiers?
increased_zone_duration and increased_zone_radius don't exist.
Right. I'll stick to modifiers that already exist in the codebase. Here's the setup:
local o2 = add_orb()
o2:add_ability('caustic_arrow')
o2:add_modifier('chain', 3)
o2:add_modifier('homing', true)
o2:add_modifier('decreased_projectile_speed', true)
Chain 3 + homing for the seeking/chaining poison arrow feel, and decreased speed for a slower, more deliberate projectile. All three already work in the projectile code. Does this look right?
Sure.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Done.
Let's try using the fireball area sound for the arrow too when the zone is created.
Read (E:/a327ex/Orblike/main.lua)
40→ explosion_radius = 25,
41→ },
42→ caustic_arrow = {
43→ activation = 'manual',
44→ cooldown = 0.5,
45→ color = purple,
46→ fire_sound = 'caustic_arrow_fire',
47→ zone_sound = 'caustic_arrow_zone',
48→ zone_radius = 33,
49→ zone_duration = 4,
50→ zone_tick_rate = 0.5,
51→ },
52→}
53→
54→-- Orb keybinds
Grep (hit_sound|fire_sound)
38: fire_sound = 'fireball_fire',
39: hit_sound = 'fireball_hit',
46: fire_sound = 'caustic_arrow_fire',
208: if def.fire_sound then
209: sfx(def.fire_sound, volumes[def.fire_sound])
[Showing results with pagination = limit: 5, offset: 0]
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Done. Zone creation now uses fireball_hit sound.
Change implemented with all we did in terms of abilities and modifiers... Add to to_implement - find sound for DoT damage that should be different from normal hit sound; Stacked Zone DoT - damage over time that comes from areas stacks.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "Write"
}
]
Read (E:/a327ex/Orblike/to_implement.md)
1→# To Implement
2→
3→- **Cast on Return Apex** — Trigger point at the returning projectile's apex (where it reverses direction), allowing linked effects (explosion, nova, etc.) to fire at the turning point. Fits alongside other ORBS link trigger points like "Cast on Hit" and "Cast on Kill".
4→
Edit (E:/a327ex/Orblike/to_implement.md)
The file E:/a327ex/Orblike/to_implement.md has been updated successfully.
Done. Added both items to to_implement.md.
And implemented.md
Glob (**/implemented.md)
E:\a327ex\Orblike\implemented.md
Read (E:/a327ex/Orblike/implemented.md)
1→# Implemented
2→
3→## Abilities
4→
5→- **Fireball** — Projectile that explodes on hit, spawning an area that deals AoE damage.
6→
7→## Modifiers
8→
9→- **Homing** — Projectile steers toward closest enemy with quadratic distance falloff past 200 units. Convergence force and duration randomized per projectile at spawn.
10→- **Weaker Homing** — Lower convergence force and higher duration for softer tracking.
11→- **Stronger Homing** — Higher convergence force and lower duration for aggressive tracking.
12→- **Progressively Increasing Homing** — After 0.5s, convergence increases continuously at 15% of base value per 0.5s, capped at 0.95.
13→- **Progressively Decreasing Homing** — After 0.5s, convergence decreases continuously at 15% of base value per 0.5s, no lower limit.
14→- **Delayed Homing** — Homing activates after 0.5s instead of the default 0.2s.
15→- **Very Delayed Homing** — Homing activates after 1s.
16→- **Spreading Multiple Projectiles** — Fires N projectiles in a fan pattern from the same origin. Total spread angle scales with count (30° for 2, up to 90° for 6). Set via `spreading_multiple_projectiles = N` on player.
17→- **Parallel Multiple Projectiles** — Fires N projectiles side by side, all traveling in the same direction. 10px spacing between each. Set via `parallel_multiple_projectiles = N` on player.
18→- **Backshot** — Adds 1 projectile firing backward (180° from aim direction). Composes with spread, sideshots, and parallel. Set via `backshot = true` on player.
19→- **Sideshots** — Adds 2 projectiles firing to the sides (±90° from aim direction). Composes with spread, backshot, and parallel. Set via `sideshots = true` on player.
20→- **Nova** — Fires 8 projectiles in a circle at 45° intervals. Replaces spread/backshot/sideshots (already contains all directions). Composes with parallel. Set via `nova = true` on player.
21→- **Modifier composition** — Spread, backshot, sideshots, and parallel all compose multiplicatively. Nova replaces the angular modifiers but composes with parallel. Example: spread 3 + backshot + sideshots + parallel 2 = (3 + 1 + 2) × 2 = 12 projectiles.
22→
23→- **Pierce** — Projectile passes through enemies instead of being consumed. All on-hit effects (explosion, damage, etc.) still trigger on each pass-through. Set via `pierce = N` on player, where N is the number of extra enemies to pass through before being consumed.
24→
25→- **Lesser Returning** — Projectile travels 50px outward, decelerates at 80% range, spins at apex, then accelerates back toward player. Returns to offset position (maintaining parallel formation) then converges to player center. Set via `lesser_returning = true` on player.
26→- **Returning** — Same as Lesser Returning but 100px range. Set via `returning = true` on player.
27→- **Greater Returning** — Same as Lesser Returning but 150px range. Set via `greater_returning = true` on player.
28→- **Returning Arc** — Projectile flies straight for 0.25s, then arcs outward at constant turn rate (randomly left or right). After completing a semicircle, homes back toward player with progressively increasing homing strength. Set via `returning_arc = true` on player.
29→
30→## Enemies
... [3 more lines]
Edit (E:/a327ex/Orblike/implemented.md)
The file E:/a327ex/Orblike/implemented.md has been updated successfully.
Now add chain and the zone non-stacking, plus speed modifiers:
Edit (E:/a327ex/Orblike/implemented.md)
The file E:/a327ex/Orblike/implemented.md has been updated successfully.
Now add the zone non-stacking system:
Edit (E:/a327ex/Orblike/implemented.md)
The file E:/a327ex/Orblike/implemented.md has been updated successfully.
Done. Added to implemented.md:
- Caustic Arrow ability
- Chain modifier
- Projectile speed modifiers (already existed in code but weren't documented)
- Zone Non-Stacking system
Remove systems and enemies section
Edit (E:/a327ex/Orblike/implemented.md)
The file E:/a327ex/Orblike/implemented.md has been updated successfully.
Done.
Change lesser -> weaker, greater -> stronger. Do this both for the .md file and in the code. So weaker_returning, returning, stronger_returning, weaker_increased_projectile_speed, etc. Make sure that in the .md file it follows the example of homing where it lists all the modifiers individually and doesn't collapse them like you did for increased/decreased projectile speed.
Grep (lesser|greater)
640: if args.lesser_increased_projectile_speed then self.speed = self.speed*1.2 end
642: if args.greater_increased_projectile_speed then self.speed = self.speed*2.0 end
643: if args.lesser_decreased_projectile_speed then self.speed = self.speed*0.9 end
645: if args.greater_decreased_projectile_speed then self.speed = self.speed*0.5 end
663: self.lesser_returning = args.lesser_returning
665: self.greater_returning = args.greater_returning
668: if self.lesser_returning or self.returning or self.greater_returning then
670: if self.lesser_returning then self.returning_range = 50 end
671: if self.greater_returning then self.returning_range = 150 end
1493:o1:add_modifier('greater_returning', true)
1494:o1:add_modifier('greater_increased_projectile_speed', true)
1499:o2:add_modifier('greater_returning', true)
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated. All occurrences of 'lesser_returning' were successfully replaced with 'weaker_returning'.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated. All occurrences of 'greater_returning' were successfully replaced with 'stronger_returning'.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated. All occurrences of 'lesser_increased_projectile_speed' were successfully replaced with 'weaker_increased_projectile_speed'.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated. All occurrences of 'greater_increased_projectile_speed' were successfully replaced with 'stronger_increased_projectile_speed'.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated. All occurrences of 'lesser_decreased_projectile_speed' were successfully replaced with 'weaker_decreased_projectile_speed'.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated. All occurrences of 'greater_decreased_projectile_speed' were successfully replaced with 'stronger_decreased_projectile_speed'.
Now update implemented.md:
Read (E:/a327ex/Orblike/implemented.md)
1→# Implemented
2→
3→## Abilities
4→
5→- **Fireball** — Projectile that explodes on hit, spawning an area that deals AoE damage.
6→- **Caustic Arrow** — Projectile that deals contact damage and spawns a persistent DoT zone on hit. Zone ticks damage periodically, with rotating arc segments that speed up on hit and decay to minimum speed. Blinks out on expiry.
7→
8→## Modifiers
9→
10→- **Homing** — Projectile steers toward closest enemy with quadratic distance falloff past 200 units. Convergence force and duration randomized per projectile at spawn.
11→- **Weaker Homing** — Lower convergence force and higher duration for softer tracking.
12→- **Stronger Homing** — Higher convergence force and lower duration for aggressive tracking.
13→- **Progressively Increasing Homing** — After 0.5s, convergence increases continuously at 15% of base value per 0.5s, capped at 0.95.
14→- **Progressively Decreasing Homing** — After 0.5s, convergence decreases continuously at 15% of base value per 0.5s, no lower limit.
15→- **Delayed Homing** — Homing activates after 0.5s instead of the default 0.2s.
16→- **Very Delayed Homing** — Homing activates after 1s.
17→- **Spreading Multiple Projectiles** — Fires N projectiles in a fan pattern from the same origin. Total spread angle scales with count (30° for 2, up to 90° for 6). Set via `spreading_multiple_projectiles = N` on player.
18→- **Parallel Multiple Projectiles** — Fires N projectiles side by side, all traveling in the same direction. 10px spacing between each. Set via `parallel_multiple_projectiles = N` on player.
19→- **Backshot** — Adds 1 projectile firing backward (180° from aim direction). Composes with spread, sideshots, and parallel. Set via `backshot = true` on player.
20→- **Sideshots** — Adds 2 projectiles firing to the sides (±90° from aim direction). Composes with spread, backshot, and parallel. Set via `sideshots = true` on player.
21→- **Nova** — Fires 8 projectiles in a circle at 45° intervals. Replaces spread/backshot/sideshots (already contains all directions). Composes with parallel. Set via `nova = true` on player.
22→- **Modifier composition** — Spread, backshot, sideshots, and parallel all compose multiplicatively. Nova replaces the angular modifiers but composes with parallel. Example: spread 3 + backshot + sideshots + parallel 2 = (3 + 1 + 2) × 2 = 12 projectiles.
23→
24→- **Chain** — Projectile bounces to the nearest enemy within range on hit, up to N times. Tracks hit enemies to avoid re-hitting. Uses predictive targeting based on enemy velocity. Set via `chain = N`.
25→
26→- **Lesser/Greater Increased Projectile Speed** — Multiplies projectile speed by 1.2x / 1.5x / 2.0x. Set via `lesser_increased_projectile_speed`, `increased_projectile_speed`, or `greater_increased_projectile_speed`.
27→- **Lesser/Greater Decreased Projectile Speed** — Multiplies projectile speed by 0.9x / 0.75x / 0.5x. Set via `lesser_decreased_projectile_speed`, `decreased_projectile_speed`, or `greater_decreased_projectile_speed`.
28→
29→- **Pierce** — Projectile passes through enemies instead of being consumed. All on-hit effects (explosion, damage, etc.) still trigger on each pass-through. Set via `pierce = N` on player, where N is the number of extra enemies to pass through before being consumed.
30→
... [5 more lines]
Edit (E:/a327ex/Orblike/implemented.md)
The file E:/a327ex/Orblike/implemented.md has been updated successfully.
Edit (E:/a327ex/Orblike/implemented.md)
The file E:/a327ex/Orblike/implemented.md has been updated successfully.
Done. Renamed all lesser → weaker and greater → stronger in both main.lua and implemented.md, and expanded the speed modifiers into individual entries.
Perfect, thank you.
You're welcome!