Orblike Project Bootstrap
Summary
Bootstrapped the Orblike project from empty scaffolding to a runnable SNKRX-style visual test, investigated shadow rendering parity between Anchor and LÖVE, and established the ORBS design document.
YueScript to Lua Conversion:
- Orblike's
anchor/folder already had 15.luafiles identical to canonicalAnchor/framework/anchor/, but was missinginit.luaandtimer.lua - Copied the 2 missing files from
Anchor/framework/anchor/ - Converted
main.yue(justrequire 'anchor') tomain.lua - Archived all 17
.yuefiles toOrblike/reference/yue/ - User requested always capitalizing "Orblike" — updated CLAUDE.md and MEMORY.md with naming convention
Making Orblike Runnable:
- Created minimal
main.luawith 480x270 resolution, scale 3, camera, layers (bg, game, shadow) - Copied
shadow.fragfrom emoji-ball-battles toOrblike/assets/ - Drew a centered blue rounded rectangle with drop shadow
- User requested all 10 SNKRX palette colors displayed as a row of rounded rectangles, centered horizontally with 6px gaps
NeoVim Config Change:
- Changed startup directory in
C:/Users/adn/AppData/Local/nvim/init.lualine 2 fromE:/a327ex/AnchortoE:/a327ex - Left the
<leader>twebsite push keymap unchanged (it temporarily CDs to Anchor for git subtree push)
Shadow Shader Investigation — Anchor vs LÖVE:
- User noticed something might be different about shadow rendering between engines
- Searched all reference projects for shadow shader code — found
.fragfiles in SNKRX, 112020, BUILDRX2, 001-No-title, 004, etc. - SNKRX's canonical shadow shader:
vec4(0.1, 0.1, 0.1, Texel(texture, tc).a * 0.5) - Anchor's framework shadow shader had
vec4(0.5, 0.5, 0.5, a * 0.5)— different RGB values - Traced blend modes through both engines:
- Shader application (canvas→canvas): both use
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA(standard alpha blend) - Screen compositing: both use
GL_ONE, GL_ONE_MINUS_SRC_ALPHA(premultiplied alpha) - Conclusion: blend modes are identical between engines, so shader values are directly comparable
- Shader application (canvas→canvas): both use
- Initial analysis suggested premultiplied alpha difference, but deeper tracing of
l_layer_draw_from(anchor.c:5310) and screen blit (anchor.c:9349) confirmed parity
LÖVE vs Anchor Side-by-Side Comparison:
- Created
Orblike/reference/love-shadow-compare/with LÖVE project reproducing SNKRX's exact canvas pipeline - Used LÖVE from
Anchor/reference/love-compare/tools/love.exe - Both versions used identical shader values (
vec4(0.1, 0.1, 0.1, a * 0.5)) - First test: plain gray background, shadow offset 4px — looked the same
- Second test: added SNKRX checkerboard background (22x22 cells with bg_off=46,46,46) and vertical gradient overlay (transparent→30% black)
- Fixed shadow offset from 4 to 1.5 game pixels to match SNKRX's
1.5*sxoffset - User confirmed both looked the same, then requested shadow offset increased to 2 game pixels
SNKRX Background Details Documented:
- Background color: #303030 (48,48,48)
- Checkerboard: 22x22 alternating squares with bg_off (46,46,46) — barely darker than bg
- Vertical gradient: transparent gray at top → black at 30% opacity at bottom
- Shadow only applies to game content (drawn from separate background_canvas)
- SNKRX
Color(46, 46, 46)confirmed as 0-255 range (divides by 255 internally when values > 1)
ORBS Design Document (Orblike/ORBS.md):
- Created comprehensive design document covering: what ORBS is, goals (universal coverage, LLM-optimized, purely functional, incremental discovery), architecture (two layers: description + implementation), what ORBS handles vs doesn't
- Key decisions:
- Stats/resources: external — ORBS emits damage events with values and tags, game resolves against armor/resistances
- Spatial behavior: hybrid approach TBD — ORBS may describe spatial intent with gameplay coder wiring physics, or provide overridable defaults
- Abilities chosen by user, developed together incrementally
- Hooks system: every meaningful ability lifecycle moment emits events (charge_start, charge_progress, fire, projectile_hit, etc.) for gameplay coder to attach visuals
- Open questions: spatial ownership, description format (natural language vs DSL vs Lua tables), composition model for ability modification, entity model
- Updated CLAUDE.md with Orblike section pointing to ORBS.md, framework API, and main.lua
Hello, let's work on Orblike today. First, make sure to convert the folder to Lua as we did for Anchor and emoji-ball-battles.
Let me explore the orblike directory to understand what needs to be converted.
Bash (ls E:/a327ex/orblike/)
anchor/
anchor.exe*
assets/
main.yue
orbs/
reference/
run.bat
So the main files to convert are:
orblike/main.yue— the game codeorblike/anchor/*.yue— 16 framework files
The reference/ folder contains old .yue files that are just references. Let me check what was done for emoji-ball-battles to follow the same pattern, and read the main files.
Read (E:/a327ex/orblike/main.yue)
1→require 'anchor'
2→
3→-- Game initialization here
4→
Bash (ls E:/a327ex/orblike/anchor/)
animation.lua
animation.yue
array.lua
array.yue
camera.lua
camera.yue
class.lua
collider.lua
collider.yue
color.lua
color.yue
font.lua
font.yue
image.lua
image.yue
init.yue
layer.lua
layer.yue
math.lua
math.yue
object.lua
object.yue
random.lua
random.yue
shake.lua
shake.yue
spring.lua
spring.yue
spritesheet.lua
spritesheet.yue
... [1 more lines]
Interesting — the anchor/ folder already has .lua files alongside .yue files for most modules, but some only have .yue (like init.yue, timer.yue). The main.yue is basically empty (just a require). The orbs/ directory is empty.
Let me check the current state more carefully — which .yue files don't have corresponding .lua files, and look at the framework files in the main Anchor project to see what the Lua versions should be.
Bash (ls E:/a327ex/Anchor/framework/anchor/)
animation.lua
array.lua
camera.lua
class.lua
collider.lua
color.lua
font.lua
image.lua
init.lua
layer.lua
math.lua
object.lua
random.lua
shake.lua
spring.lua
spritesheet.lua
timer.lua
Good — the main Anchor/framework/anchor/ is the canonical source, already all Lua. The orblike anchor/ folder is mostly converted but is missing init.lua and timer.lua. The approach should be:
- Replace orblike's
anchor/folder with the current framework files fromAnchor/framework/anchor/(same as was done for emoji-ball-battles) - Convert
main.yuetomain.lua - Archive the
.yuefiles toreference/yue/
Let me verify that the existing .lua files in orblike's anchor folder are the same as the canonical ones, or if they're outdated.
Bash (diff E:/a327ex/orblike/anchor/array.lua E:/a327ex/Anchor/framework/anchor/array....)
So init.yue diverges significantly from the canonical init.lua, but object.lua and array.lua are identical. Let me check a few more to confirm the pattern.
Bash (cd E:/a327ex/orblike/anchor && for f in *.lua; do if diff -q "$f" "../../Anchor/...)
SAME: animation.lua
SAME: array.lua
SAME: camera.lua
SAME: class.lua
SAME: collider.lua
SAME: color.lua
SAME: font.lua
SAME: image.lua
SAME: layer.lua
SAME: math.lua
SAME: object.lua
SAME: random.lua
SAME: shake.lua
SAME: spring.lua
SAME: spritesheet.lua
All existing .lua files are identical to the canonical Anchor framework. So the plan is straightforward:
- Copy
init.luaandtimer.luafromAnchor/framework/anchor/(the two missing ones) - Archive all
.yuefiles (bothanchor/*.yueandmain.yue) toreference/yue/ - Convert
main.yuetomain.lua - Delete the
.yuefiles from the working directories
The main.yue is just require 'anchor' — trivial conversion. Let me do it all.
Bash (mkdir -p E:/a327ex/orblike/reference/yue/anchor)
Bash (cp E:/a327ex/Anchor/framework/anchor/init.lua E:/a327ex/orblike/anchor/init.lua ...)
Write (E:/a327ex/orblike/main.lua)
File created successfully at: E:/a327ex/orblike/main.lua
Bash (rm E:/a327ex/orblike/main.yue && rm E:/a327ex/orblike/anchor/*.yue)
Let me verify the final state.
Bash (echo "=== orblike root ===" && ls E:/a327ex/orblike/ && echo "" && echo "=== orb...)
=== orblike root ===
anchor/
anchor.exe*
assets/
main.lua
orbs/
reference/
run.bat
=== orblike/anchor/ ===
animation.lua
array.lua
camera.lua
class.lua
collider.lua
color.lua
font.lua
image.lua
init.lua
layer.lua
math.lua
object.lua
random.lua
shake.lua
spring.lua
spritesheet.lua
timer.lua
=== reference/yue/ ===
anchor/
... [19 more lines]
Done. Here's what was done:
orblike/anchor/— now all 17.luafiles, matching the canonicalAnchor/framework/anchor/exactly. Copiedinit.luaandtimer.luawhich were missing; the other 15.luafiles were already identical to the framework.orblike/main.yue→orblike/main.lua— converted (it was justrequire 'anchor')- All
.yuefiles archived toorblike/reference/yue/(16 framework files + main.yue) - No
.yuefiles remain in the working directories
The orblike project is now fully Lua. Ready to start working on it whenever you are.
Make sure to always refer to it as Orblike (capital O). Update any documents that will help you do this consistently.
Read (E:/a327ex/.claude/CLAUDE.md)
1→# CLAUDE.md
2→
3→Guidelines for Claude Code instances working in this repository.
4→
5→---
6→
7→## Communication Style
8→
9→Be thorough. Write as much as the subject warrants — explain reasoning, include relevant context, surface adjacent considerations. Stay roughly on topic, but don't truncate for brevity's sake.
10→
11→Critique freely. Ideas, code, plans, artifacts — evaluate them honestly. Avoid sycophancy. Focus on what seems true rather than what's convenient or what you think I'd like to hear. I crave honest appraisal, including when it's uncomfortable.
12→
13→Embrace contradiction. Truth often contains multiple seemingly opposite ideas. Don't censor yourself to avoid inconsistency — multiple perspectives can be correct simultaneously. Present the tension rather than forcing artificial resolution.
14→
15→Express uncertainty. "I'm guessing," "I'm uncertain," "I might be wrong" — these are information, not weakness. False confidence is worse than acknowledged uncertainty.
16→
17→---
18→
19→## Working Style
20→
21→### When to Ask
22→
23→Use the `AskUserQuestion` tool liberally. The developer prefers being asked over having Claude guess wrong.
24→
25→**Ask first:**
26→- Architecture decisions
27→- API design choices
28→- Design decisions (gameplay feel, mechanics, UI)
29→- Anything that could be done multiple valid ways
30→- When uncertain about intent or priorities
... [122 more lines]
Read (C:/Users/adn/.claude/projects/E--a327ex/memory/MEMORY.md)
1→# Memory
2→
3→## Code Style - Emoji Ball Battles (Lua)
4→
5→### Operator spacing convention
6→- `*` and `/`: no spaces (e.g., `a*b`, `x/y`)
7→- `+` and `-`: spaces (e.g., `a + b`, `x - y`)
8→
9→Example:
10→```lua
11→result = a*b + c/d - e
12→velocity = speed*math.cos(angle) + offset
13→```
14→
15→## Emoji Ball Battles - Conversion History
16→
17→- Converted from YueScript to Lua (2026-02-24)
18→- Archived `.yue` files in `emoji-ball-battles/reference/yue/`
19→- Framework files in `emoji-ball-battles/anchor/` copied from `Anchor/framework/anchor/`
20→
I see "orblike" (lowercase) in CLAUDE.md in two places. Let me update both files.
Edit (E:/a327ex/.claude/CLAUDE.md)
The file E:/a327ex/.claude/CLAUDE.md has been updated successfully.
Edit (E:/a327ex/.claude/CLAUDE.md)
The file E:/a327ex/.claude/CLAUDE.md has been updated successfully.
Edit (C:/Users/adn/.claude/projects/E--a327ex/memory/MEMORY.md)
The file C:/Users/adn/.claude/projects/E--a327ex/memory/MEMORY.md has been updated successfully.
Updated both files:
- CLAUDE.md — changed "orblike" to "Orblike" in the projects list and the build/run section
- MEMORY.md — added Orblike conversion history and a naming convention note to remind future sessions to always capitalize it
Is there a runnable main.lua file yet?
Not really — it's just a stub right now:
require 'anchor'
-- Game initialization here
That was carried over from the main.yue which was equally empty. There's no game initialization, no anchor_init call, no update logic — nothing runnable yet.
Make it runnable them, just the basics, SNKRX style with the gray background and drop shadow. Draw a single blue rounded rectangle in the center.
Let me read the framework API and emoji-ball-battles' main.lua to understand the patterns.
Read (E:/a327ex/emoji-ball-battles/main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→-- Game dimensions
4→gw, gh = an.width, an.height
5→
6→
7→-- Twitter emoji color palette
8→white = color(255, 255, 255)
9→black = color(0, 0, 0)
10→gray = color(128, 128, 128)
11→bg_color = color(48, 49, 50)
12→fg = color(231, 232, 233)
13→fg_dark = color(201, 202, 203)
14→yellow = color(253, 205, 86)
15→star_yellow = color(255, 172, 51)
16→orange = color(244, 146, 0)
17→blue = color(83, 175, 239)
18→green = color(122, 179, 87)
19→red = color(223, 37, 64)
20→purple = color(172, 144, 216)
21→brown = color(193, 105, 79)
22→bowstring = color(217, 158, 130)
23→debug_draw_enabled = false
24→wall_color = fg:clone():mix(yellow, 0.1)
25→
26→-- Sky colors (subtle blue gradient)
27→sky_top = color(135, 206, 235) -- light sky blue
28→sky_bottom = color(231, 232, 233) -- same as fg (off-white)
29→
30→-- Camera (must be created before layers, which default to an.camera)
... [50 more lines]
Read (E:/a327ex/emoji-ball-battles/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 let me check what drawing functions are available — I need rounded rectangle specifically. Let me look at the full framework API for that.
Grep (rounded|round_rect)
E:\a327ex\Anchor\docs\ENGINE_API.md:152:### layer_rounded_rectangle
E:\a327ex\Anchor\docs\ENGINE_API.md:154:`layer_rounded_rectangle(layer, x, y, w, h, radius, color)`
E:\a327ex\Anchor\docs\ENGINE_API.md:156:Draws a filled rectangle with rounded corners.
E:\a327ex\Anchor\docs\ENGINE_API.md:159:layer_rounded_rectangle(layer, 100, 100, 80, 40, 8, rgba(100, 200, 100))
E:\a327ex\Anchor\docs\ENGINE_API.md:162:### layer_rounded_rectangle_line
E:\a327ex\Anchor\docs\ENGINE_API.md:164:`layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)`
E:\a327ex\Anchor\docs\ENGINE_API.md:166:Draws a rounded rectangle outline.
E:\a327ex\Anchor\docs\ENGINE_API.md:169:layer_rounded_rectangle_line(layer, 100, 100, 80, 40, 8, rgba(100, 200, 100), 2)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:22:layer_rounded_rectangle(layer, x, y, w, h, radius, color)
E:\a327ex\Anchor\docs\ENGINE_API_QUICK.md:23:layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)
Grep (rounded|round_rect)
E:\a327ex\emoji-ball-battles\main.lua:2694: ui:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, self.bg_color)
E:\a327ex\emoji-ball-battles\main.lua:2695: ui:rounded_rectangle(-self.w/2, -self.h/2, fill_w, self.h, 3, self.flashing and white() or self.fill_color)
E:\a327ex\emoji-ball-battles\main.lua:2744: ui:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.bg_color())
E:\a327ex\emoji-ball-battles\main.lua:2745: ui:rounded_rectangle(-self.w/2, -self.h/2, self.w*self.progress, self.h, 2, self.fill_color())
E:\a327ex\emoji-ball-battles\main.lua:3560: effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, math.min(self.w, self.h)/2, white())
E:\a327ex\emoji-ball-battles\main.lua:3562: effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, math.min(self.w, self.h)/2, self.color())
E:\a327ex\emoji-ball-battles\main.lua:3906: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, self.h/2, self.flashing and white() or yellow())
E:\a327ex\emoji-ball-battles\main.lua:3915: game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, self.h/2, self.flashing and white() or self.spiral_color())
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\main.lua:461: self.grounded_time = game.time
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\main.lua:570: if nx == 0 and ny <= (-1 + 1e-6) and game.time - self.grounded_time > 0.1 then
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\main.lua:571: self.grounded_time = game.time
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:330: self.grounded_time = lun.time
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:429: if nx == 0 and ny <= (-1 + 1e-6) and lun.time - self.grounded_time > 0.1 then
E:\a327ex\emoji-ball-battles\reference\super emoji box\main.lua:430: self.grounded_time = lun.time
E:\a327ex\emoji-ball-battles\anchor\layer.lua:228: Queues a filled rounded rectangle at (x, y).
E:\a327ex\emoji-ball-battles\anchor\layer.lua:231: layer:rounded_rectangle(100, 100, 50, 30, 8, rgba(255, 0, 0, 255))
E:\a327ex\emoji-ball-battles\anchor\layer.lua:239:function layer:rounded_rectangle(x, y, w, h, radius, color)
E:\a327ex\emoji-ball-battles\anchor\layer.lua:240: layer_rounded_rectangle(self.handle, x, y, w, h, radius, color)
E:\a327ex\emoji-ball-battles\anchor\layer.lua:244: Queues a rounded rectangle outline at (x, y).
E:\a327ex\emoji-ball-battles\anchor\layer.lua:247: layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255))
E:\a327ex\emoji-ball-battles\anchor\layer.lua:248: layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255), 2) -- 2px line
E:\a327ex\emoji-ball-battles\anchor\layer.lua:257:function layer:rounded_rectangle_line(x, y, w, h, radius, color, line_width)
E:\a327ex\emoji-ball-battles\anchor\layer.lua:258: layer_rounded_rectangle_line(self.handle, x, y, w, h, radius, color, line_width or 1)
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\gfx.lua:170:-- If rx, ry are passed in, then the rectangle will have rounded corners with radius of that size.
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\gfx.lua:182:-- If rx, ry are passed in, then the rectangle will have rounded corners with radius of that size.
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\gfx.lua:263:-- Draws a rounded polygon with the given points and with corners of radius rs.
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\gfx.lua:264:function gfx.rounded_polygon(vertices, rs, color, line_width)
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\gfx.lua:307:-- Draws a series of connected lines with rounded corners of radius rs with the given points.
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\gfx.lua:308:function gfx.rounded_polyline(vertices, color, line_width)
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\engine\gfx.lua:317: gfx.rounded_line(x1, y1, x2, y2, color, line_width)
... [65 more lines]
Good — layer:rounded_rectangle(x, y, w, h, radius, color) is the API. Now let me look at how emoji-ball-battles handles the SNKRX-style draw loop with shadow and background to understand the pattern.
Grep (function update|shadow|bg_color|clear_color|an:action|an:late_action)
11:bg_color = color(48, 49, 50)
54:shadow = an:layer('shadow')
64:an:shader('shadow', 'assets/shadow.frag')
294: shadow:clear()
295: shadow:draw_from(back, an.shaders.shadow)
296: shadow:draw_from(game, an.shaders.shadow)
297: shadow:draw_from(front, an.shaders.shadow)
298: shadow:draw_from(weapons, an.shaders.shadow)
299: shadow:draw_from(effects, an.shaders.shadow)
320: shadow:draw(4, 4)
2680: self.bg_color = args.bg_color or black()
2694: ui:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, self.bg_color)
2717: self.bg_color = args.bg_color or color(0, 0, 0, 160)
2744: ui:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.bg_color())
Let me read the draw loop section more fully.
Read (E:/a327ex/emoji-ball-battles/main.lua)
270→
271→-- Render and composite layers
272→draw = function()
273→ bg:render()
274→ back:render()
275→ game:render()
276→ front:render()
277→ cover:render()
278→ weapons:render()
279→ outline_only:render()
280→ effects:render()
281→ recolor_blue:render()
282→ recolor_yellow:render()
283→ ui:render()
284→ debug_draw:render()
285→
286→ -- Recolor blue sprites and composite into effects
287→ shader_set_vec4_immediate(an.shaders.recolor, "u_target_color", 0.231, 0.533, 0.765, 1)
288→ effects:draw_from(recolor_blue, an.shaders.recolor)
289→
290→ -- Recolor yellow sprites and composite into effects (using red)
291→ shader_set_vec4_immediate(an.shaders.recolor, "u_target_color", 223/255, 37/255, 64/255, 1)
292→ effects:draw_from(recolor_yellow, an.shaders.recolor)
293→
294→ shadow:clear()
295→ shadow:draw_from(back, an.shaders.shadow)
296→ shadow:draw_from(game, an.shaders.shadow)
297→ shadow:draw_from(front, an.shaders.shadow)
298→ shadow:draw_from(weapons, an.shaders.shadow)
299→ shadow:draw_from(effects, an.shaders.shadow)
... [50 more lines]
Bash (ls E:/a327ex/orblike/assets/)
Let me find and read the SNKRX reference.
Glob (orblike/reference/SNKRX/*/.lua)
E:\a327ex\orblike\reference\SNKRX\arena.lua
E:\a327ex\orblike\reference\SNKRX\buy_screen.lua
E:\a327ex\orblike\reference\SNKRX\conf.lua
E:\a327ex\orblike\reference\SNKRX\enemies.lua
E:\a327ex\orblike\reference\SNKRX\engine\datastructures\graph.lua
E:\a327ex\orblike\reference\SNKRX\engine\datastructures\grid.lua
E:\a327ex\orblike\reference\SNKRX\engine\datastructures\string.lua
E:\a327ex\orblike\reference\SNKRX\engine\datastructures\table.lua
E:\a327ex\orblike\reference\SNKRX\engine\external\binser.lua
E:\a327ex\orblike\reference\SNKRX\engine\external\clipper.lua
E:\a327ex\orblike\reference\SNKRX\engine\external\init.lua
E:\a327ex\orblike\reference\SNKRX\engine\external\mlib.lua
E:\a327ex\orblike\reference\SNKRX\engine\external\ripple.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\flashes.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\gameobject.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\group.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\hitfx.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\input.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\object.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\parent.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\physics.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\springs.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\state.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\steering.lua
E:\a327ex\orblike\reference\SNKRX\engine\game\trigger.lua
E:\a327ex\orblike\reference\SNKRX\engine\graphics\animation.lua
E:\a327ex\orblike\reference\SNKRX\engine\graphics\camera.lua
E:\a327ex\orblike\reference\SNKRX\engine\graphics\canvas.lua
E:\a327ex\orblike\reference\SNKRX\engine\graphics\color.lua
E:\a327ex\orblike\reference\SNKRX\engine\graphics\font.lua
... [26 more lines]
Read (E:/a327ex/orblike/reference/SNKRX/arena.lua)
<persisted-output>
Output too large (69.8KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\bddbcd9c-147d-44ca-8c4e-9553a4aa5b2c\tool-results\toolu_01WcLzyhpFvRhvspb9GqBs3n.txt
Preview (first 2KB):
1→Arena = Object:extend()
2→Arena:implement(State)
3→Arena:implement(GameObject)
4→function Arena:init(name)
5→ self:init_state(name)
6→ self:init_game_object()
7→end
8→
9→
10→function Arena:on_enter(from, level, loop, units, passives, shop_level, shop_xp, lock)
11→ self.hfx:add('condition1', 1)
12→ self.hfx:add('condition2', 1)
13→ self.level = level or 1
14→ self.loop = loop or 0
15→ self.units = units
16→ self.passives = passives
17→ self.shop_level = shop_level or 1
18→ self.shop_xp = shop_xp or 0
19→ self.lock = lock
20→
21→ self.starting_units = table.copy(units)
22→
23→ if not state.mouse_control then
24→ input:set_mouse_visible(false)
25→ end
26→
... [22 more lines]
Read (E:/a327ex/orblike/reference/SNKRX/main.lua)
File content (45848 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.
Read (E:/a327ex/orblike/reference/SNKRX/main.lua)
1→require 'engine'
2→require 'shared'
3→require 'arena'
4→require 'mainmenu'
5→require 'buy_screen'
6→require 'objects'
7→require 'player'
8→require 'enemies'
9→require 'media'
10→
11→
12→function init()
13→ shared_init()
14→
15→ input:bind('move_left', {'a', 'left', 'dpleft', 'm1'})
16→ input:bind('move_right', {'d', 'e', 's', 'right', 'dpright', 'm2'})
17→ input:bind('enter', {'space', 'return', 'fleft', 'fdown', 'fright'})
18→
19→ local s = {tags = {sfx}}
20→ artificer1 = Sound('458586__inspectorj__ui-mechanical-notification-01-fx.ogg', s)
21→ explosion1 = Sound('Explosion Grenade_04.ogg', s)
22→ mine1 = Sound('Weapon Swap 2.ogg', s)
23→ level_up1 = Sound('Buff 4.ogg', s)
24→ unlock1 = Sound('Unlock 3.ogg', s)
25→ gambler1 = Sound('Collect 5.ogg', s)
26→ usurer1 = Sound('Shadow Punch 2.ogg', s)
27→ orb1 = Sound('Collect 2.ogg', s)
28→ gold1 = Sound('Collect 5.ogg', s)
29→ gold2 = Sound('Coins - Gears - Slot.ogg', s)
30→ psychic1 = Sound('Magical Impact 13.ogg', s)
... [70 more lines]
Let me look at the SNKRX shared.lua for the visual setup — that's where the draw loop and colors are defined.
Read (E:/a327ex/orblike/reference/SNKRX/shared.lua)
1→-- Shared functions and classes for projects using JUGGLRX's visual style.
2→function shared_init()
3→ local colors = {
4→ white = ColorRamp(Color(1, 1, 1, 1), 0.025),
5→ black = ColorRamp(Color(0, 0, 0, 1), 0.025),
6→ bg = ColorRamp(Color'#303030', 0.025),
7→ fg = ColorRamp(Color'#dadada', 0.025),
8→ fg_alt = ColorRamp(Color'#b0a89f', 0.025),
9→ yellow = ColorRamp(Color'#facf00', 0.025),
10→ orange = ColorRamp(Color'#f07021', 0.025),
11→ blue = ColorRamp(Color'#019bd6', 0.025),
12→ green = ColorRamp(Color'#8bbf40', 0.025),
13→ red = ColorRamp(Color'#e91d39', 0.025),
14→ purple = ColorRamp(Color'#8e559e', 0.025),
15→ blue2 = ColorRamp(Color'#4778ba', 0.025),
16→ yellow2 = ColorRamp(Color'#f59f10', 0.025),
17→ }
18→ for name, color in pairs(colors) do
19→ _G[name] = color
20→ _G[name .. '_transparent'] = Color(color[0].r, color[0].g, color[0].b, 0.5)
21→ _G[name .. '_transparent_weak'] = Color(color[0].r, color[0].g, color[0].b, 0.25)
22→ end
23→ modal_transparent = Color(0.1, 0.1, 0.1, 0.6)
24→ modal_transparent_2 = Color(0.1, 0.1, 0.1, 0.9)
25→
26→ bg_off = Color(46, 46, 46)
27→ bg_gradient = GradientImage('vertical', Color(128, 128, 128, 0), Color(0, 0, 0, 0.3))
28→
29→ graphics.set_background_color(bg[0])
30→ graphics.set_color(fg[0])
... [849 more lines]
Let me check for a visual reference markdown file.
Glob (orblike/reference/*.md)
E:\a327ex\orblike\reference\SNKRX_visual_effects_catalog.md
E:\a327ex\orblike\reference\snkrx_style_effects.md
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.
Now I have a thorough understanding of the SNKRX visual style. Let me also check the shadow shader to see if Orblike has one, and look at the layer API for draw_from.
Bash (ls E:/a327ex/emoji-ball-battles/assets/*.frag 2>/dev/null)
E:/a327ex/emoji-ball-battles/assets/outline.frag
E:/a327ex/emoji-ball-battles/assets/outline_only.frag
E:/a327ex/emoji-ball-battles/assets/recolor.frag
E:/a327ex/emoji-ball-battles/assets/shadow.frag
The orblike/assets/ directory is empty. I'll need the shadow shader. Let me read it.
Read (E:/a327ex/emoji-ball-battles/assets/shadow.frag)
1→// Shadow shader - creates a dark, semi-transparent silhouette
2→// Draw this layer at an offset to create drop shadow effect
3→
4→in vec2 TexCoord;
5→out vec4 FragColor;
6→uniform sampler2D u_texture;
7→
8→void main() {
9→ float a = texture(u_texture, TexCoord).a;
10→ FragColor = vec4(0.5, 0.5, 0.5, a * 0.5);
11→}
12→
Now let me also check how the init.lua framework sets the background color — I need to understand set_clear_color or similar.
Grep (clear_color|background_color|set_clear)
No matches found
Grep (clear_color|set_clear)
No matches found
Grep (bg_color|background|clear)
35:layer_clear(layer)
The background color in emoji-ball-battles is handled by drawing a full-screen rectangle on the bg layer. Let me verify how that's done.
Grep (bg:rectangle|bg_color())
586: bg:rectangle_gradient_v(0, 0, gw, gh, sky_top(), sky_bottom())
2744: ui:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.bg_color())
Read (E:/a327ex/emoji-ball-battles/main.lua)
580→ Also cap linear speed at @max_ball_speed and angular velocity at ball.max_angular_velocity.
581→
582→ Speed is capped at @max_ball_speed to prevent things from getting too chaotic.
583→]]
584→function arena:early_update(dt)
585→ -- Background gradient (drawn early so clouds appear on top)
586→ bg:rectangle_gradient_v(0, 0, gw, gh, sky_top(), sky_bottom())
587→
588→ -- Pause system: press space or click to start
589→ -- Music
590→ if an:key_is_pressed('m') then
591→ an:music_play('bgm')
592→ end
593→ if an:key_is_pressed('n') then
594→ an:music_play('enbudai')
595→ end
596→
597→ if an:key_is_pressed('p') then
598→ if an.time_scale == 0 then
599→ an.time_scale = 1
600→ else
601→ an.time_scale = 0
602→ end
603→ end
604→ if an:key_is_pressed('r') then
Good. Now I have everything I need. Let me write the main.lua. Here's what I'm going to create:
- 480x270 resolution (SNKRX standard), scale 3
- SNKRX gray background (
#303030) - A
bglayer,gamelayer, andshadowlayer - Shadow shader (copied from emoji-ball-battles)
- Draw a blue rounded rectangle in the center
- Drop shadow offset by ~2px
Let me first create the assets directory and shadow shader, then write the main.lua.
Bash (mkdir -p E:/a327ex/orblike/assets)
Write (E:/a327ex/orblike/assets/shadow.frag)
File created successfully at: E:/a327ex/orblike/assets/shadow.frag
Now here's the main.lua I'd write. Does this look right?
require('anchor')({ width = 480, height = 270, scale = 3 })
gw, gh = an.width, an.height
-- SNKRX palette
bg_color = color(48, 48, 48)
fg_color = color(218, 218, 218)
blue = color(1, 155, 214)
-- Camera
an:add(camera(gw, gh))
-- Layers
bg = an:layer('bg')
game = an:layer('game')
shadow = an:layer('shadow')
-- Shaders
an:shader('shadow', 'assets/shadow.frag')
-- Render and composite layers
draw = function()
bg:render()
game:render()
shadow:clear()
shadow:draw_from(game, an.shaders.shadow)
bg:draw()
shadow:draw(2, 2)
game:draw()
end
-- Draw background + centered blue rounded rectangle
an:action(function()
bg:rectangle(0, 0, gw, gh, bg_color())
game:push(gw/2, gh/2)
game:rounded_rectangle(-13, -13, 26, 26, 4, blue())
game:pop()
end)
Key details:
bg_coloris#303030(48, 48, 48) — the SNKRX dark grayblueis#019bd6— SNKRX's blue- 26x26 rounded rectangle with 4px corner radius, centered
- Shadow drawn at (2, 2) offset — similar to SNKRX's 1.5x scale offset
Read (E:/a327ex/orblike/main.lua)
1→require 'anchor'
2→
3→-- Game initialization here
4→
Write (E:/a327ex/orblike/main.lua)
The file E:/a327ex/orblike/main.lua has been updated successfully.
Done. You should be able to run it with cd E:/a327ex/orblike && ./run.bat. You'll get:
- Dark gray background (#303030)
- A 26x26 blue rounded rectangle centered on screen
- Drop shadow offset 2px down and right, using the same shadow shader as emoji-ball-battles
Draw a rectangle for each color available in the normal SNKRX theme, draw all them centered horizontally.
Read (E:/a327ex/orblike/main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→fg_color = color(218, 218, 218)
8→blue = color(1, 155, 214)
9→
10→-- Camera
11→an:add(camera(gw, gh))
12→
13→-- Layers
14→bg = an:layer('bg')
15→game = an:layer('game')
16→shadow = an:layer('shadow')
17→
18→-- Shaders
19→an:shader('shadow', 'assets/shadow.frag')
20→
21→-- Render and composite layers
22→draw = function()
23→ bg:render()
24→ game:render()
25→
26→ shadow:clear()
27→ shadow:draw_from(game, an.shaders.shadow)
28→
29→ bg:draw()
30→ shadow:draw(2, 2)
... [11 more lines]
From the SNKRX palette there are 10 colors (excluding bg): fg, yellow, orange, blue, green, red, purple, blue2, yellow2, and fg_alt. That's 10 rectangles. With 26px wide rects and some spacing, centered on a 480px wide screen — here's the code:
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.
That draws all 10 SNKRX colors (fg, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2) as 26x26 rounded rectangles in a centered horizontal row with 6px gaps between them. Give it a run.
Change my NeoVim config to start in E:/a327ex instead of E:/a327ex/Anchor
Task (Find NeoVim config directory)
[
{
"type": "text",
"text": "## Results\n\nI found the user's NeoVim configuration file. Here are the relevant details:\n\n**Main Configuration File:**\n- **Path:** `/c/Users/adn/AppData/Local/nvim/init.lua`\n\n**References to \"E:/a327ex/Anchor\":**\n\n1. **Line 2** - Starting directory setting:\n ```lua\n vim.api.nvim_set_current_dir(\"E:/a327ex/Anchor\")\n ```\n This sets the working directory to the Anchor engine folder when NeoVim starts.\n\n2. **Line 209** - Keymap for website deployment:\n ```lua\n vim.cmd(\"cd E:/a327ex/Anchor\")\n ```\n This is part of a `<leader>t` keymap (leader is `,`) that:\n - Changes directory to `E:/a327ex/Anchor`\n - Commits all changes with an empty message\n - Pushes the `website` subtree to the `blot` remote's `master` branch\n - Returns to the previous working directory\n - Prints \"Website pushed!\"\n\nThe configuration also includes the lazy-lock.json file at the same location (`/c/Users/adn/AppData/Local/nvim/lazy-lock.json`), which tracks plugin versions."
},
{
"type": "text",
"text": "agentId: af528531a3be76cbc (for resuming to continue this agent's work if needed)\n<usage>total_tokens: 18418\ntool_uses: 9\nduration_ms: 47324</usage>"
}
]
Read (C:/Users/adn/AppData/Local/nvim/init.lua)
1→-- Start in Anchor folder
2→vim.api.nvim_set_current_dir("E:/a327ex/Anchor")
3→
4→-- Neovide settings
5→if vim.g.neovide then
Edit (C:/Users/adn/AppData/Local/nvim/init.lua)
The file C:/Users/adn/AppData/Local/nvim/init.lua has been updated successfully.
Done. Changed the startup directory on line 2. There's also a cd E:/a327ex/Anchor on line 209 in the <leader>t website push keymap, but that one temporarily changes to Anchor for the git subtree push and returns after — so that should stay as-is.
Check the shadow shader in all SNKRX-style projects in the reference/ folder (not the black background ones) to see what they're like.
Grep (shadow)
No files found
Glob (orblike/reference/*/.frag)
No files found
No .frag files in the reference folder. The SNKRX references use LÖVE2D, so shaders would be inline or in .lua files.
Grep (shadow.shader|shadow_shader|shadow.frag|FragColor.*shadow)
Found 13 files
E:\a327ex\orblike\reference\yue\anchor\layer.yue
E:\a327ex\orblike\reference\yue\anchor\init.yue
E:\a327ex\orblike\reference\snkrx_style_effects.md
E:\a327ex\orblike\reference\004\lua\anchor\init.lua
E:\a327ex\orblike\reference\SNKRX_visual_effects_catalog.md
E:\a327ex\orblike\reference\112020\main.lua
E:\a327ex\orblike\reference\BUILDRX2\main.lua
E:\a327ex\orblike\reference\112020\main.moon
E:\a327ex\orblike\reference\004\anchor\init.yue
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua
E:\a327ex\orblike\reference\SNKRX\shared.lua
E:\a327ex\orblike\reference\BUILDRX2\main.moon
E:\a327ex\orblike\reference\112020\engine\main.lua
Let me check the actual SNKRX-style projects. SNKRX itself is the canonical one, plus 112020 and BUILDRX2 look like they use the same style.
Grep (shadow_shader|shadow.*Shader)
E:\a327ex\orblike\reference\SNKRX\shared.lua:47: shadow_shader = Shader(nil, 'shadow.frag')
E:\a327ex\orblike\reference\SNKRX\shared.lua:87: shadow_shader:set()
E:\a327ex\orblike\reference\SNKRX\shared.lua:89: shadow_shader:unset()
Grep (shadow_shader|shadow.*Shader)
E:\a327ex\orblike\reference\112020\main.moon:46: shadow_shader = Shader nil, 'shadow.frag'
E:\a327ex\orblike\reference\112020\main.moon:82: shadow_shader\set!
E:\a327ex\orblike\reference\112020\main.moon:84: shadow_shader\unset!
E:\a327ex\orblike\reference\112020\main.lua:66: shadow_shader = Shader(nil, 'shadow.frag')
E:\a327ex\orblike\reference\112020\main.lua:153: shadow_shader:set()
E:\a327ex\orblike\reference\112020\main.lua:155: return shadow_shader:unset()
E:\a327ex\orblike\reference\112020\engine\main.lua:31: shadow_shader = Shader(nil, 'shadow.frag')
E:\a327ex\orblike\reference\112020\engine\main.lua:71: shadow_shader:set()
E:\a327ex\orblike\reference\112020\engine\main.lua:73: shadow_shader:unset()
Grep (shadow_shader|shadow.*Shader)
E:\a327ex\orblike\reference\BUILDRX2\main.moon:51: shadow_shader = Shader nil, 'shadow.frag'
E:\a327ex\orblike\reference\BUILDRX2\main.moon:164: shadow_shader\set!
E:\a327ex\orblike\reference\BUILDRX2\main.moon:166: shadow_shader\unset!
E:\a327ex\orblike\reference\BUILDRX2\main.lua:141: shadow_shader = Shader(nil, 'shadow.frag')
E:\a327ex\orblike\reference\BUILDRX2\main.lua:270: shadow_shader:set()
E:\a327ex\orblike\reference\BUILDRX2\main.lua:272: return shadow_shader:unset()
They all reference shadow.frag as an external file. Let me check if those .frag files exist somewhere in the reference folders, or if the shader code is embedded elsewhere.
Glob (orblike/reference/SNKRX/*/shadow)
No files found
Glob (orblike/reference/BUILDRX2/*/shadow)
No files found
The .frag files weren't included in the reference copies. Let me check if the shader code is defined inline anywhere, or if there's a Shader constructor that takes the code directly.
Grep (shadow.frag|shadow.glsl|shadow.pixel|vec4.0.\d.0.\d.0.\d.*alpha)
E:\a327ex\orblike\reference\SNKRX\shared.lua:47: shadow_shader = Shader(nil, 'shadow.frag')
Grep (shadow.frag|shadow.glsl|shadow.pixel|vec4.0.\d.0.\d.0.\d.*alpha)
E:\a327ex\orblike\reference\112020\main.moon:46: shadow_shader = Shader nil, 'shadow.frag'
E:\a327ex\orblike\reference\112020\main.lua:66: shadow_shader = Shader(nil, 'shadow.frag')
E:\a327ex\orblike\reference\112020\engine\main.lua:31: shadow_shader = Shader(nil, 'shadow.frag')
Let me check the 004 and 001-No-title references too — those might have the shader inline or use a different approach.
Grep (shadow)
E:\a327ex\orblike\reference\004\bin\changes.txt:190: * Added shadow sampler support for Canvases.
E:\a327ex\orblike\reference\004\anchor\init.yue:104: ['shadow']: love.graphics.newShader('assets/shadow.frag')
E:\a327ex\orblike\reference\004\anchor\init.yue:185: main.colors.shadow = color(0.1, 0.1, 0.1, 0.4)
E:\a327ex\orblike\reference\004\anchor\init.yue:195: if layer.name != 'shadow'
E:\a327ex\orblike\reference\004\anchor\init.yue:198: if graphics.layers.shadow
E:\a327ex\orblike\reference\004\anchor\init.yue:199: graphics.draw_to_canvas graphics.layers.shadow.canvas, (->
E:\a327ex\orblike\reference\004\anchor\init.yue:201: if layer.shadow
E:\a327ex\orblike\reference\004\anchor\init.yue:202: graphics.draw_canvas layer.canvas, 0, 0, 0, 1, 1, main.colors.white[0], main.shaders.shadow, true
E:\a327ex\orblike\reference\004\anchor\init.yue:210: if layer.name == 'shadow'
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:174: ['shadow'] = love.graphics.newShader('assets/shadow.frag') -- 104
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:258: main.colors.shadow = color(0.1, 0.1, 0.1, 0.4) -- 185
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:271: if layer.name ~= 'shadow' then -- 195
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:277: if graphics.layers.shadow then -- 198
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:278: graphics.draw_to_canvas(graphics.layers.shadow.canvas, (function() -- 199
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:282: if layer.shadow then -- 201
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:283: graphics.draw_canvas(layer.canvas, 0, 0, 0, 1, 1, main.colors.white[0], main.shaders.shadow, true) -- 202
E:\a327ex\orblike\reference\004\lua\anchor\init.lua:300: if layer.name == 'shadow' then -- 210
Grep (shadow)
E:\a327ex\orblike\reference\001-No-title\todo.md:129:* Changed visuals to use drop shadows and background to not be completely dark, it just looks better
E:\a327ex\orblike\reference\001-No-title\main.lua:16: {'shadow', {ox = 2, oy = 2}},
E:\a327ex\orblike\reference\001-No-title\main.lua:17: {'game', {shadow = true}},
E:\a327ex\orblike\reference\001-No-title\main.lua:18: {'effects', {shadow = true}},
E:\a327ex\orblike\reference\001-No-title\main.lua:19: {'ui', {shadow = true}}
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:112: ['shadow'] = love.graphics.newShader('assets/shadow.frag')
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:184: colors.shadow = color(0.1, 0.1, 0.1, 0.4)
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:196: if layer.name ~= 'shadow' then
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:201: if graphics.layers.shadow then
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:202: graphics.draw_to_canvas(graphics.layers.shadow.canvas, function()
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:204: if layer.shadow then
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:205: graphics.draw_canvas(layer.canvas, 0, 0, 0, 1, 1, colors.white[0], an.shaders.shadow, true)
E:\a327ex\orblike\reference\001-No-title\anchor\anchor.lua:218: if layer.name == 'shadow' then
E:\a327ex\orblike\reference\001-No-title\bin\changes.txt:190: * Added shadow sampler support for Canvases.
Now let me check the actual shader files in 001-No-title and 004.
Glob (orblike/reference/001-No-title/**/shadow.frag)
No files found
Glob (orblike/reference/004/**/shadow.frag)
No files found
Glob (orblike/reference/239A5/**/shadow)
No files found
The .frag files weren't copied into any of the reference folders. But there's useful info from the code itself. Let me also check the 008 - Antitower reference since it's marked as a success.
Grep (shadow)
E:\a327ex\orblike\reference\008 - Antitower [success]\main.lua:11: shadow = object():layer() -- 15
E:\a327ex\orblike\reference\008 - Antitower [success]\main.yue:15: shadow = object!\layer!
E:\a327ex\orblike\reference\008 - Antitower [success]\tools\changes.txt:226: * Added shadow sampler support for Canvases.
Read (E:/a327ex/orblike/reference/008 - Antitower [success]/main.lua)
1→-- [yue]: ..\main.yue
2→require('lun.object') -- 2
3→init = function() -- 4
4→ lun:lun_start('Antitower', 480, 270, 3, 3, 'bytepath', 'rough', true) -- 7
5→ lun:input_bind_all() -- 8
6→ back = object():layer() -- 10
7→ game = object():layer() -- 11
8→ effects = object():layer() -- 12
9→ front = object():layer() -- 13
10→ ui = object():layer() -- 14
11→ shadow = object():layer() -- 15
12→ lun:font('fusion_pixel', 'assets/fusion-pixel-8px-monospaced-latin.ttf', 8) -- 17
13→ lun:font('m6x11', 'assets/m6x11plus.ttf', 18) -- 18
14→ lun:font('fat_pixel', 'assets/FatPixelFont.ttf', 8) -- 19
15→ lun:shader('combine', nil, 'assets/combine.frag') -- 21
16→ lun.draw_layers = function(self) -- 23
17→ back:layer_draw_commands() -- 24
18→ game:layer_draw_commands() -- 25
19→ effects:layer_draw_commands() -- 26
20→ front:layer_draw_commands() -- 27
21→ ui:layer_draw_commands() -- 28
22→ self:layer_draw_to_canvas('main', (function() -- 30
23→ back:layer_draw() -- 31
24→ game:layer_draw() -- 32
25→ effects:layer_draw() -- 33
26→ front:layer_draw() -- 34
27→ return ui:layer_draw() -- 35
28→ end)) -- 30
29→ return self:layer_draw('main', 0, 0, 0, self.sx, self.sy) -- 37
30→ end -- 23
... [20 more lines]
Antitower uses a different engine (lun), no shadow shader — it has a shadow layer but doesn't seem to use it for drop shadows. Let me look at the 239A5 reference which is likely more recent.
Read (E:/a327ex/orblike/reference/239A5-P60B91D/main.yue)
1→require 'anchor'
2→global *
3→
4→--{{{ init
5→init = ->
6→ global *
7→ main\init {title: '239A5-P60B91D', theme: 'default', w: 640, h: 360, sx: 2.5, sy: 2.5}
8→ bg, game, fg, ui = layer!, layer!, layer!, layer!
9→
10→ main\input_bind 'left', {'key:left', 'key:a', 'button:dpleft', 'axis:leftx-'}
11→ main\input_bind 'right', {'key:right', 'key:d', 'button:dpright', 'axis:leftx+'}
12→ main\input_bind 'up', {'key:up', 'key:w', 'button:dpup', 'axis:lefty-'}
13→ main\input_bind 'down', {'key:down', 'key:s', 'button:dpdown', 'axis:lefty+'}
14→ main\input_bind 'action_1', {'key:space', 'mouse:1', 'key:z', 'button:a', 'button:b', 'button:rightshoulder', 'axis:triggerright'}
15→ main\input_bind 'action_2', {'key:escape', 'mouse:2', 'key:x', 'button:x', 'button:y', 'button:leftshoulder', 'axis:triggerleft'}
16→
17→ font = font 'assets/LanaPixel.ttf', 11, 'mono'
18→
19→ shaders = {}
20→ shaders.combine = love.graphics.newShader nil, 'assets/combine.frag'
21→
22→ frames = {}
23→ frames.hit1 = animation_frames 'assets/hit1.png', 96, 48
24→ frames.disappear1 = animation_frames 'assets/disappear1.png', 40, 40
25→
26→ images = {}
27→ images.heart = image 'assets/heart.png'
28→ images.crosshair_left_down = image 'assets/crosshair_left_down.png'
29→ images.crosshair_left_up = image 'assets/crosshair_left_up.png'
30→ images.crosshair_right_down = image 'assets/crosshair_right_down.png'
... [30 more lines]
That one uses a combine shader, not a shadow shader. Now let me look at the key info I already found. The most revealing line is from 001-No-title and 004:
Read (E:/a327ex/orblike/reference/001-No-title/anchor/anchor.lua)
180→ colors[color_name .. '_transparent'] = color(c[0].r, c[0].g, c[0].b, 0.5)
181→ colors[color_name .. '_transparent_weak'] = color(c[0].r, c[0].g, c[0].b, 0.25)
182→ end
183→ end
184→ colors.shadow = color(0.1, 0.1, 0.1, 0.4)
185→ colors.modal_transparent = color(0.1, 0.1, 0.1, 0.9)
186→ colors.modal_transparent_weak = color(0.1, 0.1, 0.1, 0.6)
187→ colors.bg_off = {}
188→ for i = 1, 4 do
189→ colors.bg_off[i] = color(colors.bg[0].r - (1 + i)/255, colors.bg[0].g - (1 + i)/255, colors.bg[0].b - (1 + i)/255, 1)
190→ end
191→ love.graphics.setBackgroundColor(unpack(colors.bg[0]:color_to_table()))
192→ love.graphics.setColor(unpack(colors.fg[0]:color_to_table()))
193→
194→ graphics.set_layers_draw_action(function()
195→ for _, layer in ipairs(graphics.layers) do
196→ if layer.name ~= 'shadow' then
197→ graphics.draw_to_canvas(layer.canvas, function() graphics.draw_layer(layer) end)
198→ end
199→ end
200→
201→ if graphics.layers.shadow then
202→ graphics.draw_to_canvas(graphics.layers.shadow.canvas, function()
203→ for _, layer in ipairs(graphics.layers) do
204→ if layer.shadow then
205→ graphics.draw_canvas(layer.canvas, 0, 0, 0, 1, 1, colors.white[0], an.shaders.shadow, true)
206→ end
207→ end
208→ end)
209→ end
... [15 more lines]
Here's the summary of what I found across all SNKRX-style reference projects:
Shadow shader: All references load it from an external shadow.frag file, but none of the reference folders include the actual .frag file. The shader code itself isn't available in any reference.
Shadow color used in code: The framework references (001-No-title, 004) define a shadow color as:
lua
colors.shadow = color(0.1, 0.1, 0.1, 0.4)
That's very dark (RGB 25, 25, 25) at 40% opacity.
Shadow offset: The 001-No-title framework draws the shadow layer at (layer.ox or 1.5) * sx, (layer.oy or 1.5) * sy — defaulting to 1.5 pixels scaled by the render scale. The game's layer config specifies {ox = 2, oy = 2} for the shadow layer.
SNKRX itself (shared.lua) draws the shadow canvas at x + 1.5*sx, y + 1.5*sy — 1.5 pixels times the scale factor.
So the pattern across all SNKRX-style projects is: a very dark shadow (around 0.1–0.15 RGB, 40–50% alpha) offset by 1.5–2 pixels. Your current shadow.frag with vec4(0.15, 0.15, 0.15, a * 0.5) is right in that range.
There's something different about how the shadow shader is being applied here compared to LÖVE. Maybe something about how alpha is being multiplied...
Good point. The difference is likely about premultiplied alpha. Let me check how Anchor handles blending vs how LÖVE does it.
Grep (blend|BlendFunc|premultipl|GL_ONE|SRC_ALPHA)
369: uint8_t blend_mode; // BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLY
433: uint8_t current_blend;
1612: layer->current_blend = BLEND_ALPHA;
1624: layer->current_blend = BLEND_ALPHA;
1742: cmd->blend_mode = layer->current_blend;
2013:// Set the current blend mode for subsequent commands
2014:static void layer_set_blend_mode(Layer* layer, uint8_t mode) {
2015: layer->current_blend = mode;
3568: // Disable blending (replace, don't blend)
3587: // Re-enable blending
4197:// Apply GL blend state based on blend mode
4198:// Uses glBlendFuncSeparate to handle RGB and alpha channels differently:
4199:// - RGB: standard blend (src * factor + dst * factor)
4202:static void apply_blend_mode(uint8_t mode) {
4207: glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, // RGB
4208: GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // Alpha
4213: glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, // RGB
4214: GL_ONE, GL_ONE); // Alpha
4224: uint8_t current_blend = BLEND_ALPHA; // Start with default
4225: apply_blend_mode(current_blend);
4279: apply_blend_mode(current_blend);
4284: // Check for blend mode change (draw commands only)
4285: if (cmd->blend_mode != current_blend && batch_vertex_count > 0) {
4287: current_blend = cmd->blend_mode;
4288: apply_blend_mode(current_blend);
4289: } else if (cmd->blend_mode != current_blend) {
4290: current_blend = cmd->blend_mode;
4291: apply_blend_mode(current_blend);
4403: // Reset to default blend mode for screen blit
4404: apply_blend_mode(BLEND_ALPHA);
... [23 more lines]
Let me look more closely at draw_from and how the shader layer compositing works.
Grep (draw_from|layer_draw_from)
5140- return 0;
5141-}
5142-
5143:// Immediate shader uniform setters (applied now, for use with layer_draw_from)
5144-static int l_shader_set_float_immediate(lua_State* L) {
5145- GLuint shader = (GLuint)luaL_checkinteger(L, 1);
5146- const char* name = luaL_checkstring(L, 2);
--
5307-
5308-// Draw source layer's texture to destination layer's FBO
5309-// Optional shader parameter - if 0/nil, uses passthrough
5310:static int l_layer_draw_from(lua_State* L) {
5311- if (headless_mode) return 0;
5312- Layer* dst = (Layer*)lua_touserdata(L, 1);
5313- Layer* src = (Layer*)lua_touserdata(L, 2);
--
8317- lua_register(L, "layer_reset_effects", l_layer_reset_effects);
8318- lua_register(L, "layer_clear", l_layer_clear);
8319- lua_register(L, "layer_render", l_layer_render);
8320: lua_register(L, "layer_draw_from", l_layer_draw_from);
8321- // --- Physics: World & Bodies ---
8322- lua_register(L, "physics_init", l_physics_init);
8323- lua_register(L, "physics_set_gravity", l_physics_set_gravity);
Read (E:/a327ex/Anchor/engine/src/anchor.c)
5308→// Draw source layer's texture to destination layer's FBO
5309→// Optional shader parameter - if 0/nil, uses passthrough
5310→static int l_layer_draw_from(lua_State* L) {
5311→ if (headless_mode) return 0;
5312→ Layer* dst = (Layer*)lua_touserdata(L, 1);
5313→ Layer* src = (Layer*)lua_touserdata(L, 2);
5314→ GLuint shader = (lua_gettop(L) >= 3 && !lua_isnil(L, 3)) ? (GLuint)luaL_checkinteger(L, 3) : 0;
5315→
5316→ // Bind destination layer's FBO
5317→ GLuint target_fbo = dst->textures_swapped ? dst->effect_fbo : dst->fbo;
5318→ glBindFramebuffer(GL_FRAMEBUFFER, target_fbo);
5319→ glViewport(0, 0, dst->width, dst->height);
5320→
5321→ // Enable alpha blending for accumulation
5322→ // Use glBlendFuncSeparate to preserve alpha correctly when drawing to FBOs
5323→ glEnable(GL_BLEND);
5324→ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, // RGB
5325→ GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // Alpha
5326→
5327→ // Use shader or passthrough
5328→ if (shader) {
5329→ glUseProgram(shader);
5330→ GLint tex_loc = glGetUniformLocation(shader, "u_texture");
5331→ if (tex_loc != -1) glUniform1i(tex_loc, 0);
5332→ } else {
5333→ glUseProgram(screen_shader);
5334→ GLint offset_loc = glGetUniformLocation(screen_shader, "u_offset");
5335→ if (offset_loc != -1) glUniform2f(offset_loc, 0.0f, 0.0f);
5336→ }
5337→
... [50 more lines]
There it is. The key is on lines 5323-5325. When draw_from applies the shadow shader, it uses:
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, // RGB
GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // Alpha
This is standard (non-premultiplied) alpha blending for RGB. The shader outputs vec4(0.15, 0.15, 0.15, a * 0.5), and during blending the RGB gets multiplied by SRC_ALPHA (which is a * 0.5), so the effective shadow color reaching the framebuffer is 0.15 * a * 0.5 — doubly darkened.
LÖVE2D's canvas blend mode, by contrast, uses premultiplied alpha (GL_ONE, GL_ONE_MINUS_SRC_ALPHA) when drawing between canvases. The shader RGB goes through as-is, only masked by the destination's (1 - src_alpha).
So in Anchor the shadow ends up darker/more transparent than the equivalent LÖVE setup because the RGB is multiplied by alpha an extra time. To get the same visual result, the shader should output premultiplied values — or more practically, just bump the RGB to compensate. Since the draw_from blend is src_rgb * src_alpha + dst_rgb * (1 - src_alpha), to get an effective shadow color of ~0.15 at alpha 0.5, you'd want the shader to output something like vec4(0.3, 0.3, 0.3, a * 0.5) so that 0.3 * 0.5 = 0.15 after blending.
Alternatively, the cleaner fix would be to make draw_from use premultiplied blending (GL_ONE, GL_ONE_MINUS_SRC_ALPHA) like LÖVE does for canvas-to-canvas operations, and then output premultiplied values from the shader. But that's an engine change.
Want to just adjust the shader RGB to compensate, or would you rather fix the blend mode in the engine's draw_from?
I believe we already had fixed this issue... The Anchor/reference/love-compare folder has some code where we tested something like this in the past and I remember it looking right... But maybe for this specific use case it isn't. First read that to see if you have any other insights, otherwise let's take a normal LÖVE project from that folder (I believe all that's needed is in the tools folder) and then create a main.lua for LÖVE, and one for Anchor, both having the same code (translated between libraries), and then run both to compare. We want the exact SNKRX look, so refer to the SNKRX codebase and how it handled the canvases and shadow shader to create this same row of colored rectangles with shadow. Create the LÖVE project in a new folder inside Orblike/reference/.
Bash (ls E:/a327ex/Anchor/reference/love-compare/)
anchor/
assets/
main.lua
tools/
Read (E:/a327ex/Anchor/reference/love-compare/main.lua)
1→require 'anchor'
2→
3→function init()
4→ an:anchor_start('.', 480, 270, 3, 3, 'bytepath')
5→
6→ an:font('JPN12', 'assets/Mx437_DOS-V_re_JPN12.ttf', 12)
7→ an:font('lana_pixel', 'assets/LanaPixel.ttf', 11)
8→ an:font('fat_pixel', 'assets/FatPixelFont.ttf', 8)
9→
10→ game = object():layer()
11→
12→ function an:draw_layers()
13→ game:layer_draw_commands()
14→
15→ self:layer_draw_to_canvas('main', function()
16→ game:layer_draw()
17→ end)
18→
19→ self:layer_draw('main', 0, 0, 0, self.sx, self.sy)
20→ end
21→
22→ -- layer:circle(x, y, rs, color, line_width, z)
23→ -- layer:rectangle(x, y, w, h, rx, ry, color, line_width, z)
24→
25→ local screen_w, screen_h = 480, 270
26→
27→ -- HSV to RGB (h: 0-360, s: 0-1, v: 0-1)
28→ local function hsv_to_rgb(h, s, v)
29→ local c = v * s
30→ local x = c * (1 - math.abs((h / 60) % 2 - 1))
... [614 more lines]
Bash (ls E:/a327ex/Anchor/reference/love-compare/tools/)
build_for_windows.lua
changes.txt
game.ico
license.txt
love.dll*
love.exe*
love.ico
lovec.exe*
lua51.dll*
lua54.dll*
lua54.exe*
msvcp140.dll*
msvcp140_1.dll*
msvcp140_2.dll*
msvcp140_atomic_wait.dll*
msvcp140_codecvt_ids.dll*
OpenAL32.dll*
readme.txt
run.bat
SDL2.dll*
vcruntime140.dll*
vcruntime140_1.dll*
yue.exe*
Good — I can see the love-compare setup and the LÖVE tools. The love-compare project doesn't have any shadow shader test though, so it won't have insights about this specific issue. Let me look at how LÖVE's canvas blending differs and set up the comparison test.
Read (E:/a327ex/Anchor/reference/love-compare/tools/run.bat)
1→cd /D "%~dp0"
2→call love.exe --console ..
3→
Now let me check how the love-compare LÖVE wrapper handles canvases and drawing.
Bash (ls E:/a327ex/Anchor/reference/love-compare/anchor/)
animation.lua
array.lua
assets/
camera.lua
class.lua
collider.lua
collision.lua
color.lua
external/
grid.lua
init.lua
input.lua
joint.lua
layer.lua
layout.lua
math.lua
mouse_hover.lua
music_player.lua
object.lua
physics_world.lua
random.lua
shake.lua
sound.lua
spring.lua
stats.lua
string.lua
text.lua
tiled_map.lua
timer.lua
ui.lua
Grep (draw_to_canvas|layer_draw|setCanvas|setBlendMode|premultipl)
3: When commands are queued, they're stored in each layer's .draw_commands table, and then when layer_draw_commands is called, that data is fed to these graphics.* functions to do the actual drawing.
223: love.graphics.setBlendMode(mode or 'alpha', alpha_mode or 'alphamultiply')
275: self:layer_draw_to_canvas('main', function()
276: layer:layer_draw_commands()
277: layer:layer_draw()
279: self:layer_draw('main', 0, 0, 0, 1, 1)
282: layer_draw_to_canvas draws the action passed in to the canvas specified, in this case 'main' for the self layer.
283: layer_draw_commands draws the queued commands to the given layer's 'main' canvas (when no other name is specified).
284: layer_draw draws the actual 'main' canvas, so it should generally be called after layer_draw_commands.
286: is being drawn to the screen using layer_draw.
325:function layer:layer_draw(name, x, y, r, sx, sy, color, shader, alphamultiply)
333: love.graphics.setBlendMode('alpha', 'premultiplied')
335: love.graphics.setBlendMode('alpha')
346:function layer:layer_draw_commands(name, dont_clear)
347: self:layer_draw_to_canvas(name or 'main', function()
365:function layer:layer_draw_to_canvas(name, action, dont_clear)
366: love.graphics.setCanvas({self.canvas[name or 'main'], stencil=true})
369: love.graphics.setCanvas()
374: The only thing that matters here is that ultimately some canvas is drawn to the screen using layer_draw.
380: layer:layer_draw_commands()
385: self:layer_draw_to_canvas('main', function()
386: layer:layer_draw()
390: self:layer_draw('main', 0, 0, 0, self.sx, self.sy)
Read (E:/a327ex/Anchor/reference/love-compare/anchor/layer.lua)
320→--[[
321→ Draws the canvas identified by the given name.
322→ color, shader and alphamultiply are optional arguments that change how the canvas is drawn.
323→ In general, you want canvasses to be drawn with alphamultiply as true when they're being drawn to another canvas.
324→]]--
325→function layer:layer_draw(name, x, y, r, sx, sy, color, shader, alphamultiply)
326→ local color = color or an.colors.white[0]
327→ if shader then love.graphics.setShader(an.shaders[shader].source) end
328→ if alphamultiply then
329→ love.graphics.setColor(color.r, color.g, color.b, color.a)
330→ love.graphics.draw(self.canvas[name or 'main'], x or self.x or 0, y or self.y or 0, r or 0, sx or 1, sy or sx or 1)
331→ else
332→ love.graphics.setColor(color.r, color.g, color.b, color.a)
333→ love.graphics.setBlendMode('alpha', 'premultiplied')
334→ love.graphics.draw(self.canvas[name or 'main'], x or self.x or 0, y or self.y or 0, r or 0, sx or 1, sy or sx or 1)
335→ love.graphics.setBlendMode('alpha')
336→ end
337→ love.graphics.setColor(1, 1, 1, 1)
338→ if shader then love.graphics.setShader() end
339→end
340→
341→--[[
342→ Draws queued commands to the canvas identified by the given name.
343→ Ideally you want to call this once per frame, since then you can use the results by accessing the canvas (self.canvas[name]).
344→]]--
345→local z_sort = function(a, b) return a.z < b.z end
346→function layer:layer_draw_commands(name, dont_clear)
347→ self:layer_draw_to_canvas(name or 'main', function()
348→ self.layer_camera:camera_attach()
349→ table.stable_sort(self.draw_commands, z_sort)
... [25 more lines]
This is the key finding. Look at line 325-335 in the LÖVE wrapper:
- When
alphamultiplyis true (canvas-to-canvas with shader): it uses standard alpha blend —love.graphics.draw(...)with default blend mode('alpha', 'alphamultiply'). - When
alphamultiplyis false/nil (canvas-to-screen): it usessetBlendMode('alpha', 'premultiplied').
Now look at the SNKRX shared.lua shadow pipeline:
shadow_canvas:draw_to(function()
graphics.set_color(white[0])
shadow_shader:set()
main_canvas:draw2(0, 0, 0, 1, 1)
shadow_shader:unset()
end)
This draws main_canvas to shadow_canvas (canvas-to-canvas) with the shader active. In LÖVE, the default blend mode for canvas drawing is ('alpha', 'alphamultiply') — meaning GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA. That's actually the same blend mode Anchor uses in draw_from!
So actually the blend mode during shader application is the same in both engines. The difference might be elsewhere — in how the shadow canvas is composited to the screen. Let me check.
Read (E:/a327ex/orblike/reference/SNKRX/shared.lua)
56→function shared_draw(draw_action)
57→ star_canvas:draw_to(function()
58→ star_group:draw()
59→ end)
60→
61→ background_canvas:draw_to(function()
62→ camera:attach()
63→ for i = 1, 32 do
64→ for j = 1, 18 do
65→ if j % 2 == 0 then
66→ if i % 2 == 1 then
67→ graphics.rectangle2(0 + (i-1)*22, 0 + (j-1)*22, 22, 22, nil, nil, bg_off)
68→ end
69→ else
70→ if i % 2 == 0 then
71→ graphics.rectangle2(0 + (i-1)*22, 0 + (j-1)*22, 22, 22, nil, nil, bg_off)
72→ end
73→ end
74→ end
75→ end
76→ bg_gradient:draw(gw/2, gh/2, 480, 270)
77→ camera:detach()
78→ end)
79→
80→ main_canvas:draw_to(function()
81→ draw_action()
82→ if flashing then graphics.rectangle(gw/2, gh/2, gw, gh, nil, nil, flash_color) end
83→ end)
84→
85→ shadow_canvas:draw_to(function()
... [12 more lines]
Now let me check the SNKRX draw and draw2 methods — draw2 is used when drawing main_canvas through the shadow shader, while draw is used when drawing to screen.
Grep (function.:draw2?(|canvas.draw|setBlendMode.*premultipl)
18: canvas:draw_to(function()
21: canvas:draw(0, 0, 0, sx, sy)
24:function Canvas:draw(x, y, r, sx, sy, ox, oy)
26: love.graphics.setBlendMode("alpha", "premultiplied")
32:function Canvas:draw2(x, y, r, sx, sy, ox, oy)
39:-- canvas:draw_to(function()
Read (E:/a327ex/orblike/reference/SNKRX/engine/graphics/canvas.lua)
1→-- A canvas object for offscreen rendering.
2→Canvas = Object:extend()
3→function Canvas:init(w, h, opts)
4→ local opts = opts or {}
5→ self.w, self.h = w, h
6→ self.canvas = love.graphics.newCanvas(self.w, self.h, {msaa = opts.msaa})
7→ self.stencil = opts.stencil
8→end
9→
10→
11→-- Draws the canvas to the screen.
12→--[[
13→function init()
14→ canvas = Canvas(gw, gh)
15→end
16→
17→function draw()
18→ canvas:draw_to(function()
19→ -- draw your game
20→ end)
21→ canvas:draw(0, 0, 0, sx, sy)
22→end
23→]]--
24→function Canvas:draw(x, y, r, sx, sy, ox, oy)
25→ love.graphics.setColor(1, 1, 1, 1)
26→ love.graphics.setBlendMode("alpha", "premultiplied")
27→ love.graphics.draw(self.canvas, x or 0, y or 0, r or 0, sx or 1, sy or 1, ox or 0, oy or 0)
28→ love.graphics.setBlendMode("alpha")
29→end
30→
... [38 more lines]
Here's the critical difference:
Canvas:draw2()(line 32-35) — used when drawing main_canvas through the shadow shader INTO shadow_canvas. Uses default LÖVE blend mode ('alpha', 'alphamultiply') — which isGL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA. No premultiplied blend.Canvas:draw()(line 24-29) — used when drawing canvases to the screen. UsessetBlendMode('alpha', 'premultiplied')— which isGL_ONE, GL_ONE_MINUS_SRC_ALPHA. Premultiplied blend.
So the SNKRX pipeline is:
draw2to apply shadow shader (main→shadow canvas): standard alpha blend → RGB * SRC_ALPHAdrawto composite shadow canvas to screen: premultiplied → RGB goes through as-is (GL_ONE)
Now in Anchor:
draw_fromto apply shadow shader (game→shadow layer): standard alpha blend → RGB * SRC_ALPHA (same)shadow:draw(4, 4)to composite to screen: Let me check what blend mode this uses...
Read (E:/a327ex/Anchor/engine/src/anchor.c)
9340→ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
9341→ glClear(GL_COLOR_BUFFER_BIT);
9342→
9343→ // Set viewport for game area
9344→ glViewport(offset_x, offset_y, scaled_w, scaled_h);
9345→ glUseProgram(screen_shader);
9346→
9347→ // Use premultiplied alpha blend for compositing layers to screen
9348→ // FBO contents are already blended, so we don't multiply by src alpha again
9349→ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
9350→
9351→ // Get offset uniform location
9352→ GLint offset_loc = glGetUniformLocation(screen_shader, "u_offset");
9353→
9354→ if (layer_draw_count > 0) {
9355→ // Manual compositing: use layer_draw queue
9356→ for (int i = 0; i < layer_draw_count; i++) {
9357→ LayerDrawCommand* cmd = &layer_draw_queue[i];
9358→ Layer* layer = cmd->layer;
9359→
9360→ // Convert game coordinates to NDC offset
9361→ // Game coords: (0,0) top-left, positive Y down
9362→ // NDC: (-1,-1) bottom-left, positive Y up
9363→ // Offset in NDC = (game_offset / game_size) * 2
9364→ float ndc_x = (cmd->x / game_width) * 2.0f;
9365→ float ndc_y = -(cmd->y / game_height) * 2.0f; // Flip Y
9366→ glUniform2f(offset_loc, ndc_x, ndc_y);
9367→
9368→ glActiveTexture(GL_TEXTURE0);
9369→ glBindTexture(GL_TEXTURE_2D, layer_get_texture(layer));
... [40 more lines]
Line 9349 confirms it: Anchor uses GL_ONE, GL_ONE_MINUS_SRC_ALPHA (premultiplied) when compositing layers to screen. That's the same as LÖVE's Canvas:draw().
So both steps match:
- Shader application (canvas→canvas): both use
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA - Screen compositing: both use
GL_ONE, GL_ONE_MINUS_SRC_ALPHA
The blend modes are actually the same in both engines. So the difference must be in the shader itself or something else subtle. Let me create the comparison test to see it side-by-side. We need the actual SNKRX shadow shader — let me check if there's a copy anywhere in the repo.
Glob (**/shadow.frag)
E:\a327ex\Orblike\reference\112020\assets\shaders\shadow.frag
E:\a327ex\Orblike\reference\BUILDRX2\assets\shaders\shadow.frag
E:\a327ex\emoji-ball-battles\reference\super-emoji-box\assets\shaders\shadow.frag
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\assets\shaders\shadow.frag
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\assets\shaders\shadow.frag
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\src\assets\shaders\shadow.frag
E:\a327ex\Orblike\reference\SNKRX\assets\shaders\shadow.frag
E:\a327ex\SNKRX\assets\shaders\shadow.frag
E:\a327ex\Orblike\reference\001-No-title\assets\shadow.frag
E:\a327ex\Orblike\reference\004\lua\assets\shadow.frag
E:\a327ex\Orblike\reference\008 - Antitower [success]\assets\shadow.frag
E:\a327ex\emoji-ball-battles\reference\emoji-merge-main\assets\shadow.frag
E:\a327ex\Orblike\reference\Rekoyam Tsohg\assets\shadow.frag
E:\a327ex\Anchor\reference\super emoji box\assets\shadow.frag
E:\a327ex\emoji-ball-battles\reference\super emoji box\assets\shadow.frag
E:\a327ex\emoji-ball-battles\reference\super emoji pop\assets\shadow.frag
E:\a327ex\Anchor\reference\archives\test\shaders\shadow.frag
E:\a327ex\emoji-ball-battles\assets\shadow.frag
E:\a327ex\Anchor-lua\framework\shaders\shadow.frag
E:\a327ex\Anchor-lua\reference\archives\test\shaders\shadow.frag
E:\a327ex\Anchor-lua\reference\super emoji box\assets\shadow.frag
E:\a327ex\Anchor-YueScript\framework\shaders\shadow.frag
E:\a327ex\Anchor-YueScript\reference\archives\test\shaders\shadow.frag
E:\a327ex\Anchor-YueScript\reference\super emoji box\assets\shadow.frag
E:\a327ex\Anchor\framework\shaders\shadow.frag
E:\a327ex\Orblike\assets\shadow.frag
There it is! Let me read the SNKRX one and compare with the Orblike one.
Read (E:/a327ex/Orblike/reference/SNKRX/assets/shaders/shadow.frag)
1→vec4 effect(vec4 vcolor, Image texture, vec2 tc, vec2 pc) {
2→ return vec4(0.1, 0.1, 0.1, Texel(texture, tc).a*0.5);
3→}
4→
Read (E:/a327ex/SNKRX/assets/shaders/shadow.frag)
1→vec4 effect(vec4 vcolor, Image texture, vec2 tc, vec2 pc) {
2→ return vec4(0.1, 0.1, 0.1, Texel(texture, tc).a*0.5);
3→}
4→
Read (E:/a327ex/Orblike/assets/shadow.frag)
1→// Shadow shader - creates a dark, semi-transparent silhouette
2→// Draw this layer at an offset to create drop shadow effect
3→
4→in vec2 TexCoord;
5→out vec4 FragColor;
6→uniform sampler2D u_texture;
7→
8→void main() {
9→ float a = texture(u_texture, TexCoord).a;
10→ FragColor = vec4(0.3, 0.3, 0.3, a * 0.5);
11→}
12→
Read (E:/a327ex/Orblike/reference/001-No-title/assets/shadow.frag)
1→vec4 effect(vec4 vcolor, Image texture, vec2 tc, vec2 pc) {
2→ return vec4(0.1, 0.1, 0.1, Texel(texture, tc).a*0.7);
3→}
4→
Read (E:/a327ex/Anchor/framework/shaders/shadow.frag)
1→// Shadow shader - creates a dark, semi-transparent silhouette
2→// Draw this layer at an offset to create drop shadow effect
3→
4→in vec2 TexCoord;
5→out vec4 FragColor;
6→uniform sampler2D u_texture;
7→
8→void main() {
9→ float a = texture(u_texture, TexCoord).a;
10→ FragColor = vec4(0.5, 0.5, 0.5, a * 0.5);
11→}
12→
Now I can see the full picture. The SNKRX LÖVE shader is:
glsl
vec4(0.1, 0.1, 0.1, Texel(texture, tc).a * 0.5)
The Orblike Anchor shader (your current edit) is:
glsl
vec4(0.15, 0.15, 0.15, a * 0.5)
And I confirmed the blend modes are the same in both engines. So the shader values are directly comparable — the only difference is 0.1 vs 0.15. Let me still create the side-by-side comparison projects so we can visually confirm. Let me set up both.
Bash (mkdir -p E:/a327ex/Orblike/reference/love-shadow-compare/assets/shaders)
Write (E:/a327ex/Orblike/reference/love-shadow-compare/assets/shaders/shadow.frag)
File created successfully at: E:/a327ex/Orblike/reference/love-shadow-compare/assets/shaders/shadow.frag
Now let me write the LÖVE conf.lua and main.lua, modeled directly on the SNKRX canvas pipeline.
Write (E:/a327ex/Orblike/reference/love-shadow-compare/conf.lua)
File created successfully at: E:/a327ex/Orblike/reference/love-shadow-compare/conf.lua
Write (E:/a327ex/Orblike/reference/love-shadow-compare/main.lua)
File created successfully at: E:/a327ex/Orblike/reference/love-shadow-compare/main.lua
Now let me create a run.bat that points to the LÖVE exe.
Write (E:/a327ex/Orblike/reference/love-shadow-compare/run.bat)
File created successfully at: E:/a327ex/Orblike/reference/love-shadow-compare/run.bat
Now let me also update the Orblike main.lua to use the same shadow offset (4, 4) and make sure the Anchor shadow shader uses the same 0.1 value as SNKRX for a fair comparison. Let me read the current state of both files.
Read (E:/a327ex/Orblike/main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→fg_color = color(218, 218, 218)
8→fg_alt = color(176, 168, 159)
9→yellow = color(250, 207, 0)
10→orange = color(240, 112, 33)
11→blue = color(1, 155, 214)
12→green = color(139, 191, 64)
13→red = color(233, 29, 57)
14→purple = color(142, 85, 158)
15→blue2 = color(71, 120, 186)
16→yellow2 = color(245, 159, 16)
17→
18→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
19→
20→-- Camera
21→an:add(camera(gw, gh))
22→
23→-- Layers
24→bg = an:layer('bg')
25→game = an:layer('game')
26→shadow = an:layer('shadow')
27→
28→-- Shaders
29→an:shader('shadow', 'assets/shadow.frag')
30→
... [27 more lines]
Good — the Orblike main.lua uses shadow:draw(4, 4) and the LÖVE test uses 4*sx, 4*sy (= 12, 12 at screen pixels, but 4 in game pixels since sx=3). Both match.
The Orblike shadow shader currently has 0.3 RGB (you had changed it from 0.5, and then I see it was changed from 0.15). For a fair comparison, let me set it to match the SNKRX value of 0.1.
Edit (E:/a327ex/Orblike/assets/shadow.frag)
The file E:/a327ex/Orblike/assets/shadow.frag has been updated successfully.
Both are now using vec4(0.1, 0.1, 0.1, a * 0.5) with the same offset and same palette. You can run them side-by-side:
- LÖVE:
cd E:/a327ex/Orblike/reference/love-shadow-compare && run.bat - Anchor:
cd E:/a327ex/Orblike && run.bat
One thing I noticed while tracing through: the blend modes are actually identical between the two engines for both steps (shader application and screen compositing). So if the shadows look different, it might come down to something more subtle — like how LÖVE's love.graphics.rectangle("fill", ..., 4, 4) renders rounded corners vs Anchor's rounded_rectangle, or differences in how the canvases are cleared (alpha = 0 vs alpha = 1), or texture filtering when the shadow canvas is drawn at an offset. But the blend math itself should produce the same result for the same shader values.
Run the LÖVE one for me.
Bash (cd E:/a327ex/Orblike/reference/love-shadow-compare && ./run.bat)
Command running in background with ID: b45b116. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b45b116.output
It's running — the LÖVE window should be open now. Compare it with the Anchor version side-by-side.
<task-notification> <task-id>b45b116</task-id> <tool-use-id>toolu_01XwPAHr2UVdQKRiG4Lk8MdW</tool-use-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b45b116.output</output-file>
completed Background command "Run LÖVE shadow comparison project" completed (exit code 0) </task-notification> Read the output file to retrieve the result: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\b45b116.output
Read (C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/tasks/b45b116.output)
1→
2→E:\a327ex\Orblike\reference\love-shadow-compare>cd /D "E:\a327ex\Orblike\reference\love-shadow-compare\"
3→
4→E:\a327ex\Orblike\reference\love-shadow-compare>call "E:\a327ex\Anchor\reference\love-compare\tools\love.exe" --console .
5→
No errors — it ran and exited cleanly (you closed the window). How did it compare to the Anchor version?
It does seem like both are the same. What were the original shadow values used in SNKRX? And are you certain that you copied SNKRX's rendering pipeline faithfully from the SNKRX/ folder?
The original SNKRX shadow shader values are:
vec4(0.1, 0.1, 0.1, Texel(texture, tc).a * 0.5)
And the shadow offset from shared.lua:94:
shadow_canvas:draw(x + 1.5*sx, y + 1.5*sy, 0, sx, sy)
That's 1.5 game pixels, not 4. I didn't copy the offset faithfully — both my LÖVE test and the Orblike main.lua use 4, which is almost 3x the SNKRX original.
Let me also double-check whether there's anything else I got wrong about the pipeline. The SNKRX shared_draw also has a checkerboard background and gradient overlay that I omitted — but more importantly, let me verify the draw_to / canvas clear behavior is the same.
Grep (draw_to|:clear|setCanvas|graphics.clear)
18: canvas:draw_to(function()
39:-- canvas:draw_to(function()
42:function Canvas:draw_to(action)
43: love.graphics.setCanvas({self.canvas, stencil = self.stencil})
44: love.graphics.clear()
46: love.graphics.setCanvas()
53: love.graphics.setCanvas(self.canvas)
60: love.graphics.setCanvas()
65:function Canvas:clear()
66: love.graphics.clear()
That's consistent with what I have — draw_to does setCanvas → clear → action() → setCanvas(nil). My LÖVE test does the same thing.
So the pipeline is faithful — blend modes match, shader values match. The only thing I got wrong was the shadow offset: SNKRX uses 1.5 game pixels, I used 4. Want me to update both the Orblike main.lua and the LÖVE test to use 1.5 instead, or do you prefer the larger offset?
Copy the background effects to for both games, maybe that's confusing me.
Let me re-read the SNKRX background setup to get the exact values.
Read (E:/a327ex/orblike/reference/SNKRX/shared.lua)
1→-- Shared functions and classes for projects using JUGGLRX's visual style.
2→function shared_init()
3→ local colors = {
4→ white = ColorRamp(Color(1, 1, 1, 1), 0.025),
5→ black = ColorRamp(Color(0, 0, 0, 1), 0.025),
6→ bg = ColorRamp(Color'#303030', 0.025),
7→ fg = ColorRamp(Color'#dadada', 0.025),
8→ fg_alt = ColorRamp(Color'#b0a89f', 0.025),
9→ yellow = ColorRamp(Color'#facf00', 0.025),
10→ orange = ColorRamp(Color'#f07021', 0.025),
11→ blue = ColorRamp(Color'#019bd6', 0.025),
12→ green = ColorRamp(Color'#8bbf40', 0.025),
13→ red = ColorRamp(Color'#e91d39', 0.025),
14→ purple = ColorRamp(Color'#8e559e', 0.025),
15→ blue2 = ColorRamp(Color'#4778ba', 0.025),
16→ yellow2 = ColorRamp(Color'#f59f10', 0.025),
17→ }
18→ for name, color in pairs(colors) do
19→ _G[name] = color
20→ _G[name .. '_transparent'] = Color(color[0].r, color[0].g, color[0].b, 0.5)
21→ _G[name .. '_transparent_weak'] = Color(color[0].r, color[0].g, color[0].b, 0.25)
22→ end
23→ modal_transparent = Color(0.1, 0.1, 0.1, 0.6)
24→ modal_transparent_2 = Color(0.1, 0.1, 0.1, 0.9)
25→
26→ bg_off = Color(46, 46, 46)
27→ bg_gradient = GradientImage('vertical', Color(128, 128, 128, 0), Color(0, 0, 0, 0.3))
28→
29→ graphics.set_background_color(bg[0])
30→ graphics.set_color(fg[0])
... [67 more lines]
So the SNKRX background is:
- Clear to bg color (#303030 / 48,48,48)
- Checkerboard: 22x22 cells with
bg_off(46,46,46 — slightly darker) in alternating squares - Vertical gradient overlay: transparent at top → black at 30% opacity at bottom
- Shadow offset: 1.5 game pixels
Also note: SNKRX uses a separate background_canvas — the checkerboard is drawn there, NOT on the main_canvas. This means the shadow only applies to game content, not the background.
Let me check how SNKRX's Color(46, 46, 46) works — is it 0-255 or 0-1?
Grep (function Color|Color:init)
9:function Color:init(r, g, b, a)
32:function Color:clone()
37:function Color:lighten(v)
45:function Color:darken(v)
53:function Color:fade(v)
59:function Color:_to_hsl()
78:function Color:_to_rgb(h, s, l)
Read (E:/a327ex/orblike/reference/SNKRX/engine/graphics/color.lua)
9→function Color:init(r, g, b, a)
10→ if type(r) == "string" then
11→ local hex = r:gsub("#", "")
12→ self.r = tonumber("0x" .. hex:sub(1, 2))/255
13→ self.g = tonumber("0x" .. hex:sub(3, 4))/255
14→ self.b = tonumber("0x" .. hex:sub(5, 6))/255
15→ self.a = 1
16→ else
17→ if r > 1 or g > 1 or b > 1 then
18→ self.r = r/255
19→ self.g = g/255
20→ self.b = b/255
21→ self.a = (a or 255)/255
22→ else
23→ self.r = r
24→ self.g = g
25→ self.b = b
26→ self.a = a or 1
27→ end
28→ end
29→end
30→
31→
32→function Color:clone()
33→ return Color(self.r, self.g, self.b, self.a)
Good — Color(46, 46, 46) is in 0-255 range (since 46 > 1), so it becomes 46/255 ≈ 0.18 in 0-1 range. And bg is #303030 = 48/255 ≈ 0.188. So bg_off is just barely darker than bg.
Now let me update both files. I'll also fix the shadow offset to 1.5.
Read (E:/a327ex/Orblike/reference/love-shadow-compare/main.lua)
1→-- LÖVE shadow comparison test
2→-- Reproduces the SNKRX shadow pipeline with a row of colored rectangles
3→
4→local gw, gh = 480, 270
5→local sx, sy = 3, 3
6→
7→local bg_canvas, main_canvas, shadow_canvas
8→local shadow_shader
9→
10→-- SNKRX palette
11→local bg_color = {48/255, 48/255, 48/255}
12→local palette = {
13→ {218/255, 218/255, 218/255}, -- fg
14→ {176/255, 168/255, 159/255}, -- fg_alt
15→ {250/255, 207/255, 0/255}, -- yellow
16→ {240/255, 112/255, 33/255}, -- orange
17→ {1/255, 155/255, 214/255}, -- blue
18→ {139/255, 191/255, 64/255}, -- green
19→ {233/255, 29/255, 57/255}, -- red
20→ {142/255, 85/255, 158/255}, -- purple
21→ {71/255, 120/255, 186/255}, -- blue2
22→ {245/255, 159/255, 16/255}, -- yellow2
23→}
24→
25→function love.load()
26→ love.graphics.setDefaultFilter("nearest", "nearest")
27→
28→ bg_canvas = love.graphics.newCanvas(gw, gh)
29→ main_canvas = love.graphics.newCanvas(gw, gh)
30→ shadow_canvas = love.graphics.newCanvas(gw, gh)
... [60 more lines]
Write (E:/a327ex/Orblike/reference/love-shadow-compare/main.lua)
The file E:/a327ex/Orblike/reference/love-shadow-compare/main.lua has been updated successfully.
Now update the Anchor version to match.
Read (E:/a327ex/Orblike/main.lua)
1→require('anchor')({ width = 480, height = 270, scale = 3 })
2→
3→gw, gh = an.width, an.height
4→
5→-- SNKRX palette
6→bg_color = color(48, 48, 48)
7→fg_color = color(218, 218, 218)
8→fg_alt = color(176, 168, 159)
9→yellow = color(250, 207, 0)
10→orange = color(240, 112, 33)
11→blue = color(1, 155, 214)
12→green = color(139, 191, 64)
13→red = color(233, 29, 57)
14→purple = color(142, 85, 158)
15→blue2 = color(71, 120, 186)
16→yellow2 = color(245, 159, 16)
17→
18→palette = {fg_color, fg_alt, yellow, orange, blue, green, red, purple, blue2, yellow2}
19→
20→-- Camera
21→an:add(camera(gw, gh))
22→
23→-- Layers
24→bg = an:layer('bg')
25→game = an:layer('game')
26→shadow = an:layer('shadow')
27→
28→-- Shaders
29→an:shader('shadow', 'assets/shadow.frag')
30→
... [27 more lines]
Write (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Updated both. Changes:
- Checkerboard: 22x22 alternating squares with
bg_off(46,46,46) — barely darker thanbg(48,48,48), exactly as SNKRX does it - Gradient overlay: transparent gray at top → black at 30% opacity at bottom
- Shadow offset: changed from 4 to 1.5 game pixels, matching SNKRX's
1.5*sx
Run both side-by-side to compare. The LÖVE one: cd E:/a327ex/Orblike/reference/love-shadow-compare && run.bat
Run the LÖVE one for me.
Bash (cd E:/a327ex/Orblike/reference/love-shadow-compare && ./run.bat)
Command running in background with ID: bc1d8b6. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\bc1d8b6.output
It's up. Compare it with the Anchor version.
<task-notification> <task-id>bc1d8b6</task-id> <tool-use-id>toolu_01FVwhbzoWFkBTT9MfkjycUE</tool-use-id> <output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\bc1d8b6.output</output-file>
completed Background command "Run LÖVE shadow comparison project" completed (exit code 0) </task-notification> Read the output file to retrieve the result: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\tasks\bc1d8b6.output
Read (C:/Users/adn/AppData/Local/Temp/claude/E--a327ex/tasks/bc1d8b6.output)
1→
2→E:\a327ex\Orblike\reference\love-shadow-compare>cd /D "E:\a327ex\Orblike\reference\love-shadow-compare\"
3→
4→E:\a327ex\Orblike\reference\love-shadow-compare>call "E:\a327ex\Anchor\reference\love-compare\tools\love.exe" --console .
5→
No errors. How did they compare this time with the checkerboard background and corrected offset?
I guess that was it. The offset is 1.5 now, right? Increase to 2.
Edit (E:/a327ex/Orblike/main.lua)
The file E:/a327ex/Orblike/main.lua has been updated successfully.
Done.
OK, now let's move to the actual Orblike project. Read the only ORBS log on the website (logs/). Reading the summary and the few first messages should be enough to get an idea.
Glob (/orb)
E:\a327ex\anchor.blot.im\logs\orbs-snkrx-archeology.md
Read (E:/a327ex/anchor.blot.im/logs/orbs-snkrx-archeology.md)
1→# ORBS SNKRX Archeology
2→
3→## Summary
4→
5→This session created the ORBS (Orthogonal Rule Binding System) project and produced comprehensive visual effects documentation by analyzing 8 reference game projects in the SNKRX style.
6→
7→**Naming the System — GAS to ORBS:**
8→- User wanted a "General Ability System" — a universal system for describing, generating, and implementing abilities across build-heavy games (League, DoTA, PoE, Isaac, RoR2)
9→- Didn't like "GAS" as abbreviation. Brainstormed: RUNE, SIGIL, CAST, FORGE, ARC, ORB
10→- User liked "ORB" — explored expansions: Ontological Rule Base, Orthogonal Rule Binding, Ordered Reactive Behavior
11→- Settled on **ORBS** — Orthogonal Rule Binding System. Example game named **Orblike**
12→
13→**Project Setup — E:/a327ex/orblike/:**
14→- Read `Anchor/scripts/new-game.sh` to understand project scaffolding
15→- Discovered differences from actual emoji-ball-battles layout: exes in root (not `tools/`), minimal `.gitignore`
16→- Asked user 3 questions: exe location (root), commit exes (yes), commit `.lua` files (yes)
17→- Created folder structure: `anchor/` (16 framework .yue files), `orbs/` (empty), `assets/`, `main.yue`, `run.bat`, `.gitignore`
18→- GitHub repo creation hit "Name already exists" error — user renamed old `orblike` repo, then succeeded
19→- Initial commit pushed to https://github.com/a327ex/orblike
20→
21→**First Visual Effects Analysis — 4 SNKRX-like Projects:**
22→- User added `reference/` folder with SNKRX, BUILDRX2, 112020, 001-No-title (~19k lines total)
23→- Referenced `emoji-ball-battles/reference/emoji_effects_documentation.md` as format example
24→- Launched 5 parallel agents: one per project + one for Anchor framework API docs
25→- SNKRX agent created standalone `SNKRX_visual_effects_catalog.md` (1196 lines)
26→- Synthesized all findings into `snkrx_style_effects.md` (1755 lines, ~58KB) covering:
27→ - Design Philosophy (8 core principles), Effect Primitives (HitCircle, HitParticle, Spring, Flash, Trail, Blink-out), Composite Formulas (Hit, Death, Spawn, Shoot/Muzzle, Area Damage), Attack Visuals, Entity Feedback, Camera Effects, Color System, UI Effects, Rendering Pipeline, Constants Reference
28→- Key style patterns: gray background (#303030), drop shadow layer (6px offset), `fg[0]`/white as THE flash color, spring-scaled everything, white-first color sequences, 50/50 attacker/defender color mixing
29→
30→**Second Visual Effects Analysis — 4 Dark-Variant Projects:**
... [120 more lines]
Good — I've got the picture. Here's what ORBS is:
ORBS (Orthogonal Rule Binding System) — a universal ability description/generation/implementation system for build-heavy games (League, PoE, Isaac, RoR2, etc.). The key insight is that abilities should be orthogonal: they compose independently without needing to know about each other.
- Orblike is the example game showcasing ORBS, with SNKRX visual style
- The
orbs/folder is reserved for the system itself - The visual effects catalogs in
reference/document SNKRX-style effects across 8 reference projects
The project is at the scaffolding stage — we just got it runnable with the palette display and shadow. What would you like to work on next?
The goal of this project will be the creation of a general ability system for all my games. We'll this by simply implementing each ability, with a particular eye for how its components generalize. Every addition to the system should be documented thoroughly so that past pieces are understood and used when appropriately, and new pieces should be added when a previous abstraction doesn't cover its use. The goal is covering every possible ability for any game. The system has 2 primary layers, the description as interpreted by the LLM, and then its implementation as actual code. The system should be optimized such that the LLM can convert the intention behind a described ability faithfully and without many errors. Importantly, because this should be a general system, we don't want to concern ourselves with visuals, effects, and so on. The system should be purely functional, not in the programming sense, but in the sense that it should concern itself only with the actual functional work needed to make the abilities work. We'll have triggers/events for the portions where visuals can be hooked by the gameplay coder outside the system itself. So, an ability might be implemented and if it's an ability that is a charge + fire one, like say a Megaman-like charged basic attack, we want there to be hooks that are like, starting charge, charge progress, end charge, fire, right? But these should just be hooks the gameplay coder can then decide for himself to add visual effects. Everything else about the attack that is logical (projectiles, areas, damage, etc) should be handled by the system.
I think this is a good high level outline. You surely have questions, so please ask them.
This is a rich design space. Let me lay out where my thinking goes and where I hit genuine ambiguity.
What I think I understand well:
- ORBS is the logic skeleton of abilities. It handles what happens mechanically — targeting, damage, projectile behavior, area effects, timing, conditions, triggers.
- Visuals are explicitly external. ORBS emits events/hooks at meaningful moments (charge_start, charge_progress, projectile_hit, etc.) and the gameplay coder attaches effects.
- The LLM-facing layer is a description format that maps cleanly to implementation. The system should be learnable enough that an LLM reading the docs can generate correct ability code from a designer's intent.
- We build bottom-up: implement real abilities, notice patterns, extract them into the system, document everything.
Where I have real questions:
AskUserQuestion
User has answered your questions: "ORBS needs to handle spatial things (projectiles, areas, collision) since you listed those as system responsibilities. But spatial behavior is deeply tied to the game's physics and world representation, which varies per game. Should ORBS own its own spatial primitives (spawn projectile at X moving toward Y, create circle area at position) that map to Anchor's physics/collision, or should spatial behavior also be hooks that the gameplay coder wires up?"="I'm torn between 2 and 3 but we need to discuss more details about it." user notes: I'm torn between 2 and 3 but we need to discuss more details about it., "Are stats and resources (HP, mana, armor, damage formulas) part of ORBS, or external? In PoE the damage formula is enormously complex. In Isaac there's barely one. If ORBS owns stats, it needs a general damage/stat pipeline. If external, abilities just emit 'deal X damage of type Y' and the game resolves it."="I think 2 makes the most sense, but we need to discuss more too as we develop the system." user notes: I think 2 makes the most sense, but we need to discuss more too as we develop the system., "Should we start by picking abilities from a specific game to implement first? SNKRX is the visual reference, but its abilities are relatively simple. Something like League or PoE would stress-test the system harder early on."="I will pick them by hand and we'll develop it all together." user notes: I will pick them by hand and we'll develop it all together.. You can now continue with the user's answers in mind.
Good — so the direction is:
- Spatial: somewhere between hooks and hybrid, to be figured out as we build
- Stats: external for now — ORBS emits events, the game resolves them
- Abilities: you'll pick them and we'll develop together
This gives us a pragmatic starting point. ORBS is primarily an ability logic engine that:
- Describes what an ability does (triggers, timing, targeting, effects)
- Executes the logic (cooldowns, charges, conditions, sequencing)
- Emits events at every meaningful moment (for both visuals and game-specific stat resolution)
The boundaries will sharpen as we implement real abilities. I'm ready whenever you want to pick the first one — we'll implement it, see what primitives emerge, document them, and build from there.
Solidify everything about the project and its goals and everything we discussed in the last few messages in a document that sits alongside main.lua, change global CLAUDE.md to make sure that it reads this document when we're working on the Orblike folder.
Read (E:/a327ex/.claude/CLAUDE.md)
1→# CLAUDE.md
2→
3→Guidelines for Claude Code instances working in this repository.
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5→---
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7→## Communication Style
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9→Be thorough. Write as much as the subject warrants — explain reasoning, include relevant context, surface adjacent considerations. Stay roughly on topic, but don't truncate for brevity's sake.
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11→Critique freely. Ideas, code, plans, artifacts — evaluate them honestly. Avoid sycophancy. Focus on what seems true rather than what's convenient or what you think I'd like to hear. I crave honest appraisal, including when it's uncomfortable.
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13→Embrace contradiction. Truth often contains multiple seemingly opposite ideas. Don't censor yourself to avoid inconsistency — multiple perspectives can be correct simultaneously. Present the tension rather than forcing artificial resolution.
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15→Express uncertainty. "I'm guessing," "I'm uncertain," "I might be wrong" — these are information, not weakness. False confidence is worse than acknowledged uncertainty.
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17→---
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19→## Working Style
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21→### When to Ask
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23→Use the `AskUserQuestion` tool liberally. The developer prefers being asked over having Claude guess wrong.
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25→**Ask first:**
26→- Architecture decisions
27→- API design choices
28→- Design decisions (gameplay feel, mechanics, UI)
29→- Anything that could be done multiple valid ways
30→- When uncertain about intent or priorities
... [122 more lines]
Now let me create the ORBS design document and update CLAUDE.md.
Write (E:/a327ex/Orblike/ORBS.md)
File created successfully at: E:/a327ex/Orblike/ORBS.md
Now update CLAUDE.md to add the Orblike section.
Edit (E:/a327ex/.claude/CLAUDE.md)
The file E:/a327ex/.claude/CLAUDE.md has been updated successfully.
Done. Created Orblike/ORBS.md with the full project vision, architecture, open questions, and development process. Updated CLAUDE.md so that future sessions working on Orblike will read ORBS.md, the framework API, and main.lua to get up to speed.