Orblike -> Invoker
Summary
Renamed the practice project from Orblike to Invoker (it's no longer about orbs — built on the Invoker/Magicka chord-cast mechanic), then spent the rest of the session building out the cast HUD substrate: cast slots, primitive slots, key labels, modifier hover, info text, spell catalog, and a Space-key repeat replay.
Project rename — Orblike to Invoker:
- Renamed GitHub repo via
gh repo rename Invoker; updated localoriginURL togit@github.com:a327ex/Invoker.git. - Renamed local folder
E:\a327ex\Orblike\→E:\a327ex\Invoker\via PowerShell (MINGW bash held a stale handle on the old path even aftercd, somvfailed with "Device or resource busy" until I switched toRename-Item). - Updated text references in active code files alongside
main.lua(window title inmain.lua, header comments inui.lua/wall_patterns.lua/wall_symbols.lua, doc headers indesign.md/plan.md/spells.md). - Per user instruction, did NOT update
reference/subfolder docs/assets (PNG filenames likeorblike_ui_kit_*.pngstill on disk). - Swept Claude's working context:
E:\a327ex\.claude\CLAUDE.md,MEMORY.mdplus all per-memory feedback files,Anchor2/reference/anchor2_plan.md,reference_disciplines.md,reference_taxonomy.md,arena/ARENA_PROGRESS.md,arena/main.lua,docs/FRAMEWORK_API.md. - Renamed memory file
feedback_orblike_anchor_divergence.md→feedback_invoker_anchor_divergence.mdand fixed the link in MEMORY.md. - Updated
end-session/SKILL.mdproject table row to point atinvoker/E:/a327ex/Invoker. - Flagged but did NOT touch
.claude/commands/cross-check.mdand.claude/skills/add-ability/skill.md— both reference the deprecated tags/interactions/abilities system and are functionally dead for the new spell design. - Flagged the Psyonia folder (
Psyonia/orblike.mdand related) as separate-decision territory since "future Invoker" there is a Psyonian-era reskin, not the practice game.
Cast HUD substrate — three central slots:
- Built
ui_cast_hud(lyr, center_x, bottom_y, chord)inui.luausing the existingui_panelchrome primitive. - Initial design was 3 slots in world space below the player at
(p.x, p.y + 16)ongame_layerinsidecamera_attach. - Pivoted to screen-space bottom-center on
ui_layerat(width/2, height - 8)per user request — "fixed to bottom center of the screen instead of below player". - Critical bug fix:
layer_imagecenters on(x, y)per the C engine (anchor.c:4328: "Image is centered at (x, y)"). My original code passed-img.width/2, -img.height/2as offset (assuming top-left semantics), causing icons to render at world(0, 0)instead of inside the slot. Discovered by readingprocess_spritesource. - Slot geometry iterations: 16w×24h → 44×52 → 22×26 (half) → 30×36 (slightly bigger). Settled at 30×36, with PNG icons scaled to fit (≈23×34 at native 40×60 source).
- Made the HUD permanent — three slot frames always render, even when chord is empty.
- Added per-slot springs (
cast_hud_springs[1..3]) with pulse on chord insertion. Spring wraps slot chrome + icon via outerlayer_push(scale=spring.main.x). - Label panel above each slot showing primitive name. Iterations on font: FatPixel 8 (chunky) → Lana 11 (final).
- Label color: started at
text(240,240,235 ≈ white) → switched totext_muted(140,140,145 light grey) for both cast labels and primitive-slot keycaps. User wanted consistent "light grey instead of white" treatment. - Typewriter text reveal added and then dropped — user later said "drop the textbox effect, just make the text appear normally". Removed
cast_hud_text_progressstate and update logic.
Primitive icons and colors:
- 8 primitive PNGs at 40×60 portrait: fire, wind, earth, water, self, projectile, line, rune. Plus extras lightning, conjuration, time, repeat.
image_loadAPI confirmed viaanchor/image.lua:image_load(name, path)returns object with.handle,.width,.height.- Option B chosen: neutral slot fill + PNG carries color via
layer_image(lyr, img, x, y, color())tint. - Per-primitive tint colors assigned from the locked palette accents (red/orange/yellow/lime/green/light_blue/blue/violet/pink). User asked "are these from the palette or did you make them up?" — confirmed all are palette tokens, but the assignment (which primitive gets which color) was my pick, not pre-discussed.
- Final mapping after narrowing: fire=red; self=green, duration=white, projectile=pink, conjuration=text_muted, line=yellow, rune=violet.
Abbreviation system:
- Added optional
shortfield on primitive defs (primitives.lua) for HUD-fit label text. - Conventions: Projectile→Proj., Conjuration→Conj., Duration→Time, Lightning→Elec.
- Label render uses
def.short or def.name or prim_id.
Resilient sprite loader:
primitives_load_sprites()wrapstexture_loadinpcallso missing files print a warning and continue instead of crashing boot.- Added
sprite_pathoverride field for primitives whose asset filename differs from the id (duration usesassets/time.png). - Fixed crash from
force.pngnot existing — was an absolute boot blocker before pcall wrapping.
Action log (log.lua) — built then disabled:
- Bottom-left scrolling action log. 5 visible lines (down from 6 after user feedback).
- Per-entry animated
rank(float) tweens towardtarget_rank(int) via critically-damped exponential ease (TWEEN_RATE = 20). - On
log_add, every existing entry's target shifts up by 1; new entry enters atrank = -1with target 0 (slides up from below). - Old entries past
max_visibletween off the top and fade out; removed when settled. - Alpha gradient:
VISIBLE_FADE = 0.2(newest=1.0, oldest visible=0.8) — most of the fade burns off during scroll-out per user spec. - Font research: user mentioned "Ark Pixel 10px monospaced". The
ark.ttffiles insuper-emoji-*reference projects turned out to be "Ark Pixel 12px proportional lat" (verified viaPrivateFontCollection.AddFontFile). Found the actual file the user wanted:fusion-pixel-10px-monospaced-latin.ttf(sister font, same maintainer). Copied to assets, registered asui_font_log. - Disabled at session end: user said "keep this log in the code but comment it out, maybe save it to its own file". Commented out at 6 call sites tagged
[log](require, font register, log_font assignment, log_update, log_draw, log_add in cast.lua, log_reset in run.lua).log.luafile kept intact.
Info text (info_text.lua) — floating damage-number-style:
- Spawned by
cast_attemptto announce spell name (success) or "Fizzle" (failure). - World-space, anchored to spawn position — doesn't follow player after spawn.
- Floats up 22 px over 0.9 s lifetime; alpha holds full for first 50%, then linear fade to 0.
- Dark
bg-colored rect with 0.85 base alpha behind text. Content-fit width. Text in effect color. - Drawn on
game_layerinsidecamera_attachblock (above player draw). info_text_reset()clears onrun_reset.- Error word for fizzles chosen: "Fizzle" (D&D heritage, evocative).
Spell catalog (spells.lua):
- Canonical-chord-to-spell lookup.
spell_canonical_chord(chord)sorts ids and joins with commas;spell_lookup(chord)returns the entry or nil. - Initial scope: all 36 Fire-section combinations transcribed from
spells.md, plus Airborne (Wind+Self), Flicker Strike (Wind+Self+Line), Dash (Force+Self). - Narrowed at user request: "The only element I want is fire, no wind force or anything else." Dropped the 3 non-Fire entries, dropped Wind/Earth/Water/Force from
primitives.defs. Catalog is now strictly Fire combinations. - Multiple chord paths can map to the same name when spells.md declares them so (Fire+Fire and Fire+Fire+Self are both "Fire Pillar" — the slot/behavior modifier doesn't change the display name).
Primitive slot system (left of cast HUD):
- 4 owned-primitive slots replacing the previous "primitives_known/primitive_keys" model.
PRIMITIVE_SLOT_COUNT = 4,PRIMITIVE_SLOT_KEYS = {'q','e','r','t'}(slot index → key, fixed).run.primitive_slots[1..4]— nil means empty. Pressing Q/E/R/T with empty slot is a no-op.primitives_acquire(prim_id)fills the earliest empty slot. Returns false if unknown/already-owned/all-full.- Debug binds: key:1 acquires Fire, key:2 acquires Projectile (debug-only; real pickup events replace later).
cast_input_updateiterates slots 1..4, appends the slot's primitive to chord when its key was pressed.
Primitive HUD widget (ui_primitive_hud):
- Layout: 26×26 square slots, 2 px gap, total 110 wide. Right edge at
width/2 - 50(3 px from cast HUD's left edge). - Bottom-aligned with cast HUD slot bottom; primitive slot is half the cast HUD column height (cast slot + textbar).
- Per-slot springs (
primitive_hud_springs[1..4]) pulse on acquisition.primitives_acquirecallsui_primitive_hud_pulse(i)after insertion.
Keycap (Q/E/R/T letter chrome):
- Iterated through several designs. Final: small chrome panel containing the letter, charcoal bg + panel_border, radius 2, sitting with vertical center on slot's bottom border (half inside / half outside the slot).
- +1 px nudge down so it reads more like a tab welded to the bottom than a centered overlay.
- Padding kpx=4, kpy=2 (wider than initial 2,1 — user requested "increase the width of the letter slots a little").
- Letter font Lana 11 in
text_muted(light grey). - Briefly tried 2 px borders everywhere ("keep UI consistent with game's 2 px line convention") but reverted — looked worse. Kept the keycap size change.
Modifier hover preview (above primitive slots):
- Initially: 4 horizontal slots above (12×12).
- Changed per user feedback: 4 slots stacked vertically, centered on primitive slot, bigger (18×18).
- Total column: 4·18 + 3·2 = 78 px tall, 18 px wide.
- Hover region extended from just-the-slot to the full bounding rect (slot + 4 px gap + column area) — so moving mouse up into the column keeps it visible.
- Stateful sticky hover (final iteration): per-slot
primitive_hud_hover[i]flag. Enter requires mouse inside slot rect; stay only while mouse in combined rect; exit on leaving combined rect. Prevents activating slot R's column when mouse drifts sideways from slot T's column.
Repeat button (right of cast HUD):
- Single 26×26 button at
width/2 + 50(3 px from cast HUD's right edge), mirroring primitive HUD's relationship on the left. repeat.png(40×60) loaded with same pcall pattern as primitives.- Icon rotated 90° statically (portrait source → landscape in the square slot), scaled to fit, tinted
text_mutedto match QERT letters. - Spring has two channels:
main(scale, rest 1.0) and addedrotchannel (rotation, rest 0). Pulse magnitudes 0.2 each. - Triggered by Space key OR LMB click while hovered. Click is consumed —
cast_input_updateskips the normal cast LMB path if button was hovered, so clicking the button doesn't also fire the current chord.
Repeat replay state machine:
- Initially fired
cast_attempt(last_cast_chord)instantly. - Changed per user request: "Have recast actively take time to add the elements to the chord, like it should actually do it, and then cast them over time too."
cast_repeat_stateglobal tracks{chord, step, timer, step_interval}.cast_repeat_tick(dt)advances timer; on each interval (100 ms) adds the next primitive tocast_slots(with cast HUD spring pulse) until past the last, then callscast_attemptand clears state.- For 3-primitive chord: ~400 ms total (4 intervals).
- Locks out manual input during replay; RMB/Esc aborts.
- Cleared on
run_resetviacast_repeat_clear().
Repeat button spring on every step:
- User: "Have the spring activate on press, on each element add, on final cast."
ui_repeat_button_pulse()called once per tick (press, each element add, final cast firing). For 3-primitive replay = 5 total pulses, sustained drumming feel.
Repeat gated on active chord:
- User: "Pressing space with active primitives in the slot shouldn't work."
cast_repeatnow also early-returns if#run.cast_slots > 0. Player must RMB/Esc first to clear their in-progress chord before repeating.
Silent repeats:
- User: "When casting from repeat, don't spawn the text from casting."
- Added
opts.silentparameter tocast_attempt. Repeat passes{silent = true}. Both success and fizzle info_text suppressed on repeat. - Repeat button spring is still visible feedback that the repeat fired.
Save fizzle chord too:
- User: "If the last cast was fizzle, repeat should also repeat it."
- Moved the
run.last_cast_chordsnapshot from after the success branch to the top ofcast_attempt, before the fizzle short-circuit. Fizzled chords now save and can be repeat-replayed.
Color rebalancing across the session:
- Multiple rounds as primitive set grew/shrank. Final state with Fire-only element + 6 formations: fire=red, self=green, duration=white, projectile=pink, conjuration=text_muted, line=yellow, rune=violet. White and text_muted are chrome tones used for "supportive operator" formations where vivid accent didn't fit.
Layout positioning summary (native 480×270):
- Cast HUD: centered,
width/2, slots span x=193..287 at y=226..262. - Cast HUD textbars: above slots at y≈210..225.
- Primitive HUD: right edge at width/2-50 (=190), 4 slots of 26 wide, ends at x=80. Top y=236.
- Repeat button: left edge at width/2+50 (=290), single 26×26 at y=236..262.
- Action log (when enabled): bottom-left at (8, height-8).
- ~80 px free space on true bottom-left for future UI.
API discoveries this session:
layer_image(lyr, img, x, y, color?, flash?)— (x, y) is CENTER, not top-left.layer_push(lyr, x, y, r, sx, sy)— translate, rotate, scale (in that order).image_load(name, path)— wrapstexture_load; stores in globalimagestable.mouse_position() -> x, y— screen-space at native res (480×270), not display res.spring_new()creates defaultmainchannel at value 1.0; pure Lua, safe at require time.spring_add(s, name, x, frequency, bounce)— frequency default 5 Hz, bounce default 0.5.
Files touched this session:
- New:
primitives.lua,cast.lua,log.lua,info_text.lua,spells.lua - New asset:
assets/fusion-pixel-10px-monospaced-latin.ttf - Modified:
main.lua,ui.lua,run.lua,design.md,plan.md,spells.md,wall_patterns.lua,wall_symbols.lua - Plus the Orblike-rename sweep across
.claude/and Anchor2 docs.
Phase 1 status at session end:
- Done: Sub-phase 1 (Primitives data layer), Sub-phase 2 (Cast HUD substrate).
- Partial: Sub-phase 3 (Spell execution engine) — catalog done, dispatch still placeholder (info_text only, no real effects).
- Not started: Sub-phase 4 (Spell content), Sub-phase 5 (Mana system), Sub-phase 6 (Combat HP / orbs), Sub-phases 7-10 (Tutorial map, entities, scripting, door exit).
Next session: actual tutorial.
Let's continue on Orblike. Last session was a redesign session, get oriented with the documents and tell me what we decided to do next.
Read (E:\a327ex\Orblike\plan.md)
1 # Orblike — Plan
2
3 Implementation roadmap for the new direction (chord-cast spells + Minesweeper meta-dungeon). Pair with `design.md` for what we're building and `spells.md` for spell-system mechanics.
4
5 ---
6
7 ## Strategy
8
9 **Tutorial-first.** Build the spell-cast tutorial and the dungeon-meta tutorial before any other content. The tutorial is the smallest complete game — if we can't teach it cleanly, the design has problems and we discard early rather than after building the rest. Once both tutorials work end-to-end, all the core systems exist; everything after is content expansion + lifecycle + polish.
10
11 **Validate twice.** Two hard validation gates:
12 1. After Phase 1: does chord-casting feel satisfying? If no → pivot the casting design.
13 2. After Phase 2: does the Minesweeper meta feel engaging? If no → pivot the meta design.
14
15 Either pivot is far cheaper at the gate than after building enemies, leagues, save systems, and content for the (now wrong) design.
16
17 **Pacing.** Incremental. One sub-deliverable at a time. User tests between deliverables. No chaining without check-ins.
18
19 ---
20
21 ## Current state
22
23 **Shipped (still relevant after the unwind):**
24 - v2 starter on Anchor 2 (`main.lua`, `anchor/` framework copy)
25 - Player movement (WASD)
26 - Wall pipeline + palette/edition cycling system
27 - Hideout + tutorial corridor map shapes (geometry only — entity content is from the old orbs design and will be replaced)
28 - UI primitive substrate (`ui.lua`): `ui_panel`, `ui_text`, `ui_slot`, `ui_item_icon`, drag-drop framework
29 - F2 debug screen, F3-F5 memory tracker, F9-F10 palette cycling
30 - Per-run state lifecycle (`run.lua`) — schema reset to placeholders for the new spell system
... [190 more lines]
Read (E:\a327ex\Orblike\design.md)
1 # Orblike — Design
2
3 What this game is, at a high level. Pair with `spells.md` for spell-system details and `plan.md` for the implementation roadmap.
4
5 ---
6
7 ## Concept
8
9 Roguelike action game built on two novel-but-simple systems:
10
11 1. **Live combinatorial spell-casting.** Player chords primitives (elements + formations) into spells in real time. Casting is a 3-key sequence; the same vocabulary recombines to produce dozens of distinct spells. No inventory, no orbs, no equipment — the build is which primitives you have, what modifiers are attached to them, and what passives + items you've accumulated.
12
13 2. **Minesweeper-style meta-dungeon.** Between combats, the player navigates a procedurally generated grid of rooms with classic Minesweeper rules. Some rooms are mines (HP loss), some are combat encounters, some are shops or forges or treasure. Adjacent-mine numbers help deduce safe paths. The dungeon view replaces the older walkable hideout entirely.
14
15 A run = beat the dungeons → reach the final boss. Death wipes everything (no meta-progression except a tutorial-skip flag).
16
17 This is a **practice project**. Big-project ambition lives in `Psyonia/` — the Tales-of-Psyonia framing is deferred to a future production. When in doubt, cut rather than expand.
18
19 ---
20
21 ## Core loop
22
23 1. Spawn into the **dungeon view** (Minesweeper grid).
24 2. Move room-to-room. Adjacent-mine numbers help you deduce safe paths.
25 3. Enter rooms:
26 - **Combat** — fight an encounter with your chord-cast spells.
27 - **Shop** — spend gold on new primitives / modifiers / passives / items.
28 - **Forge** — spend resources to upgrade what you have.
29 - **Treasure** — free reward.
30 - **Mine** — HP loss.
... [119 more lines]
Glob (E:\a327ex\Orblike\spells.md)
Orblike\spells.md
Bash (ls E:/a327ex/Orblike/*.md 2>/dev/null)
E:/a327ex/Orblike/design.md
E:/a327ex/Orblike/plan.md
E:/a327ex/Orblike/spells.md
Read (E:\a327ex\Orblike\spells.md)
1 # Orblike — Spell System
2
3 Live combinatorial spell-casting. Player chords primitives into spells; the same primitives can be recombined moment-to-moment. Replaces the orb/gem/socket system from earlier design iterations.
4
5 ---
6
7 ## Cast structure
8
9 - **3 slots per cast.** A cast may fill 1, 2, or 3 slots.
10 - **Multiset semantics.** Order doesn't matter (Fire+Wind+Earth = Earth+Fire+Wind).
11 - **At least one element required.** Pure-formation casts don't fire.
12 - **Cost = mana.** Spammable. Cost scales with chord complexity (specific values TBD).
13
14 ## Primitive types
15
16 - **Elements** — what the magic *is*. Each has a default unmodified behavior ("fantasy") that surfaces when no formation modifies it.
17 - **Formations** — how the magic manifests. Act as rule operators on whatever else is in the cast.
18
19 ## Compositional rules
20
21 **Element default.** Each element has an unmodified behavior. Fire's default is unstructured outward expulsion in front of the caster.
22
23 **Same-element doubling** introduces a new geometric form (not just intensification). Example: Fire+Fire = Fire Pillar (rectangular damage area at target).
24
25 **Same-element tripling** unlocks a *compound primitive*. The cast both fires the powerful pure-element spell *and* teaches the recipe. Compound primitives can later be found in the world as 1-slot drops that encode multiple primitives' worth of effect, enabling deeper spells inside the 3-slot limit.
26
27 **Formation operators** (rough tendencies in single-formation casts, not strict laws):
28
29 | Formation | Tendency |
30 |---|---|
... [70 more lines]
I'm caught up. Here's where we are.
Redesign summary
The session pivoted Orblike off the old orbs/gems/equipment system onto two new core systems:
- Live chord-cast spells — 3-slot chords of element + formation primitives. Multiset semantics, mana cost, no inventory grid. 6+6 launch primitives (Fire/Wind/Lightning/Water/Earth/Force × Self/Duration/Projectile/Conjuration/Line/Rune), spell catalog hand-authored per combo (
spells.md). - Minesweeper meta-dungeon — replaces the walkable hideout entirely. Grid of rooms with 4-connection labyrinth, mine deduction via adjacent counts, room types (Combat / Shop / Forge / Treasure / Mine / Key / Exit). 3 dungeons → boss → run end. Death wipes everything.
Old inventory/equipment/items code is archived in Orblike/archive/. Old design lives at reference/archive/design_orbs_v1.md.
What we decided to do next
Phase 1 — Spell-cast tutorial. The plan is explicitly tutorial-first: build the smallest complete game (spell tutorial → door → dungeon tutorial) before any content expansion. Two hard validation gates:
- After Phase 1: does chord-casting feel satisfying? If no → pivot.
- After Phase 2: does the Minesweeper meta feel engaging? If no → pivot.
Cheaper to pivot now than after building enemies/leagues/save systems on the wrong foundation.
Phase 1 sub-phases in order (from plan.md:49):
- Primitives data layer (
primitives.lua) — tutorial subset: 2 elements (Fire, Wind) + 2 formations (Projectile, Self). Key bindings Q E R T F in acquisition order, display tile, runtime hooks. - Cast HUD substrate — 3 slots in world-space below player, shown only while building. Key fills next slot, RMB cancels, LMB casts.
- Spell execution engine — canonicalized chord → spell lookup → effect dispatch, with mana gating.
- Spell content (tutorial subset) — 6-10 hand-authored spells from {Fire,Wind} × {Self,Projectile}.
- Mana system — pool, regen, complexity-scaled cost.
- Combat HP / orbs — ARPG-style HP & mana orbs at corners (separate from future dungeon HP).
- Tutorial map — reuse existing tutorial corridor geometry, replace entity content.
- Tutorial entities — breakable crates + maybe a passive dummy. Real enemies/AI defer to Phase 3.
- Tutorial scripting — gated step prompts (press Q → press E → cast → cancel → try Fire+Self → ...).
- Door/hole exit — fade transition to the Phase 2 dungeon view.
Architectural decisions deferred to start of Phase 1:
- Chord input style (hold-multi-key vs. tap-sequence)
- Mid-chord swap behavior
- 4th-key-when-full behavior
- Mana regen curve (constant / burst-on-empty / condition-driven)
Want to start on sub-phase 1 (primitives data layer)? Or work through the deferred input questions first so the cast HUD can be built once with the right model?
First, let's rename the project to Invoker. It's not about orbs anymore, and it's based on the Invoker/Magicka mechanic, so Invoker as an interim name until we finish the project seems fine. Change the names both locally and also on the GitHub repo. You don't need to change names in documentation files in reference/ only in the files that are alongside main.lua in the folder.
Bash (ls E:/a327ex/Orblike/ 2>/dev/null)
anchor
anchor.exe
archive
assets
design.md
door.lua
main.lua
map.lua
map_generation.lua
maps
plan.md
player.lua
reference
run.bat
run.lua
spells.md
tools
ui.lua
v1
wall.lua
wall_flow.lua
wall_palettes.lua
wall_patterns.lua
wall_symbols.lua
Bash (cd E:/a327ex/Orblike && git remote -v && git status --short 2>&1 | head -30)
origin git@github.com:a327ex/Orblike.git (fetch)
origin git@github.com:a327ex/Orblike.git (push)
? reference/001-No-title
m reference/004
m reference/239A5-P60B91D
m reference/BUILDRX2
? "reference/Rekoyam Tsohg"
M spells.md
Bash (cd E:/a327ex/Orblike && cat run.bat)
@echo off
cd /d "%~dp0"
.\anchor.exe . %*
Grep (Orblike|orblike)
Found 41 files
spells.md
.git\logs\refs\heads\main
.git\logs\HEAD
.git\COMMIT_EDITMSG
plan.md
design.md
reference\mockup_dungeon_view.html
main.lua
reference\archive\plan_orbs_v1.md
ui.lua
reference\archive\design_orbs_v1.md
reference\ui_primitives_spec.md
reference\mockup_ui_kit_4.html
reference\mockup_ui_kit_3.html
reference\mockup_ui_kit_2.html
reference\mockup_ui_kit_1.html
reference\archive\plan_beach.md
reference\archive\orblike_ability_system_old.md
reference\archive\orblike_ability_system.md
reference\archive\feature_by_feature_analysis.md
reference\archive\three_phase_system.md
reference\chatgpt_mockup_prompt.md
wall_patterns.lua
wall_symbols.lua
reference\poe_skill_examples.md
reference\mockup_ui_v2_snkrx.html
reference\mockup_ui_elements.html
reference\mockup_book_regional_entry.html
reference\mockup_book_field_manual.html
... [12 more lines]
I'll ignore the TodoWrite reminder per its own instructions — this is straightforward enough.
Let me see what "Orblike" references are in the top-level active files before touching anything:
Grep (Orblike|orblike)
E:\a327ex\Orblike\main.lua:4: title = "Orblike",
E:\a327ex\Orblike\wall_patterns.lua:8: Ported from Orblike v1 verbatim where applicable. Active pattern is
E:\a327ex\Orblike\ui.lua:2: ui.lua — UI primitives for Orblike.
E:\a327ex\Orblike\wall_symbols.lua:3: wall exteriors. Ported from Orblike v1 verbatim: sizes, multipliers,
Now I have the full picture. Let me check a couple of pre-flight items (gh availability, current directory, file locks) before kicking things off:
Bash (pwd && which gh && gh auth status 2>&1 | head -5)
/e/a327ex/Orblike
/c/Program Files/GitHub CLI/gh
github.com
✓ Logged in to github.com account a327ex (keyring)
- Active account: true
- Git operations protocol: ssh
- Token: gho_************************************
Bash (tasklist 2>/dev/null | grep -i anchor || echo "no anchor process")
no anchor process
Bash (ls E:/a327ex/Psyonia/orblike.md 2>/dev/null && echo "exists" || echo "not presen...)
E:/a327ex/Psyonia/orblike.md
exists
Good — gh is ready, no anchor process holding the folder, Psyonia/orblike.md actually exists at that path so I'll leave that reference alone (it's outside the renamed project). My CWD is currently inside Orblike/, so I'll need to step out before the directory rename.
Let me peek at the wall_patterns/wall_symbols comments to keep edits clean:
Read (E:\a327ex\Orblike\wall_patterns.lua)
1 --[[
2 wall_patterns — distribution functions for scattering wall symbols
3 across the bounding box around the floor polygon. Each function takes
4 (x0, y0, x1, y1, spacing) and returns a flat {x, y, x, y, ...} point
5 list. Points are later filtered by scatter_wall_symbols (wall.lua) to
6 keep only those outside the polygon and past the edge margin.
7
8 Ported from Orblike v1 verbatim where applicable. Active pattern is
9 selected by wall_pattern_index into wall_pattern_types. Cycle with F7.
10
11 When adding a new pattern, append its name to wall_pattern_types AND
12 put the function in the fns table. Functions must use the global rng
13 (random_float / random_int / etc.) — no rng argument.
14 ]]
15
Read (E:\a327ex\Orblike\wall_symbols.lua)
1 --[[
2 wall_symbols — library of symbol-drawing functions scattered along
3 wall exteriors. Ported from Orblike v1 verbatim: sizes, multipliers,
4 and spacing constants are carried over unchanged because each was
5 individually tuned to look right in v1.
6
7 Each draw function takes (layer, s, w, c) and draws the symbol
8 centered at origin. The caller (draw_wall_symbols in wall.lua) is
9 expected to have already applied layer_push with the target world
10 position + rotation before calling.
Read (E:\a327ex\Orblike\ui.lua)
1 --[[
2 ui.lua — UI primitives for Orblike.
3
4 Pure render functions. The caller owns state (hover, active, focus, drag) and
5 passes it in; primitives never hide internal state. Widget IDs (when needed)
6 are explicit caller-provided strings.
7
8 Discipline (per the action-vs-rules dichotomy applied to UI):
9 - Data (inventory contents, equipped items, drag-in-progress) lives in
10 retained models elsewhere. Action-based.
Doing all the text edits in parallel:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\ui.lua)
The file E:\a327ex\Orblike\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\wall_patterns.lua)
The file E:\a327ex\Orblike\wall_patterns.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\wall_symbols.lua)
The file E:\a327ex\Orblike\wall_symbols.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\design.md)
The file E:\a327ex\Orblike\design.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\design.md)
The file E:\a327ex\Orblike\design.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\design.md)
The file E:\a327ex\Orblike\design.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\plan.md)
The file E:\a327ex\Orblike\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\plan.md)
The file E:\a327ex\Orblike\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\plan.md)
The file E:\a327ex\Orblike\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:\a327ex\Orblike\spells.md)
1 # Orblike — Spell System
2
3 Live combinatorial spell-casting. Player chords primitives into spells; the same primitives can be recombined moment-to-moment. Replaces the orb/gem/socket system from earlier design iterations.
Edit (E:\a327ex\Orblike\spells.md)
The file E:\a327ex\Orblike\spells.md has been updated successfully. (file state is current in your context — no need to Read it back)
Text edits done. Now the GitHub rename + local remote update (chained so the URL only changes if the rename succeeds):
Bash (gh repo rename Invoker --yes && git remote set-url origin git@github.com:a327ex/...)
origin git@github.com:a327ex/Invoker.git (fetch)
origin git@github.com:a327ex/Invoker.git (push)
GitHub repo renamed, local remote URL updated. Now the local folder rename — stepping out of the directory first so it isn't held:
Bash (cd /e/a327ex && mv Orblike Invoker && ls -d Invoker 2>&1 && ls -d Orblike 2>&1)
Exit code 1
mv: cannot move 'Orblike' to 'Invoker': Device or resource busy
The MINGW bash shell still has a handle on the old directory. Let me try a Windows-native rename via cmd (separate process):
Bash (cd /e/a327ex && cmd //c "ren Orblike Invoker" 2>&1; ls -d Invoker 2>&1; ls -d Or...)
The process cannot access the file because it is being used by another process.
ls: cannot access 'Invoker': No such file or directory
Orblike
Bash (pwd && tasklist 2>/dev/null | grep -iE "anchor|love|lua" | head -5; echo "---"; ...)
/e/a327ex
---
cmd.exe 25084 Console 2 1.140 K
bash.exe 23996 Console 2 1.916 K
bash.exe 24208 Console 2 3.268 K
bash.exe 4912 Console 2 8.556 K
bash.exe 19672 Console 2 13.276 K
bash.exe 28500 Console 2 10.244 K
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "PowerShell"
}
]
PowerShell
renamed ok
True
False
Folder renamed. Verifying git still works from the new path and that no Orblike references remain in top-level files:
Bash (cd /e/a327ex/Invoker && git remote -v && echo "--- git status ---" && git status...)
origin git@github.com:a327ex/Invoker.git (fetch)
origin git@github.com:a327ex/Invoker.git (push)
--- git status ---
M design.md
M main.lua
M plan.md
? reference/001-No-title
m reference/004
m reference/239A5-P60B91D
m reference/BUILDRX2
? "reference/Rekoyam Tsohg"
M spells.md
M ui.lua
Grep (Orblike|orblike)
E:\a327ex\Invoker\plan.md:201:- **The big-design Psyonia integration** (book-as-game, Story 7 callback). Deferred. See `Psyonia/orblike.md` for those notes.
E:\a327ex\Invoker\reference\ability_editions.md:5:Inspired by Balatro's card editions (Foil, Holographic, Polychrome, Negative) but expanded for Orblike's abilities. Each edition applies a distinct shader/visual treatment that is most visible on **ability effects** — beams, explosions, areas, lines, particles, projectiles — not primarily on the orbs themselves. The orbs carry a subtle version of the edition as an identifier, but the real payoff is when you fire the ability and the edition's visual identity fills the screen.
E:\a327ex\Invoker\reference\ability_editions.md:140:**Balatro equivalent:** No equivalent. Original to Orblike.
E:\a327ex\Invoker\reference\ai_coding_paradigms.md:1:# Higher-Control AI Coding Paradigms for Orblike
E:\a327ex\Invoker\reference\ability_modifier_map.md:1:# Ability & Modifier Map — Orblike/main.lua
E:\a327ex\Invoker\reference\poe_skill_examples.md:1:# Skill examples — random generation and Orblike decomposition
E:\a327ex\Invoker\reference\poe_skill_examples.md:6:2. **Orblike's existing abilities decomposed** using the same framework. Notes where Orblike's mechanics don't fit the PoE framework cleanly.
E:\a327ex\Invoker\reference\poe_skill_examples.md:360:## Part 2 — Orblike abilities decomposed
E:\a327ex\Invoker\reference\poe_skill_examples.md:362:Orblike has 28 abilities defined in `v1/main.lua`. Below each one mapped to the framework, with notes on where Orblike's system diverges.
E:\a327ex\Invoker\reference\poe_skill_examples.md:364:**Orblike-specific context**: Orblike uses orbs that orbit the player. Each ability gem fills an "ability slot" on a board, and boards drive orbs. Activation is labeled `manual` / `hold` / `toggle` / `charges`, which maps approximately to Cast / Channelled / Reserved / (cooldown charges) in the PoE framework. Formation abilities (lance, wall, snake, deploy) are Orblike-specific — they rearrange the orb's positional behavior, which doesn't map to PoE deliveries directly.
E:\a327ex\Invoker\reference\poe_skill_examples.md:375:- **Ailments**: (implicit fire-based; Orblike uses "element" rather than explicit ailments)
E:\a327ex\Invoker\reference\poe_skill_examples.md:388:- **Damage type**: `null` (Orblike-specific — no PoE equivalent; functionally untyped)
E:\a327ex\Invoker\reference\poe_skill_examples.md:396:Caustic Arrow analogue. The `null` element is Orblike-specific — the framework would need a `Null` damage type added to accommodate. Minor framework gap.
E:\a327ex\Invoker\reference\poe_skill_examples.md:403:- **Damage type**: Earth (Orblike-specific — maps loosely to Physical)
E:\a327ex\Invoker\reference\poe_skill_examples.md:410:Close to PoE Sunder — melee slam producing sequential shockwave AoEs. Orblike's `earth` element doesn't match PoE types directly; needs mapping.
E:\a327ex\Invoker\reference\poe_skill_examples.md:417:- **Damage type**: Wind (Orblike-specific)
E:\a327ex\Invoker\reference\poe_skill_examples.md:420:- **Architectural**: Slow on hit (not quite chill — Orblike has generic slow)
E:\a327ex\Invoker\reference\poe_skill_examples.md:425:AoE at a target location that echoes/cascades (secondary AoEs after echo_delay). Applies a generic slow — framework's closest match is chill, but slow is damage-type-independent in Orblike. **Framework gap**: needs a "generic slow" side effect not tied to cold.
E:\a327ex\Invoker\reference\poe_skill_examples.md:459:- **Activation**: Cast (manual) (Orblike tags this as `spell` unlike PoE's Attack)
E:\a327ex\Invoker\reference\poe_skill_examples.md:471:Orblike's Earthquake is spell-cast where PoE's is attack-slam. Same delayed-secondary-hit pattern though. **Framework gap**: `magnetic pull` (enemies pulled toward a point) isn't in the Architectural side-effect table. Could be added.
E:\a327ex\Invoker\reference\poe_skill_examples.md:486:Orblike's Ball Lightning has a unique behavior — it *casts a nested ability* (Arc) at intervals while traveling. This is closest to PoE's Orb of Storms which casts lightning strikes but even more explicit about nesting another gem. **Framework extension**: `Secondary delivery self-paced = nested gem cast` is a specific case of self-paced where the secondary delivery is literally another gem's primary. Worth naming.
E:\a327ex\Invoker\reference\poe_skill_examples.md:490:These don't map cleanly to the PoE framework. They modify the *orbit arrangement* of the orb rather than producing damage-dealing deliveries. They're Orblike-specific:
E:\a327ex\Invoker\reference\poe_skill_examples.md:497:**Framework gap**: PoE has no "formation" delivery concept because PoE doesn't have orbs-that-orbit-the-player. Orblike would need a new Primary delivery value like `Orbit arrangement` that modifies the caster-owned orb geometry rather than emitting damage.
E:\a327ex\Invoker\reference\poe_skill_examples.md:506:- **Tags**: Channelling, Formation (Orblike-specific)
E:\a327ex\Invoker\reference\poe_skill_examples.md:517:- **Tags**: Null (Orblike-specific), and tags inherited from cast
E:\a327ex\Invoker\reference\poe_skill_examples.md:527:- **Damage type**: Force (Orblike-specific, maps to Physical or elemental)
E:\a327ex\Invoker\reference\poe_skill_examples.md:534:Straightforward channelled beam. Orblike's `force` element is another extension beyond the 5 PoE damage types.
E:\a327ex\Invoker\reference\poe_skill_examples.md:548:Direct mapping. Though Orblike tags this with `channeling` + `melee` + `force`, treating it as a spell-like channelled AoE. PoE's Cyclone is an attack; Orblike's is more of a spell-attack hybrid.
E:\a327ex\Invoker\reference\poe_skill_examples.md:568:- **Activation**: Channelled (hold, Orblike's `hold` maps to channelled)
E:\a327ex\Invoker\reference\poe_skill_examples.md:579:Direct mapping from PoE Flicker Strike. Charge-gated rapid teleport-strike. The Orblike version uses internal charges (not frenzy charges like PoE) but the mechanic is identical.
... [2 more lines]
Verifying the GitHub side is reachable under the new name:
Bash (gh repo view --json name,nameWithOwner,url 2>&1)
{"name":"Invoker","nameWithOwner":"a327ex/Invoker","url":"https://github.com/a327ex/Invoker"}
All done. Summary:
Done:
- GitHub repo:
a327ex/Orblike→a327ex/Invoker(renamed viagh repo rename; GitHub auto-redirects the old URL for a while). - Local git remote:
originupdated togit@github.com:a327ex/Invoker.git. - Local folder:
E:\a327ex\Orblike\→E:\a327ex\Invoker\(had to use PowerShell — MINGW bash had a lingering handle on the old path even aftercd). - Text references updated in the top-level files alongside
main.lua:main.lua— windowtitleui.lua,wall_patterns.lua,wall_symbols.lua— header commentsdesign.md,plan.md,spells.md— headers andOrblike/archive/path strings
Deliberately left alone:
- Everything in
reference/(per your instruction — there are ~30+ references in shader analysis, PoE notes, archived design docs, etc.). - The line in
plan.md:201referencingPsyonia/orblike.md— that file genuinely exists at that path in the Psyonia project, so the reference is still correct. archive/,v1/,tools/,assets/,maps/,anchor/— same rule (subfolders, not "alongside main.lua").
Not committed. All edits show as modified in git status (design.md, main.lua, plan.md, spells.md, ui.lua, plus pre-existing untracked stuff in reference/). Let me know when you want to commit + push and I'll do it.
Heads-up — stale references elsewhere I didn't touch (out of scope per your instruction, but worth flagging):
E:\a327ex\.claude\CLAUDE.md— the long project-instructions block has an "## Orblike" section, mentionsOrblike/design.md,Orblike/anchor/, etc. Next session start under the old name will mislead Claude.C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md— entries reference "Orblike" by name and path (e.g., the "Critical Warnings" bullet about Anchor 2 divergence).Anchor2/.claude/CLAUDE.md/ other Anchor2 docs may mention Orblike as the example consumer.
Want me to sweep those next, or leave them as a separate task?
Yes, change those as well.
Let me find all the Orblike references in those files:
Grep (Orblike|orblike)
56:**Game projects (emoji-ball-battles, Orblike, etc.):** Don't build or run after making code changes — the user will compile and test themselves.
66:- **Orblike/** — ORBS (Orthogonal Rule Binding System) example game, SNKRX visual style. Built on Anchor 2.
97:## Orblike
99:Orblike is built on **Anchor 2**. When the user mentions this session is for Orblike, immediately read these files to get acquainted:
101:1. **Design:** `Orblike/design.md` — system goals, lore, scope, open questions
102:2. **Plan:** `Orblike/plan.md` — phased implementation roadmap, current state, deferred items
104:4. **Game codebase:** `Orblike/main.lua` — the current game code
108:**API usage:** When using framework functions, proactively read `Anchor2/docs/FRAMEWORK_API.md` (the full version) to verify correct usage. Don't guess function signatures or parameters — look them up. The actual files Orblike loads live in `Orblike/anchor/<file>.lua` (a copy of Anchor 2's framework that can drift); grep there if a function isn't where the docs say. **Do not use `Anchor/docs/` — that's the v1 framework with a different architecture.**
111:- `Orblike/reference/mockup_ui_kit_1.html` — palette + tutorial-relevant elements (top bar, orb icons, shop, inventory, HUD, tooltip, buttons, ability cards)
112:- `Orblike/reference/mockup_ui_kit_2.html` — general primitives (panel chrome, buttons, tabs, badges, rarity, form controls, keybinds, progress bars)
113:- `Orblike/reference/mockup_ui_kit_3.html` — inventory/character/orb (grids, cell states, item tooltip, list view, paper-doll, drop targets)
114:- `Orblike/reference/mockup_ui_kit_4.html` — menus/maps/progression (world map, quests, dialogue, settings, pause, save slots, achievements, modals)
115:- `Orblike/reference/ui_primitives_spec.md` — palette tokens + design decisions in spec form (paired with the mockups)
117:The kit PNGs (`orblike_ui_kit_*.png`, `orblike_inventory_orb_*.png`, `orblike_hud.png`) are the *original sources* the mockups were derived from. The mockups are ground truth because they use the locked palette.
119:**Visual style reference (effects, not UI):** `Orblike/reference/SNKRX_visual_effects_catalog.md` and `Orblike/reference/snkrx_style_effects.md` document the SNKRX visual style comprehensively.
Grep (Orblike|orblike)
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:3:description: When working on Orblike or other release-often practice projects, resist loading them with Psyonia-universe lore/framing that belongs in the deferred big project. Defer production, do design scaffolding in the Psyonia folder, keep practice scope simple and shippable.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:7:When working on the current Orblike (or any other release-often practice project), do not load it with lore/framing/visual ambition that belongs to the big Psyonia project. Deep worldbuilding, diegetic framing devices, series-connective hooks — these go into `E:/a327ex/Psyonia/` as design scaffolding for the future, NOT into the practice project's constraints.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:12:- **Release-often** on smaller practice projects like Orblike (target ~4 months) to build taste XP and keep shipping momentum
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:15:Orblike is in the "release-often practice" bucket. The *future* Orblike (book-1-or-2 era Psyonian field manual in the 7-story series) is in the "deferred big project" bucket. Conflating them loads the practice project with complications that kill the 4-month ship target and don't materially help either bucket.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:17:[Omitted long matching line]
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:20:- When user discusses visual identity, mechanics, or scope for Orblike (or other current practice projects), default to **simple** options that ship. Flag when an idea is big-project-scope and offer to capture it in the Psyonia folder instead of building it into the current project.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_new_big_projects.md:3:description: Main focus is Orblike + Anchor App; new design itches go to ≤1-week side projects, not new big projects
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_new_big_projects.md:7:When the user has a new game/app design itch, default to suggesting a small (≤1 week) side project shape rather than a new big project. Main project focus is **Orblike** and the **Anchor App**. Chamber was previously in the side-project slot but was dropped 2026-05-01.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_new_big_projects.md:9:[Omitted long matching line]
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_new_big_projects.md:15:- Doesn't apply to Orblike or Anchor App — those are the existing main projects and full design engagement is appropriate there.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md:2:name: Orblike runs on Anchor 2 — use Anchor2/docs/, not Anchor/docs/
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md:3:description: Orblike is on the Anchor 2 framework. The canonical API docs are Anchor2/docs/FRAMEWORK_API*.md, not Anchor/docs/ (v1). Project CLAUDE.md currently points at Anchor/docs/ — it is stale.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md:7:**Orblike is built on Anchor 2.** The right reference for Orblike's framework APIs is `E:/a327ex/Anchor2/docs/FRAMEWORK_API_QUICK.md` (and `FRAMEWORK_API.md` next to it). Do **not** use `E:/a327ex/Anchor/docs/FRAMEWORK_API*.md` — that's the v1 framework, which has a different architecture (object tree, `an` god-object, action phases, methods on plain types). Orblike's project-level CLAUDE.md still points at `Anchor/docs/` — that line is stale and led me to write Anchor-1-style code.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md:9:[Omitted long matching line]
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md:12:1. Read `Anchor2/docs/FRAMEWORK_API_QUICK.md` and `Anchor2/.claude/CLAUDE.md` for Orblike framework work.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md:13:2. **Source of truth for what Orblike actually has** is still `Orblike/anchor/<file>.lua` — that's a copy of Anchor 2's framework but can drift (Orblike-only additions or Anchor 2 changes that haven't been synced). Grep there first if a function isn't where the docs say. Never full-file-copy from the framework over an Orblike anchor file — port individual changes manually.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md:15:4. Consider asking the user to update `E:/a327ex/.claude/CLAUDE.md` to point at `Anchor2/docs/` for Orblike (and the engine pointer at `Anchor2/engine/`).
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_snkrx_palette.md:3:description: Don't introduce inline custom RGB values when picking colors for Orblike maps/UI; use the existing SNKRX named palette and the wall_palettes catalog.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_snkrx_palette.md:7:For Orblike (and other SNKRX-style projects), color choices should come from the established **SNKRX named palette**: the global color constants defined at the top of `main.lua` (`blue`, `yellow`, `orange`, `red`, `green`, `purple`, `blue2`, `yellow2`, `fg_color`, `fg_alt`, etc.) and the `wall_palettes` catalog in `wall_palettes.lua`. Use `wall_palette('name')` to build region tables from these.
C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md:18:- **Orblike**: Converted from YueScript to Lua (2026-02-25). Archived `.yue` files in `orblike/reference/yue/`. Framework files copied from `Anchor/framework/anchor/`.
C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md:22:- Always capitalize "Orblike" (capital O) — it's a proper name, not a directory path reference.
C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md:25:- [Orblike runs on Anchor 2](feedback_orblike_anchor_divergence.md) — use Anchor2/docs/, not Anchor/docs/ (v1); Orblike/anchor/ is the actual ground truth
C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md:30:- [Stick to the SNKRX named palette](feedback_snkrx_palette.md) — don't invent inline RGB values for Orblike colors
C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md:33:- [Keep practice projects practice](feedback_defer_big_project.md) — don't load Orblike with Psyonia-universe ambition; big-project design goes to Psyonia/, practice projects ship simple
C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md:34:- [No new big projects right now](feedback_no_new_big_projects.md) — main focus is Orblike + Anchor App; new design itches go to ≤1-week side projects, not new big projects
C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md:44:- [Psyonia project](project_psyonia.md) — umbrella universe Orblike sits inside; lore/scenes/worldbuilding in E:/a327ex/Psyonia/ideas/seed_notes.md
C:\Users\adn\.claude\projects\E--a327ex\memory\project_psyonia.md:3:description: Psyonia is the umbrella universe/project that Orblike (and future games) belong to. Lore, scene ideas, worldbuilding live in E:/a327ex/Psyonia/.
C:\Users\adn\.claude\projects\E--a327ex\memory\project_psyonia.md:7:Psyonia is the broader creative project Orblike sits inside. Not a single game — an umbrella universe with multiple games/narratives planned across it.
C:\Users\adn\.claude\projects\E--a327ex\memory\project_psyonia.md:11:- `orblike.md` — Orblike-specific Psyonia framing (book-as-crystal-tool, recursive Story 7 reveal, visual identity proposals). Scaffolding for the FUTURE Psyonia-series rebuild of Orblike, NOT for the current practice version.
C:\Users\adn\.claude\projects\E--a327ex\memory\project_psyonia.md:17:[Omitted long matching line]
... [3 more lines]
Grep (Orblike|orblike)
E:\a327ex\Anchor2\app\docs\mockup_music_piano_roll.html:727: <span class="tag">orblike</span>
E:\a327ex\Anchor2\app\docs\mockup_music_piano_roll.html:736: <span class="tag">orblike</span>
E:\a327ex\Anchor2\app\docs\mockup_v2_ui_kit.html:1212: <div class="list-row"><span class="glyph">·</span><span class="name">orblike.designdoc</span><span class="meta">1w</span></div>
E:\a327ex\Anchor2\app\docs\mockup_book_and_game.html:701: <span class="tag-pill" data-tag="orblike"><span>orblike</span><span class="c">14</span></span>
E:\a327ex\Anchor2\app\docs\mockup_v2_command_palette.html:410: <div class="row">orblike.designdoc <span class="ftag">game</span></div>
E:\a327ex\Anchor2\app\docs\mockup_v2_command_palette.html:552: <span class="label">orblike.design.<span class="match">op</span>en_questions
E:\a327ex\Anchor2\app\docs\mockup_v2_canvas.html:645: <div class="row"><span>orblike</span><span class="c">42</span></div>
E:\a327ex\Anchor2\app\docs\mockup_v2_canvas.html:730: <span class="name">orblike.designdoc</span>
E:\a327ex\Anchor2\app\docs\mockup_v2_canvas.html:734: <span class="ftag">orblike</span>
E:\a327ex\Anchor2\app\docs\mockup.html:710: <div class="row dir" data-indent="0"><span class="chev">▸</span><span class="name">Orblike</span></div>
E:\a327ex\Anchor2\docs\BLOT_MIGRATION.md:71:Blot generates URLs from `Link:` frontmatter (if set) or auto-derives from filename/title. `home.md` has `Link: /` so it serves at root. Messages have `Link: /messages/YYYY-MM-DD-HHMMSS` so the slug is fixed. **To preserve existing links** (e.g., `/messages/2026-05-04-000900`, `/orblike-redesign`, etc.), the new system must honor `Link:` frontmatter exactly.
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:19:- **Port juice from Orblike, not the OOP patterns.** Copy the feel of Orblike's hit effects, sounds, enemy AI, but translate to v2's procedural/ID-based style.
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:20:- **Assets** — copied from the v1 framework (now at `../reference/Anchor_v1/assets/`) and Orblike into `arena/assets/` (font, hit1 spritesheet, 7 sounds).
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:49: - `enemy_hit.ogg` (from Orblike: Body Head (Headshot) 1.ogg)
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:73:- Movement matches Orblike arena: `set_velocity` from 8-way input, per-axis decay, `collider:sync` (not `input_vector` + `apply_force` as originally sketched)
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:104:- Port `hit_circle` class from Orblike (uses timer_tween)
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:105:- Port `hit_particle` class from Orblike (uses timer_tween, flying particle)
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:120:- Ported `hit_effect` class from Orblike (`animation_new('hit1', 0.04, 'once', ...)`, random rotation, action `[0]` self-kills)
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:126:- `score_popup` class: "+10" text that floats up for 0.5s (`cubic_out` y-tween), then blinks out Orblike-style (`timer_every` toggling `self.hidden` 7 times at 0.05s intervals, kill in the `after`)
E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md:135:- Orblike `sfx()` wrapper with ±5% default pitch jitter (`random_float(0.95, 1.05)`)
E:\a327ex\Anchor2\arena\main.lua:4: Enemies: Orblike seeker (~9203–9514); `physics_enable_collision('enemy','enemy')`.
E:\a327ex\Anchor2\arena\main.lua:6: Projectiles: Orblike default box 10×4 sensor (~7822), speed 190, spawn spring + flash;
E:\a327ex\Anchor2\arena\main.lua:31:-- Physics: Orblike arena (no gravity)
E:\a327ex\Anchor2\arena\main.lua:41:-- Orblike default contact knockback on player–enemy begin
E:\a327ex\Anchor2\arena\main.lua:46:-- Input (same bindings style as Orblike’s ‘left’ / ‘right’ / ‘up’ / ‘down’ actions)
E:\a327ex\Anchor2\arena\main.lua:81:-- Spritesheets: hit1 is 480x48, 5 frames of 96x48 (Orblike ~6988)
E:\a327ex\Anchor2\arena\main.lua:96:-- Orblike sfx wrapper (~main.lua 229–250): default pitch jitters ±5%.
E:\a327ex\Anchor2\arena\main.lua:104:-- hit_circle / hit_particle — Orblike main.lua ~10465–10573 (effects layer → game_layer)
E:\a327ex\Anchor2\arena\main.lua:182:-- hit_effect — spritesheet animation, Orblike main.lua ~10577–10595
E:\a327ex\Anchor2\arena\main.lua:211:-- score_popup — "+10" text that floats up then blinks out. Orblike pattern
... [22 more lines]
Let me check if Anchor2/.claude/CLAUDE.md exists and scan a few other spots I want to be sure about before editing:
Grep (Orblike|orblike)
Found 13 files
Anchor2\docs\BLOT_MIGRATION.md
Anchor2\arena\main.lua
Anchor2\docs\FRAMEWORK_API.md
Anchor2\app\docs\mockup_v2_command_palette.html
Anchor2\app\docs\mockup_v2_canvas.html
Anchor2\app\docs\mockup_v2_ui_kit.html
Anchor2\app\docs\mockup_music_piano_roll.html
Anchor2\app\docs\mockup_book_and_game.html
Anchor2\app\docs\mockup.html
Anchor2\arena\ARENA_PROGRESS.md
Anchor2\reference\anchor2_plan.md
Anchor2\reference\reference_disciplines.md
Anchor2\reference\reference_taxonomy.md
Bash (ls E:/a327ex/Anchor2/.claude/ 2>&1; echo "---"; ls C:/Users/adn/.claude/projects...)
CLAUDE.md
---
feedback_calorie_priority.md
feedback_defer_big_project.md
feedback_interview_format.md
feedback_no_new_big_projects.md
feedback_no_permission_abilities.md
feedback_orblike_anchor_divergence.md
feedback_snkrx_palette.md
generational-dynamics-analysis.md
MEMORY.md
project_anchor_app.md
project_fitness_profile.md
project_psyonia.md
reference_anchor2_input_in_draw.md
reference_anchor2_mouse_buttons.md
Reading all the affected files in parallel so I can do the replacements:
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
... [164 more lines]
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md)
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md)
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md)
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_new_big_projects.md)
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_snkrx_palette.md)
Read (C:\Users\adn\.claude\projects\E--a327ex\memory\project_psyonia.md)
Let me confirm whether the lowercase asset filenames referenced in the CLAUDE.md actually exist (so I know whether to rename them too):
Bash (ls E:/a327ex/Invoker/reference/orblike_*.png 2>/dev/null | head -20)
E:/a327ex/Invoker/reference/orblike_hud.png
E:/a327ex/Invoker/reference/orblike_inventory_orb_1.png
E:/a327ex/Invoker/reference/orblike_inventory_orb_2.png
E:/a327ex/Invoker/reference/orblike_ui_kit_1.png
E:/a327ex/Invoker/reference/orblike_ui_kit_2.png
E:/a327ex/Invoker/reference/orblike_ui_kit_3.png
E:/a327ex/Invoker/reference/orblike_ui_kit_4.png
PNG files in reference/ weren't renamed (per your earlier instruction), so I'll leave those filename references accurate. Now the edits:
Edit (E:\a327ex.claude\CLAUDE.md)
The file E:\a327ex\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex.claude\CLAUDE.md)
The file E:\a327ex\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex.claude\CLAUDE.md)
The file E:\a327ex\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Now MEMORY.md and the memory files. Using replace_all for the bulk of substitutions:
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. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
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. (file state is current in your context — no need to Read it back)
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. (file state is current in your context — no need to Read it back)
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_orblike_anchor_divergence.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\feedback_defer_big_project.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\feedback_no_new_big_projects.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_no_new_big_projects.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\feedback_snkrx_palette.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_snkrx_palette.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Now renaming the memory file and verifying any lowercase "orblike" leftovers:
PowerShell
renamed ok
True
Grep (Orblike|orblike)
C:\Users\adn\.claude\projects\E--a327ex\memory\project_psyonia.md:11:- `orblike.md` — Invoker-specific Psyonia framing (book-as-crystal-tool, recursive Story 7 reveal, visual identity proposals). Scaffolding for the FUTURE Psyonia-series rebuild of Invoker, NOT for the current practice version.
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:17:[Omitted long matching line]
Grep (Orblike|orblike)
66:- **Invoker/** — Chord-cast spell roguelike (Invoker/Magicka-inspired) with a Minesweeper meta-dungeon, SNKRX visual style. Built on Anchor 2. Working name — was "Orblike" before the redesign.
99:Invoker is built on **Anchor 2**. (Was "Orblike" until 2026-05-11 — many `reference/` docs still use the old name; the project itself was renamed when the design pivoted away from orbs.) When the user mentions this session is for Invoker, immediately read these files to get acquainted:
117:The kit PNGs (`orblike_ui_kit_*.png`, `orblike_inventory_orb_*.png`, `orblike_hud.png`) are the *original sources* the mockups were derived from — file names retain the old project name because the `reference/` folder wasn't swept during the rename. The mockups are ground truth because they use the locked palette.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\feedback_defer_big_project.md)
17 Concretely — surfaced 2026-04-18 when I over-built Invoker's visual-identity discussion into a deep Psyonian crystal-book diegesis with recursive Story 7 reveal, bureaucratic field-manual HTML mockups, dual-rendering modes, pixelation-shader transitions, NPC-as-correspondence-page proposals, etc. User had to pull back: "I'm not feeling it. In retrospect, this is probably too much work. This is trying to do things too early and not deferring to the future smartly enough." All that design material was good — but it belongs in `Psyonia/orblike.md` as scaffolding for the rebuild, not as specs for the current version.
Both remaining lowercase refs (Psyonia/orblike.md, orblike.md in project_psyonia.md) point to actual files in Psyonia/ that still have those names — accurate references, leaving them. Now the Anchor2 docs:
Grep (Orblike)
15:This worked for Orblike and emoji-ball-battles but showed two problems:
17:1. **The tree is great for one thing (compositional ownership) and mediocre-to-bad at everything else** (aggregates, back-references, event subscriptions, spatial queries). Orblike ended up using the tree for composition and plain tables for everything else, producing a codebase with five different reference patterns and no consistent story.
352:Anchor 1's `class.lua` is 64 lines with `:extend()`, parent pointers, super calls. Inheritance is barely used in practice — Orblike has `seeker = object:extend()` and never extends further.
734:- **`reference_taxonomy.md`** — The 10 types of object references in games, with Orblike examples. Reference material for understanding *why* the ID discipline works.
739:All earlier Anchor-related reference material is in `E:/a327ex/Orblike/reference/` and pertains to Anchor 1.
Grep (Orblike)
155:Examples of short lifetimes in Orblike's style:
235:## Applying the disciplines to Orblike's concrete cases
237:Let me walk through every reference pattern in Orblike and show what it becomes under these disciplines.
240:→ Discipline 5. Plain fields, destroyed in `seeker:destroy()`. Unchanged from Orblike's current pattern, minus the `self:add()` wrapper.
344:These four disciplines (plus the one convention for type 1) handle every reference pattern in Orblike without needing `link`, `subscribe`, `own-as-framework-primitive`, or any relation graph. The framework shrinks to near-nothing. Call sites are more verbose but more explicit. Every line tells you what's happening.
361:I want to note the one place where the disciplines feel slightly unnatural: the `entities[self.source_orb_id]` pattern in hot update code. In Orblike, code like beam update runs every frame and accesses its source orb multiple times per frame. Writing `entities[self.source_orb_id]` ten times per function is ugly.
Grep (Orblike)
3:A clear enumeration of every distinct kind of reference that shows up between objects in game code, using Orblike as a primary reference and drawing on general game dev experience. This document is descriptive, not prescriptive — it defines the problem space before we design solutions.
38:**Orblike examples:**
66:**Orblike examples:**
82:- The "multi-orb channeling fix" in Orblike's todo.md is exactly this class of bug
95:**Orblike examples:**
120:**Orblike examples:**
148:**Orblike examples:**
174:**Orblike examples:**
204:**Orblike examples:**
230:**Orblike examples:**
245:- Rebuild cost (Orblike rebuilds cached_enemies every frame, which is cheap now but scales linearly)
258:**Orblike examples:**
287:**Orblike examples:**
327:- **Type 4 (aggregate collection)** — poorly, via `an:all(tag)`. Slow enough that Orblike caches the results in a parallel array. The tag system was trying to do this work but wasn't fast enough.
328:- **Type 5 (back-reference)** — not at all. Orblike reimplements this manually in pack code.
329:- **Type 6 (event subscription)** — not at all. Orblike implements this inline with scattered `if self.mods.X` checks.
330:- **Type 8 (spatial index)** — not at all. Orblike builds its own spatial hash.
335:Orblike's current approach:
351:- NOT a complete catalog. I probably missed some edge cases (networked references, save/load references, replay references) that don't show up in Orblike.
Grep (Orblike)
1373:-- 7 times then die (Orblike blink-out pattern)
Now let me read enough of the Anchor2 files to safely edit them, then do replace-all updates:
Bash (wc -l E:/a327ex/Anchor2/reference/anchor2_plan.md E:/a327ex/Anchor2/reference/re...)
758 E:/a327ex/Anchor2/reference/anchor2_plan.md
411 E:/a327ex/Anchor2/reference/reference_disciplines.md
354 E:/a327ex/Anchor2/reference/reference_taxonomy.md
1933 E:/a327ex/Anchor2/docs/FRAMEWORK_API.md
188 E:/a327ex/Anchor2/arena/ARENA_PROGRESS.md
730 E:/a327ex/Anchor2/arena/main.lua
4374 total
Read (E:\a327ex\Anchor2\reference\anchor2_plan.md)
735 - **`reference_system_design.md`** — Earlier design attempt proposing framework primitives (`own`, `link`, `on`). Superseded by the disciplines approach, but kept for historical reference and in case a future reader wants to understand the reasoning for not going this way.
736 - **`reference_disciplines.md`** — The disciplines approach (IDs, polling, relational tables, short lifetimes). This document expands on section 3 above.
737 - **`anchor2_plan.md`** — This file.
738
739 All earlier Anchor-related reference material is in `E:/a327ex/Orblike/reference/` and pertains to Anchor 1.
740
741 ---
742
Read (E:\a327ex\Anchor2\reference\reference_disciplines.md)
1 # Coding Disciplines That Dissolve the Reference Problem
2
3 The previous design document proposed systems (relation graphs, three-primitive APIs, etc.) that SOLVE the reference management problem at the framework level. This document asks a different question: can we organize the way we write game code so these problems never arise in the first place?
4
5 The analogy to pre-allocated memory is exact. Game devs don't build sophisticated malloc replacements; they change the pattern so malloc is rare. The problem dissolves rather than being solved.
Read (E:\a327ex\Anchor2\reference\reference_taxonomy.md)
1 # Taxonomy of Object References in Games
2
3 A clear enumeration of every distinct kind of reference that shows up between objects in game code, using Orblike as a primary reference and drawing on general game dev experience. This document is descriptive, not prescriptive — it defines the problem space before we design solutions.
4
5 ---
Read (E:\a327ex\Anchor2\docs\FRAMEWORK_API.md)
1370 -- Infinite
1371 timer_every(spawn_timer, 1.5, 'spawn', spawn_enemy)
1372
1373 -- 7 times then die (Orblike blink-out pattern)
1374 timer_every(self.timer, 0.05, 'blink', function()
1375 self.hidden = not self.hidden
1376 end, 7, function() self:kill() end)
1377 ```
Read (E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
1 # Arena — Anchor 2 test game progress
2
3 **Status: COMPLETE.** Steps 0–12 are fully implemented and verified against the real engine. Step 13 is partially done (`timer_when` used for game-over detection; the other three rare timer modes deferred as opportunistic). Step 14 (polish / feel-tuning) is deferred to the developer since it requires actually playing the game.
4
5 **If you're a new instance picking this up**: the arena game is done. Read `arena/main.lua` (~750 lines) to see the canonical v2 coding style in action — it covers every framework module except `image.lua`. If you want to extend it, pick from the "Deferred / open" section near the bottom of this file.
Edit (E:\a327ex\Anchor2\reference\anchor2_plan.md)
The file E:\a327ex\Anchor2\reference\anchor2_plan.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\reference\reference_disciplines.md)
The file E:\a327ex\Anchor2\reference\reference_disciplines.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\reference\reference_taxonomy.md)
The file E:\a327ex\Anchor2\reference\reference_taxonomy.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\docs\FRAMEWORK_API.md)
The file E:\a327ex\Anchor2\docs\FRAMEWORK_API.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md)
The file E:\a327ex\Anchor2\arena\ARENA_PROGRESS.md has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Final verification sweep:
Grep (Orblike|orblike)
E:\a327ex\.claude\commands\cross-check.md:1:Read Orblike/tags.md and Orblike/interactions.md. For every ability+modifier pair in interactions.md that has an effect (the description is NOT "No effect" and NOT "Not yet implemented"), verify that at least one of the modifier's tags (from tags.md) matches at least one of the ability's tags (from tags.md).
E:\a327ex\.claude\CLAUDE.md:66:- **Invoker/** — Chord-cast spell roguelike (Invoker/Magicka-inspired) with a Minesweeper meta-dungeon, SNKRX visual style. Built on Anchor 2. Working name — was "Orblike" before the redesign.
E:\a327ex\.claude\CLAUDE.md:99:Invoker is built on **Anchor 2**. (Was "Orblike" until 2026-05-11 — many `reference/` docs still use the old name; the project itself was renamed when the design pivoted away from orbs.) When the user mentions this session is for Invoker, immediately read these files to get acquainted:
E:\a327ex\.claude\CLAUDE.md:117:The kit PNGs (`orblike_ui_kit_*.png`, `orblike_inventory_orb_*.png`, `orblike_hud.png`) are the *original sources* the mockups were derived from — file names retain the old project name because the `reference/` folder wasn't swept during the rename. The mockups are ground truth because they use the locked palette.
E:\a327ex\.claude\skills\add-ability\skill.md:3:description: Add a new ability to Orblike. Walks through every required step — def, damage, carrier, visuals, sounds, cast_log, tags, interactions, and testing.
E:\a327ex\.claude\skills\add-ability\skill.md:6:# Add Ability to Orblike
E:\a327ex\.claude\skills\add-ability\skill.md:8:This skill guides the implementation of a new ability in `Orblike/main.lua`. Every ability requires all of the following steps. Do NOT skip steps. Ask the user before starting if any design details are unclear.
E:\a327ex\.claude\skills\add-ability\skill.md:13:1. `Orblike/main.lua` — the game code (search for `abilities = {` to see existing defs)
E:\a327ex\.claude\skills\add-ability\skill.md:14:2. `Orblike/todo.md` — check if the ability is listed with design notes / build fantasies
E:\a327ex\.claude\skills\add-ability\skill.md:15:3. `Orblike/lore.md` — understand the damage system (physical/magic/null, defenses, elements)
E:\a327ex\.claude\skills\add-ability\skill.md:16:4. `Orblike/tags.md` — existing tag definitions
E:\a327ex\.claude\skills\add-ability\skill.md:17:5. `Orblike/interactions.md` — modifier interaction matrix
E:\a327ex\.claude\skills\add-ability\skill.md:134:1. Add the ability to `Orblike/tags.md` with its tags
E:\a327ex\.claude\skills\add-ability\skill.md:135:2. For each modifier in `Orblike/interactions.md`, determine if it affects this ability (based on tag overlap)
E:\a327ex\.claude\skills\end-session\SKILL.md:134:| orblike | `E:/a327ex/orblike` | `git add -A` |
Grep (Orblike|orblike)
C:\Users\adn\.claude\projects\E--a327ex\memory\feedback_defer_big_project.md:17:[Omitted long matching line]
C:\Users\adn\.claude\projects\E--a327ex\memory\project_psyonia.md:11:- `orblike.md` — Invoker-specific Psyonia framing (book-as-crystal-tool, recursive Story 7 reveal, visual identity proposals). Scaffolding for the FUTURE Psyonia-series rebuild of Invoker, NOT for the current practice version.
Grep (Orblike)
Found 1 file
Anchor2\app\docs\mockup.html
Found a few more spots. Let me check the end-session skill and the add-ability/cross-check commands:
Read (E:\a327ex.claude\skills\end-session\SKILL.md)
125 ## Step 5: Commit Project Repo
126
127 Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
128
129 | Project | Root | Stage command |
130 |---|---|---|
131 | Anchor | `E:/a327ex/Anchor` | `git add docs/ framework/ engine/ scripts/ reference/` |
132 | Anchor2 | `E:/a327ex/Anchor2` | `git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/` |
133 | emoji-ball-battles | `E:/a327ex/emoji-ball-battles` | `git add -A` |
134 | orblike | `E:/a327ex/orblike` | `git add -A` |
135 | thalien-lune | `E:/a327ex/thalien-lune` | `git add -A` |
136 | a327ex-site | `E:/a327ex/a327ex-site` | `git add -A` (this IS one of the web repos — the log file added in Step 4 is staged here automatically) |
137
138 For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
139
140 `cd` into the project root, stage, run `git status` to verify before committing.
141
142 **IMPORTANT — FULL SUMMARY IN COMMIT:** The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
143
144 **IMPORTANT — COMMIT METHOD:** The summary contains backticks, special characters, and markdown that WILL break heredocs and `git commit -m`. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.
Read (E:\a327ex.claude\commands\cross-check.md)
1 Read Orblike/tags.md and Orblike/interactions.md. For every ability+modifier pair in interactions.md that has an effect (the description is NOT "No effect" and NOT "Not yet implemented"), verify that at least one of the modifier's tags (from tags.md) matches at least one of the ability's tags (from tags.md).
2
3 Skip modifiers tagged "exempt" — these force-fire abilities regardless of type and don't need tag overlap.
4
5 Report:
6 1. Any violations (modifier affects ability but no tag overlap)
7 2. A summary count: X violations found out of Y active interactions checked
8
9 For each violation, show: the ability, the modifier, the ability's tags, and the modifier's tags.
10
Edit (E:\a327ex.claude\skills\end-session\SKILL.md)
The file E:\a327ex\.claude\skills\end-session\SKILL.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done with the unambiguous updates. Here's what's left and why I stopped to ask before touching it:
Done this round
E:\a327ex\.claude\CLAUDE.md— Projects list entry,## Orblikesection heading, all path refs (Orblike/design.md,Orblike/anchor/, etc.). Added a one-line note about the rename date so future sessions understand whyreference/paths still have the old name. PNG filename refs (orblike_ui_kit_*.png) left literal because those files weren't renamed.MEMORY.md— all "Orblike" → "Invoker", path fixed, and the link[Orblike runs on Anchor 2](feedback_orblike_anchor_divergence.md)updated to the renamed file.- Memory files (
feedback_orblike_anchor_divergence.md,feedback_defer_big_project.md,feedback_no_new_big_projects.md,feedback_snkrx_palette.md,project_psyonia.md) — replace_all on each. - Renamed:
feedback_orblike_anchor_divergence.md→feedback_invoker_anchor_divergence.md. - Anchor2 docs:
reference/anchor2_plan.md,reference/reference_disciplines.md,reference/reference_taxonomy.md,docs/FRAMEWORK_API.md(single comment),arena/ARENA_PROGRESS.md,arena/main.lua— all swept. end-session/SKILL.md— project table row updated.
Confirmed safe to leave (accurate as-is)
Psyonia/orblike.mdreferences in memory files — that file genuinely exists at that lowercase path. The Psyonia folder isn't in scope for the rename.Anchor2/docs/BLOT_MIGRATION.md/orblike-redesignURL — describes an existing published blog URL slug. Renaming the project doesn't change the URL.Anchor2/app/docs/mockup*.html— UI mockups for the Anchor App where "orblike" appears as example placeholder data (tag names, fake filenames in a fictional file list). Decorative; updating ahead of the app being built isn't valuable.- PNG filenames in
Invoker/reference/. Anchor2/.claude/CLAUDE.md— has no "Orblike" references (Anchor 2 was rewritten without naming a specific consumer).
Things I noticed but didn't touch — they need a decision
.claude/commands/cross-check.md— Slash command that readsOrblike/tags.md+Orblike/interactions.mdto verify tag overlap between modifiers and abilities. Both files are slated for archive perInvoker/plan.mdand the whole tag/ability system is replaced by spells. This command is functionally dead for the new design, not just stale-named. Options: archive it, rewrite it for the spell system later, or leave + flag..claude/skills/add-ability/skill.md— Skill for adding abilities in the old orb/ability system (with damage splits, carriers, tags, interactions). The new design has chord-cast spells, not abilities. Like #1, functionally dead, not just stale-named.Psyonia/folder — ContainsPsyonia/orblike.md(Psyonia-framing scaffolding for the future big-project version) and possibly other Orblike refs inPsyonia/ideas/seed_notes.mdetc. The Psyonia project is the umbrella the practice game sits inside; the "future Invoker" there is a Psyonian-era reskin years away. Renaming there is a different decision — the practice game's identity might be Invoker, but the Psyonia-era version might keep "Orblike" or get its own name.
Want me to:
- Archive (move to
_archive/) the cross-check command and add-ability skill since they're for the dead orb/ability system? - Sweep the Psyonia folder too, or leave it (since Psyonia/orblike.md scaffolds a future, different production)?
I added 8 images to assets. wind.png, fire.png, earth.png, water.png, self.png, projectile.png, rune.png and line.png. These represent visuals for our 8 primitives. Let's get started on the tutorial by building the UI for casting spells. Use relevant reference UI code we made previously to follow its style.
Let me get oriented on the assets and existing UI patterns before designing this:
Read (E:\a327ex\Invoker\main.lua)
1 require('anchor')({
2 width = 480,
3 height = 270,
4 title = "Invoker",
5 scale = 3,
6 filter = "rough",
7 })
8
9 -- ============================================================================
10 -- LOCKED PALETTE (per reference/ui_primitives_spec.md and the four
11 -- reference/mockup_ui_kit_*.html files). 18 canonical tokens — 9 chrome
12 -- (grayscale ladder, dark to light) + 9 accents (roughly by hue).
13 -- ============================================================================
14
15 -- Chrome (grayscale ladder, dark → light)
16 bg = color(22, 28, 34)
17 slot_fill = color(27, 31, 34)
18 panel_fill = color(31, 33, 38)
19 charcoal = color(45, 48, 51)
20 panel_border = color(56, 60, 65)
21 grey = color(74, 77, 80)
22 text_muted = color(140, 140, 145)
23 white = color(200, 200, 200)
24 text = color(240, 240, 235)
25
26 -- Accents (roughly by hue)
27 red = color(210, 49, 56)
28 orange = color(233, 108, 27)
29 yellow = color(234, 171, 28)
30 lime = color(148, 176, 41)
... [158 more lines]
Bash (ls E:/a327ex/Invoker/assets/ 2>&1 | head -40)
Arrow Impact wood 1.ogg
Arrow Impact wood 1.wav
Arrow Impact wood 1_lightmed.ogg
Arrow Impact wood 3.ogg
Arrow Impact wood 3.wav
Arrow Impact wood 3_lightmed.ogg
ARROW_Hit_Body_stereo.ogg
ARROW_Hit_Body_stereo.wav
ARROW_Hit_Body_stereo_lightmed.ogg
ARROW_Hit_Wood_Shield_stereo.ogg
ARROW_Hit_Wood_Shield_stereo.wav
ARROW_Hit_Wood_Shield_stereo_lightmed.ogg
Awesome 9.ttf
Bloody punches 10.ogg
Bloody punches 10_lightmed.ogg
Bloody punches 3.ogg
Bloody punches 3_lightmed.ogg
Bloody punches 7.ogg
Bloody punches 7_lightmed.ogg
Body Fall 18.wav
Body Fall 2.ogg
Body Fall 2_lightmed.ogg
Body Head (Headshot) 1.ogg
Body Head (Headshot) 1_lightmed.ogg
BOW_Release_Arrow_Large_mono.ogg
BOW_Release_Arrow_Large_mono.wav
BOW_Release_Arrow_Large_mono_lightmed.ogg
BOW_Release_Arrow_mono.ogg
BOW_Release_Arrow_mono.wav
BOW_Release_Arrow_mono_lightmed.ogg
... [10 more lines]
Read (E:\a327ex\Invoker\ui.lua)
1 --[[
2 ui.lua — UI primitives for Invoker.
3
4 Pure render functions. The caller owns state (hover, active, focus, drag) and
5 passes it in; primitives never hide internal state. Widget IDs (when needed)
6 are explicit caller-provided strings.
7
8 Discipline (per the action-vs-rules dichotomy applied to UI):
9 - Data (inventory contents, equipped items, drag-in-progress) lives in
10 retained models elsewhere. Action-based.
11 - Rendering and per-frame interaction (hit-testing, hover, valid-target
12 computation) is rules-based and recomputed each frame from input + data.
13 - Primitives in this file are pure draw — no state, no closures over data.
14
15 See reference/ui_primitives_spec.md for the design tokens these implement.
16 ]]
17
18 -- F2-toggled debug screen for live-tuning chrome against the kit.
19 ui_test_active = false
20
21 -- Clone `c` with alpha multiplied by `mul`. New color per call; only call from
22 -- UI-frequency draw paths. Used for the `disabled` slot state.
23 local function with_alpha(c, mul)
24 local out = color_clone(c)
25 out.a = math.floor(out.a*mul + 0.5)
26 return out
27 end
28
29 --[[
30 ui_panel(lyr, x, y, w, h, opts)
... [384 more lines]
Read (E:\a327ex\Invoker\player.lua)
1 player = class()
2
3 function player:new(x, y)
4 self.x, self.y = x, y
5 self.w, self.h = 10, 10
6 self.base_speed = 100
7 self.speed = self.base_speed
8 self.r = 0
9 self.visual_r = 0
10 self.sx, self.sy = 1, 1
11 self.edition = 0
12 self.moving = false
13 self.previous_moving = false
14 self.flashing = false
15 self.hp = 100
16 self.max_hp = 100
17
18 make_entity(self)
19
20 self.collider = collider(self, 'player', 'dynamic', 'box', self.w, self.h)
21 self.collider:set_gravity_scale(0)
22 self.collider:set_fixed_rotation(true)
23 self.collider:set_position(x, y)
24
25 self.timer = timer_new()
26 self.spring = spring_new()
27 spring_add(self.spring, 'hit', 1)
28 spring_add(self.spring, 'shoot', 1)
29 spring_add(self.spring, 'move', 1)
30 end
... [69 more lines]
Bash (ls E:/a327ex/Invoker/assets/*.png 2>&1)
E:/a327ex/Invoker/assets/conjuration.png
E:/a327ex/Invoker/assets/earth.png
E:/a327ex/Invoker/assets/fire.png
E:/a327ex/Invoker/assets/fx_elec_001.png
E:/a327ex/Invoker/assets/fx_elec_013.png
E:/a327ex/Invoker/assets/fx_elec_020.png
E:/a327ex/Invoker/assets/fx_elec_025.png
E:/a327ex/Invoker/assets/fx_elec_027.png
E:/a327ex/Invoker/assets/fx_elec_036.png
E:/a327ex/Invoker/assets/fx_elec_050.png
E:/a327ex/Invoker/assets/fx_elec_052.png
E:/a327ex/Invoker/assets/fx_energy_002.png
E:/a327ex/Invoker/assets/fx_energy_005.png
E:/a327ex/Invoker/assets/fx_energy_008.png
E:/a327ex/Invoker/assets/fx_energy_011.png
E:/a327ex/Invoker/assets/fx_energy_012.png
E:/a327ex/Invoker/assets/fx_energy_014.png
E:/a327ex/Invoker/assets/fx_energy_015.png
E:/a327ex/Invoker/assets/fx_energy_017.png
E:/a327ex/Invoker/assets/fx_energy_018.png
E:/a327ex/Invoker/assets/fx_energy_019.png
E:/a327ex/Invoker/assets/fx_energy_020.png
E:/a327ex/Invoker/assets/fx_energy_022.png
E:/a327ex/Invoker/assets/fx_energy_029.png
E:/a327ex/Invoker/assets/fx_energy_032.png
E:/a327ex/Invoker/assets/fx_energy_034.png
E:/a327ex/Invoker/assets/fx_energy_049.png
E:/a327ex/Invoker/assets/fx_energy_057.png
E:/a327ex/Invoker/assets/fx_energy_086.png
E:/a327ex/Invoker/assets/fx_energy_087.png
... [113 more lines]
Let me also check the mockup HTML to see if there's a defined cast HUD style:
Grep (cast|chord|spell|primitive|slot)
17: bg, text, text_muted, panel_fill, panel_border, slot_fill,
25: --slot-fill: rgb(27, 31, 34);
182: /* --- SLOT (empty) ----------------------------------------------- */
183: .slot {
186: background: var(--slot-fill);
190: .slot.hover { border-color: var(--grey); }
191: .slot.selected { border-color: var(--green); border-width: 2px; }
362: <strong>charcoal</strong> = nested panels inside other panels (the inline reroll panel and icon buttons in the top bar). <strong>slot-fill</strong> = empty slot interior. <strong>grey</strong> = secondary button + slot hover border. <strong>panel-border</strong> = all panel/slot outlines, also empty wave pips. <strong>text-muted</strong> = secondary text + tooltip body + section descriptions. <strong>Tile pictogram color</strong> = <strong>text</strong> (240,240,235), not pure white.
376: <div class="swatch dark" style="background: var(--slot-fill);">
377: <div class="name">slot-fill</div><div class="rgb">27, 31, 34</div>
535: <div class="slot"></div>
536: <div class="slot"></div>
537: <div class="slot hover"></div>
538: <div class="slot selected"></div>
539: <div class="slot"></div>
540: <div class="slot"></div>
541: <div class="slot"></div>
542: <div class="slot"></div>
543: <div class="slot"></div>
Got it — confirmed all 8 primitive PNGs (fire, wind, earth, water, self, projectile, rune, line) plus extras (lightning, conjuration, time). The existing UI substrate gives us what we need: ui_slot for the chrome, ui_item_icon for the tile + pictogram pattern, and run.cast_slots is already in the per-run schema waiting for data.
Before writing code, let me lay out the design and surface the open decisions. The CLAUDE.md is pretty firm that UI choices should be asked rather than guessed at.
Cast HUD — proposed design
Visual layout (world-space, follows camera):
- Three slots, horizontal row, centered on the player's X axis.
- Anchored ~12 px below player center (player is 10×10, so the row sits ~7 px below the player's bottom edge).
- Slot size: 16×16 px, 2 px gap → total 52×16 px. Big enough that the PNG icon reads, small enough to not dominate near-player space.
- Slot chrome: reuse
ui_slot'normal' state (slot_fill bg + panel_border outline, 1 px). - Drawn on
game_layerafter the player, inside thecamera_attachblock. No new layer needed.
Slot states:
- Empty: just the chrome.
- Filled: chrome + the primitive's icon centered inside.
Icon rendering — I want your call here:
- A. Colored tile + PNG icon on top. Matches the existing
ui_item_iconpattern (e.g. red tile for Fire, light_blue tile for Wind, neutral grey for formations). PNG icon sits centered withicon_pad = 2. - B. Neutral slot fill + the PNG carries all the color. Closer to how Magicka/Invoker do it — the icon art is the identity. Slot stays slot_fill regardless of which primitive.
I don't know what your PNGs actually look like — if they're stylized art with full color, B is better; if they're more like silhouettes/glyphs, A gives them more pop. Which?
Visibility:
- HUD is hidden when
#run.cast_slots == 0. - First primitive keypress → HUD appears (with that slot filled).
- LMB cast or RMB cancel → empty
cast_slots→ HUD disappears. - Always shows all 3 slots while visible (so the cap is communicated).
Input model — the deferred Phase 1 decision:
- Tap-sequence (recommended). Press Q → Fire fills slot 1, press E → Wind fills slot 2, click to cast. This matches the design.md / plan.md language ("build chord → cast"), gives more headroom (we have 5 primitive keys at runtime), and is closer to Dota's Invoker than Magicka.
- Hold-multi-key. Hold Q+E together → both register simultaneously, click to cast. Faster, but harder once you have 4-5 primitives (finger gymnastics), and the HUD has to render based on which keys are currently held rather than which were pressed.
I'd go tap-sequence. Confirm or override?
Slot-full behavior (4th keypress when all 3 slots filled):
- Ignore (recommended). Press is dropped; chord stays. RMB to clear and start over. Simplest, matches Magicka's "elements queue up to N".
- Replace slot 1 (FIFO), replace slot 3 (LIFO), or auto-cancel + start fresh are all possible but feel fiddly.
Cancel: RMB. I'd also bind Esc for parity with drag_cancel_pressed. Fine?
At-least-one-element check: LMB on a pure-formation chord (e.g. [Projectile, Self]) doesn't fire and doesn't clear the chord. No visual feedback in this pass — just silently noops. Mana / audio feedback land in their own sub-phase later. OK?
Mid-chord removal: None for now. Keys only add. RMB clears the whole chord.
Implementation order
Each step is small, builds on the prior, and lets you eyeball something visually after every step:
primitives.lua— pure data table for the 8 primitives. Each entry:{id, name, key, kind = 'element'|'formation', sprite_path, color}. Plus a sprite loader that runs at module-load time (or first access). Probably 50-70 lines.ui_item_iconextension — addopts.imageas an alternative toglyphso the same primitive draws a PNG-centered tile. Keeps the API consistent. ~10 lines added.ui_cast_hud(lyr, anchor_x, anchor_y, chord)inui.lua— pure render, takes the chord array, draws 3 slots horizontally centered at the anchor, fills the first#chordwith their icons. ~30 lines.- Wire-up in
main.lua—bind('prim_q', 'key:q')…bind('prim_f', 'key:f'), pluscastandcancel. Inupdate(): for each primitive key, append torun.cast_slotsif under cap and primitive is inrun.primitives_known. LMB → cast (placeholder: print to console + clear). RMB/Esc → clear. Indraw()inside camera_attach: if#run.cast_slots > 0, callui_cast_hudat(p.x, p.y + 12). - Seed the tutorial loadout — in
run_reset()(or a separaterun_seed_tutorial()), prepopulaterun.primitives_known = {'fire','wind','self','projectile'}andrun.primitive_keys = {fire='q', wind='e', self='r', projectile='t'}. Just for the tutorial subset; real acquisition comes later.
After step 5 you can press Q/E/R/T in-game, see icons fill the HUD below the player, and LMB/RMB to clear. That's the cast HUD substrate done — actual spell effects come in the spell-execution sub-phase next.
One thing to flag: the icon rendering question (A vs B) blocks step 2's signature. Everything else is robust to your answers. Want to weigh in on that + the input model + slot-full behavior, then I'll start on step 1?
Go ahead, B for icon rendering, assume whatever you wish for everything else.
Got it. Tap-sequence, ignore 4th key, RMB+Esc cancel, silent fail on pure-formation, no removal mid-chord. Locking these in.
Before I write the data layer, I need to confirm the Anchor 2 image API — I don't want to guess function signatures.
Grep (^(image|layer_image|layer_draw_image|draw_image))
E:\a327ex\Invoker\anchor\image.lua:11:image = class()
E:\a327ex\Invoker\anchor\init.lua:76:images = images or {}
Grep (image_load|layer_image|image()
195:image_load(name, path) -> image
250:layer_image(lyr, image, x, y, color?, flash?)
Read (E:\a327ex\Invoker\anchor\image.lua)
1 --[[
2 image — thin wrapper for GPU texture handles.
3
4 Usage:
5 images.player = image_load('player', 'assets/player.png')
6 layer_image(game_layer, images.player, 100, 100)
7
8 An image is a plain table with .handle, .width, .height.
9 ]]
10
11 image = class()
12
13 function image:new(handle)
14 self.handle = handle
15 self.width = texture_get_width(handle)
16 self.height = texture_get_height(handle)
17 end
18
19 -- Load a texture from a file, wrap it, and add to the global `images` table.
20 function image_load(name, path)
21 local handle = texture_load(path)
22 local img = image(handle)
23 if images then images[name] = img end
24 return img
25 end
26
Grep (image_load|layer_image)
567:image_load(name, path) -> image
568-```
569-
570-Loads a texture and returns an image wrapper. Also stores it in `images[name]`.
571-
572-```
573-image.handle -> texture userdata
574-image.width -> int
575-image.height -> int
--
578:Draw with `layer_image(layer, image, x, y, color?, flash?)`.
579-
580-### Spritesheets
581-
582-```
583-spritesheet_register(name, path, frame_width, frame_height) -> spritesheet
584-```
585-
586-Loads a spritesheet as a texture + grid metadata. Also stores it in
--
726:layer_image(lyr, image, x, y, color?, flash?)
727-layer_texture(lyr, raw_handle, x, y, color?)
728-layer_spritesheet(lyr, sheet, frame, x, y, color?, flash?)
729-layer_animation(lyr, anim, x, y, color?, flash?)
730-layer_text(lyr, text, font, x, y, color)
731-```
732-
733-`color` tints the drawn image. `flash` (0 or 1) replaces all non-transparent
734-pixels with `color` — used for hit-flash effects.
--
... [9 more lines]
Grep (layer_image|layer_push|layer_scale)
250:layer_image(lyr, image, x, y, color?, flash?)
260:layer_push(lyr, x, y, r, sx, sy) -- translate, rotate, scale
Grep (layer_push|layer_scale)
747:layer_push(lyr, x, y, r, sx, sy)
748-layer_pop(lyr)
749-```
750-
751:`layer_push` translates to `(x, y)`, then rotates by `r` radians, then scales
752-by `(sx, sy)`. All subsequent draws to `lyr` are transformed until the matching
753-`layer_pop`. Nested pushes stack.
754-
--
758: layer_push(game_layer, self.x, self.y, self.r, s, s)
759- layer_rounded_rectangle(game_layer, -6, -6, 12, 12, 2, player_color())
760- layer_pop(game_layer)
761-end
--
1570: layer_push(game_layer, self.x, self.y, self.r, s, s)
1571- layer_rounded_rectangle(game_layer, -6, -6, 12, 12, 2, player_color())
1572- layer_pop(game_layer)
1573-end
--
1630: layer_push(game_layer, self.x, self.y, self.r, self.s, self.s)
1631- layer_animation(game_layer, self.anim, 0, 0)
1632- layer_pop(game_layer)
1633-end
Let me check the actual PNG dimensions so I know whether scaling is needed:
PowerShell
Exit code 1
At line:1 char:212
+ ... ts\$_.png"; $img = [System.Drawing.Image]::FromFile($p); "$_: $($img. ...
+ ~~~
Variable reference is not valid. ':' was not followed by a valid variable name character. Consider using ${} to
delimit the name.
+ CategoryInfo : ParserError: (:) [], ParentContainsErrorRecordException
+ FullyQualifiedErrorId : InvalidVariableReferenceWithDrive
PowerShell
fire: 40x60
wind: 40x60
earth: 40x60
water: 40x60
self: 40x60
projectile: 40x60
rune: 40x60
line: 40x60
Confirmed — 40×60 PNGs (2:3 portrait aspect, card-shaped). That tells me slot dimensions should match: I'll go with 16w × 24h slots so the icons fit edge-to-near-edge without distortion.
Building it now — 5 files (2 new, 3 modified). I'll do everything in one pass since the HUD is the smallest testable unit.
1. primitives.lua (new)
Write (E:\a327ex\Invoker\primitives.lua)
File created successfully at: E:\a327ex\Invoker\primitives.lua (file state is current in your context — no need to Read it back)
2. cast.lua (new)
Write (E:\a327ex\Invoker\cast.lua)
File created successfully at: E:\a327ex\Invoker\cast.lua (file state is current in your context — no need to Read it back)
3. ui.lua — add ui_cast_hud
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4. run.lua — seed the tutorial loadout
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
5. main.lua — requires, bindings, update call, draw call
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Cast HUD substrate is in. Here's the rundown:
What's wired up
New files
primitives.lua— 8-primitive data table + sprite loader.cast.lua— per-frame chord input loop + cast validation.
Modified
ui.lua— addedui_cast_hud(lyr, anchor_x, anchor_y, chord)next to the other primitives.run.lua—run_resetnow seedsprimitives_knownandprimitive_keyswith the tutorial loadout.main.lua— added two requires,primitives_load_sprites()after font registration, key/mouse binds,cast_input_update()inupdate, and theui_cast_hudcall inside thecamera_attachblock.
What to expect when you run
- WASD still moves; mouse still aims.
- Q/E/R/T = Fire / Wind / Self / Projectile. Press them in any order to fill slots left-to-right.
- HUD only appears when at least one slot is filled, anchored 16px below the player and centered on player.x. Three slots, 16×24 each, 2px gaps → 52×24 total. The 40×60 PNGs land at 14×21 inside the slot inner area with aspect preserved.
- LMB casts. Pure-formation chords (e.g. R-then-T with no element) print nothing and clear — silent fail per the spec.
- RMB or Esc clears the chord and hides the HUD.
- 4th key while full: ignored. F12 resets the run if the chord gets weird.
- A successful cast prints
cast: fire+selfetc. to the console — placeholder until the catalog lands next sub-phase.
Things I'd want eyes on
- Slot offset (16px below player center). If the HUD overlaps gameplay things too much or feels too far, that's the one number to twiddle (
p.y + 16inmain.lua'sdraw). - Slot size (16×24). I picked this for the 2:3 aspect; if they read too small or too big, the constants are at the top of
ui_cast_hud. - Edge-to-near-edge sprite (1px pad). If the icons feel cramped against the border, bump
padinui_cast_hudto 2. - No tile color (option B). As decided. If a primitive's icon disappears against
slot_fill, that's the trigger to pivot to option A (per-primitive tinted tile underneath). is_pressedfromdraw. Not used here — chord state mutation happens inupdateviacast_input_update, anddrawjust readsrun.cast_slots. Per the MEMORY note about input edges being update-only, this stays correct.
Once you've poked at it, I'd guess the next sub-phase is spell catalog + dispatch (3 from the plan: chord → spell lookup → effect). Tell me how the feel is first.
[Pasted image/png]
Slots can be more square then rectangle, although not completely, because even though the images are 40x60 they are mostly kind of square. Keep that UI fixed to the bottom center of the center instead of below player. Make the size big enough that each image doesn't have to be scaled down.
[Request interrupted by user]
Ah, and fix the drawing offset.
Looking at the screenshot — the icons are drawn at world (0, 0) (above the slots) rather than inside them. Let me check how layer_image actually positions the image in Anchor 2 before fixing:
Grep (layer_image)
E:\a327ex\Invoker\anchor\image.lua:6: layer_image(game_layer, images.player, 100, 100)
E:\a327ex\Invoker\anchor\image.lua-7-
E:\a327ex\Invoker\anchor\image.lua-8- An image is a plain table with .handle, .width, .height.
E:\a327ex\Invoker\anchor\image.lua-9-]]
E:\a327ex\Invoker\anchor\image.lua-10-
E:\a327ex\Invoker\anchor\image.lua-11-image = class()
--
E:\a327ex\Invoker\anchor\layer.lua:165:function layer_image(lyr, img, x, y, color, flash)
E:\a327ex\Invoker\anchor\layer.lua-166- eng.draw_texture(lyr_handle(lyr), img.handle, x, y, color or 0xFFFFFFFF, flash or 0)
E:\a327ex\Invoker\anchor\layer.lua-167-end
E:\a327ex\Invoker\anchor\layer.lua-168-
E:\a327ex\Invoker\anchor\layer.lua-169---- Raw texture userdata / handle at x, y.
E:\a327ex\Invoker\anchor\layer.lua-170-function layer_texture(lyr, tex, x, y, color)
Grep (layer_image()
E:\a327ex\Anchor2\framework\anchor\image.lua-4- Usage:
E:\a327ex\Anchor2\framework\anchor\image.lua-5- images.player = image_load('player', 'assets/player.png')
E:\a327ex\Anchor2\framework\anchor\image.lua:6: layer_image(game_layer, images.player, 100, 100)
E:\a327ex\Anchor2\framework\anchor\image.lua-7-
E:\a327ex\Anchor2\framework\anchor\image.lua-8- An image is a plain table with .handle, .width, .height.
--
E:\a327ex\Anchor2\app\anchor\layer.lua-167-
E:\a327ex\Anchor2\app\anchor\layer.lua-168---- Image object (has .handle) or pass-through same as engine.
E:\a327ex\Anchor2\app\anchor\layer.lua:169:function layer_image(lyr, img, x, y, color, flash)
E:\a327ex\Anchor2\app\anchor\layer.lua-170- eng.draw_texture(lyr_handle(lyr), img.handle, x, y, color or 0xFFFFFFFF, flash or 0)
E:\a327ex\Anchor2\app\anchor\layer.lua-171-end
--
E:\a327ex\Anchor2\app\anchor\image.lua-4- Usage:
E:\a327ex\Anchor2\app\anchor\image.lua-5- images.player = image_load('player', 'assets/player.png')
E:\a327ex\Anchor2\app\anchor\image.lua:6: layer_image(game_layer, images.player, 100, 100)
E:\a327ex\Anchor2\app\anchor\image.lua-7-
E:\a327ex\Anchor2\app\anchor\image.lua-8- An image is a plain table with .handle, .width, .height.
--
E:\a327ex\Anchor2\framework\anchor\layer.lua-167-
E:\a327ex\Anchor2\framework\anchor\layer.lua-168---- Image object (has .handle) or pass-through same as engine.
E:\a327ex\Anchor2\framework\anchor\layer.lua:169:function layer_image(lyr, img, x, y, color, flash)
E:\a327ex\Anchor2\framework\anchor\layer.lua-170- eng.draw_texture(lyr_handle(lyr), img.handle, x, y, color or 0xFFFFFFFF, flash or 0)
E:\a327ex\Anchor2\framework\anchor\layer.lua-171-end
--
E:\a327ex\Anchor2\docs\FRAMEWORK_API.md-576-```
E:\a327ex\Anchor2\docs\FRAMEWORK_API.md-577-
E:\a327ex\Anchor2\docs\FRAMEWORK_API.md:578:Draw with `layer_image(layer, image, x, y, color?, flash?)`.
E:\a327ex\Anchor2\docs\FRAMEWORK_API.md-579-
E:\a327ex\Anchor2\docs\FRAMEWORK_API.md-580-### Spritesheets
--
... [12 more lines]
Grep (draw_texture)
5411:static int l_layer_draw_texture(lua_State* L) {
5412- Layer* layer = (Layer*)lua_touserdata(L, 1);
5413- Texture* tex = (Texture*)lua_touserdata(L, 2);
5414- float x = (float)luaL_checknumber(L, 3);
5415- float y = (float)luaL_checknumber(L, 4);
5416- uint32_t color = (uint32_t)luaL_optinteger(L, 5, 0xFFFFFFFF); // Default white (no tint)
5417- uint32_t flash = (uint32_t)luaL_optinteger(L, 6, 0x00000000); // Default black (no flash)
5418- layer_add_image(layer, tex, x, y, color, flash);
5419- return 0;
5420-}
5421-
5422-static int l_layer_set_blend_mode(lua_State* L) {
5423- Layer* layer = (Layer*)lua_touserdata(L, 1);
5424- const char* mode = luaL_checkstring(L, 2);
5425- if (strcmp(mode, "alpha") == 0) {
5426- layer_set_blend_mode(layer, BLEND_ALPHA);
--
9165: lua_register(L, "layer_draw_texture", l_layer_draw_texture);
9166- lua_register(L, "layer_set_blend_mode", l_layer_set_blend_mode);
9167- lua_register(L, "layer_stencil_mask", l_layer_stencil_mask);
9168- lua_register(L, "layer_stencil_test", l_layer_stencil_test);
9169- lua_register(L, "layer_stencil_test_inverse", l_layer_stencil_test_inverse);
9170- lua_register(L, "layer_stencil_off", l_layer_stencil_off);
9171- lua_register(L, "texture_load", l_texture_load);
9172- lua_register(L, "texture_create", l_texture_create);
9173- lua_register(L, "texture_unload", l_texture_unload);
9174- lua_register(L, "texture_get_width", l_texture_get_width);
9175- lua_register(L, "texture_get_height", l_texture_get_height);
9176- // --- Spritesheet ---
9177- lua_register(L, "spritesheet_load", l_spritesheet_load);
... [3 more lines]
Grep (layer_add_image)
2041:static void layer_add_image(Layer* layer, Texture* tex, float x, float y, uint32_t color, uint32_t flash_color) {
2042- DrawCommand* cmd = layer_add_command(layer);
2043- if (!cmd) return;
2044- cmd->type = COMMAND_SPRITE;
2045- cmd->color = color;
2046- cmd->flash_color = flash_color;
2047- cmd->texture_id = tex->id;
2048- cmd->params[0] = x;
2049- cmd->params[1] = y;
2050- cmd->params[2] = (float)tex->width;
2051- cmd->params[3] = (float)tex->height;
2052-}
2053-
2054-// Pack two UV coordinates (0.0-1.0) into a float via bit reinterpretation (16 bits each)
2055-static float pack_uv_pair(float u, float v) {
2056- uint16_t ui = (uint16_t)(u * 65535.0f);
2057- uint16_t vi = (uint16_t)(v * 65535.0f);
2058- uint32_t packed = ((uint32_t)ui) | ((uint32_t)vi << 16);
2059- float result;
2060- memcpy(&result, &packed, sizeof(float));
2061- return result;
2062-}
2063-
2064-// Unpack two UV coordinates from a float
2065-static void unpack_uv_pair(float packed_float, float* u, float* v) {
2066- uint32_t packed;
--
5418: layer_add_image(layer, tex, x, y, color, flash);
5419- return 0;
5420-}
... [12 more lines]
Grep (COMMAND_SPRITE)
378: COMMAND_SPRITE,
379- COMMAND_GLYPH, // Font glyph with custom UVs (uses flash_color for packed UVs)
380: COMMAND_SPRITESHEET_FRAME, // Spritesheet frame with custom UVs and flash support
381- COMMAND_LINE, // Line segment / capsule
382- COMMAND_TRIANGLE, // Triangle (3 vertices)
383- COMMAND_POLYGON, // Polygon (up to 8 vertices)
384- COMMAND_ROUNDED_RECTANGLE, // Rounded rectangle
385- COMMAND_RECTANGLE_GRADIENT_H, // Horizontal gradient rectangle (left to right)
386- COMMAND_RECTANGLE_GRADIENT_V, // Vertical gradient rectangle (top to bottom)
387- COMMAND_APPLY_SHADER, // Post-process layer through a shader
388- COMMAND_SET_UNIFORM_FLOAT, // Set float uniform on shader
389- COMMAND_SET_UNIFORM_VEC2, // Set vec2 uniform on shader
390- COMMAND_SET_UNIFORM_VEC4, // Set vec4 uniform on shader
391- COMMAND_SET_UNIFORM_INT, // Set int uniform on shader
392- COMMAND_SET_UNIFORM_TEXTURE, // Bind a texture to a sampler uniform
393- COMMAND_STENCIL_MASK, // Start writing to stencil buffer (don't draw to color)
394- COMMAND_STENCIL_TEST, // Start testing against stencil (only draw where stencil is set)
395- COMMAND_STENCIL_TEST_INVERSE, // Start testing against stencil (only draw where stencil is NOT set)
396- COMMAND_STENCIL_OFF, // Disable stencil, return to normal drawing
397-};
398-
399-// Blend modes
400-enum {
401- BLEND_ALPHA = 0,
402- BLEND_ADDITIVE,
403-};
404-
405-// DrawCommand — stores one deferred draw call
406-// Explicitly padded to 64 bytes for consistent memory layout across platforms
407-//
... [52 more lines]
Grep (case COMMAND_SPRITE)
4631: case COMMAND_SPRITE:
4632- process_sprite(cmd);
4633- break;
4634- case COMMAND_GLYPH:
4635- process_glyph(cmd);
4636- break;
4637: case COMMAND_SPRITESHEET_FRAME:
4638- process_spritesheet_frame(cmd);
4639- break;
4640- case COMMAND_STENCIL_MASK:
4641- // Flush pending draws before changing stencil state
4642- batch_flush();
4643- // Enable stencil, clear the stencil buffer so each mask
4644- // defines a fresh clip region (without this, sequential
4645- // mask calls in the same frame would accumulate, e.g.,
4646- // two canvas panes each defining their own clip would
4647- // end up with the union — letting each pane's draws
4648- // bleed into the other's rect).
4649- glEnable(GL_STENCIL_TEST);
4650- glClearStencil(0);
4651- glClear(GL_STENCIL_BUFFER_BIT);
4652- \ Then: write 1 to stencil buffer, don't draw to color
4653- glStencilFunc(GL_ALWAYS, 1, 0xFF);
4654- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
4655- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
4656- break;
4657- case COMMAND_STENCIL_TEST:
4658- // Flush pending draws before changing stencil state
4659- batch_flush();
4660- // Only draw where stencil == 1
... [17 more lines]
Grep (process_sprite()
4316:static void process_sprite(const DrawCommand* cmd) {
4317- float x = cmd->params[0];
4318- float y = cmd->params[1];
4319- float w = cmd->params[2];
4320- float h = cmd->params[3];
4321-
4322- // Flush batch if texture changes
4323- if (current_batch_texture != cmd->texture_id && batch_vertex_count > 0) {
4324- batch_flush();
4325- }
4326- current_batch_texture = cmd->texture_id;
4327-
4328- // Image is centered at (x, y), so compute corners
4329- float half_w = w * 0.5f;
4330- float half_h = h * 0.5f;
4331-
4332- // Local corners (centered at x, y)
4333- float lx0 = x - half_w, ly0 = y - half_h;
4334- float lx1 = x + half_w, ly1 = y - half_h;
4335- float lx2 = x + half_w, ly2 = y + half_h;
4336- float lx3 = x - half_w, ly3 = y + half_h;
4337-
4338- // Transform to world coordinates
4339- float wx0, wy0, wx1, wy1, wx2, wy2, wx3, wy3;
4340- transform_point(cmd->transform, lx0, ly0, &wx0, &wy0);
4341- transform_point(cmd->transform, lx1, ly1, &wx1, &wy1);
4342- transform_point(cmd->transform, lx2, ly2, &wx2, &wy2);
4343- transform_point(cmd->transform, lx3, ly3, &wx3, &wy3);
4344-
4345- // Unpack color (used for tinting)
... [32 more lines]
Found the bug: layer_image in Anchor 2 centers the image on (x, y) — not top-left like I assumed. The -img.width/2, -img.height/2 offset was shifting the sprite up-and-left by half its size. Reading the engine source (anchor.c:4328):
// Image is centered at (x, y), so compute corners
That's why the icons were drawn at world (0, 0) — my offset put them at minus-half-size from (0, 0) of the local push frame.
Three changes:
- Drop the offset bug.
layer_image(lyr, img, cx, cy)is enough — no push, no scale, no half-offset. - Slot geometry → 44×52 (more square, slightly taller, big enough to hold the visible icon area at native size; the 8px of vertical transparent margin on each 40×60 PNG just hangs slightly above/below the chrome border, which is fine since it's transparent).
- Screen-space, bottom-center anchor. Move the draw call out of the camera_attach block onto
ui_layer, position by(width/2, height - 8). Changing the API to(lyr, center_x, bottom_y, chord)since "bottom-anchored" is the natural mental model now.
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now move the draw call from world-space (game_layer inside camera_attach) to screen-space (ui_layer):
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Recap of what changed:
- Drawing offset fix.
layer_imagecenters on(x, y)per the C engine (anchor.c:4328,process_sprite: "Image is centered at (x, y)"). My old-img.width/2, -img.height/2offset was double-subtracting, which is why the icons floated above the slot row. New code just passes the slot center directly. - Slot geometry → 44×52. Mostly square, slightly taller. Row total = 136×52.
- No scaling. Image draws at native 40×60 — its top/bottom transparent margin (~4px each side) hangs slightly outside the slot border. The "visible" icon content sits inside the chrome.
- Bottom-center, screen-space. HUD is now on
ui_layeroutside thecamera_attachblock, anchored at(width/2, height - 8)so it stays pinned regardless of player position. - API renamed to
ui_cast_hud(lyr, center_x, bottom_y, chord)so the bottom-anchor convention is the obvious call.
The chord-input behavior in cast.lua is unchanged — Q/E/R/T to fill, LMB to cast, RMB/Esc to cancel.
Decrease size by half, always show the 3 slots, never disappear it, permanent UI.
Half size + always visible. Two edits — ui.lua (halve geometry, add scale-to-fit since 40×60 native no longer fits), and main.lua (drop the #chord > 0 guard so the row is permanent).
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
- Slot geometry → 22×26 (half of 44×52). Total row is now 70×26.
- Permanent. Three slot frames render every frame whether or not a chord is being built. The
if run thenis just a defense against the first frame beforerun_resetinitializes the run table; once that's done, the HUD draws unconditionally. - Scale-to-fit returns. 40×60 PNG at native size won't fit a 22×26 slot, so I scaled it down via
layer_pushwiths = 0.4(limited by height: 24/60). Sprites render at 16×24, aspect preserved, centered. Thepad = 1keeps the 1px chrome border visible around the icon.
ui.lua is now self-contained on this — caller doesn't need to track chord state for visibility anymore, just pass run.cast_slots every frame.
Slightly bigger size. Try coloring the icons. Also try light spring pull on UI + icon when a new one is added.
Let me verify the spring API and check spring_new's safety at require time:
Read (E:\a327ex\Invoker\anchor\spring.lua)
1 --[[
2 spring — procedural damped spring animation.
3
4 Usage:
5 self.spring = spring_new() -- in constructor
6 spring_add(self.spring, 'scale', 1, 5, 0.5) -- name, initial value, frequency, bounce
7 spring_pull(self.spring, 'scale', 0.3) -- apply impulse
8 spring_update(self.spring, dt) -- in update
9
10 -- Read current value:
11 local s = self.spring.scale.x
12
13 A default 'main' spring at value 1 is created on spring_new() for convenience.
14 You typically use spring.main.x as a single pulsing value for hit flashes,
15 click feedback, etc.
16
17 Spring parameters:
18 frequency - oscillations per second (higher = faster)
19 bounce - bounciness 0-1 (0=no overshoot, 1=infinite oscillation)
20 bounce=0.5 is moderate overshoot, common for hit reactions.
21 ]]
22
23 --[[
24 spring_new()
25 Creates a new spring container with a default 'main' spring at value 1.
26 ]]
27 function spring_new()
28 local s = {
29 _names = {},
30 }
... [80 more lines]
spring_new() already creates a default main channel at value 1.0 — perfect for scale multipliers, no setup needed. Spring is pure Lua so it's safe at require time.
Let me also verify how color() packing works for the layer_image tint param:
Grep (__call|function color)
5: a __call metamethod that returns the packed rgba integer used by drawing
6- functions. No auto-sync between RGB and HSL — HSL is a *conversion*, not a
7- storage format. If you want to modify hue, convert to HSL, modify, convert
8- back.
9-
10- Usage:
11- red = color_new(255, 0, 0)
12- red.a = 128 -- set alpha
13: layer_circle(game_layer, x, y, r, red()) -- __call returns packed rgba integer
14-
15- -- HSL manipulation:
16- h, s, l = color_to_hsl(red)
17- h = (h + 120) % 360 -- shift hue
18- shifted = color_from_hsl(h, s, l, red.a)
19-
20- -- Common operations:
21- copy = color_clone(red)
--
31: - __call returns the packed rgba integer via the engine's rgba() function.
32- - HSL is available via conversions, not as first-class color fields.
33-]]
34-
35--- Internal: rgb_to_hsl and hsl_to_rgb
36-function rgb_to_hsl(r, g, b)
37- r, g, b = r/255, g/255, b/255
38- local max = math.max(r, g, b)
39- local min = math.min(r, g, b)
--
78:-- Metatable for colors: __call returns the packed rgba integer.
79-local color_mt = {}
... [12 more lines]
Now the implementation. Three files:
primitives.lua — add per-primitive tint colors
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
ui.lua — bigger slots, springs, color tint
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
cast.lua — accept dt, drive springs
Edit (E:\a327ex\Invoker\cast.lua)
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main.lua — pass dt through
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Recap:
- Size → 30×36 (between original 44×52 and half 22×26). Row total 94×36. Icons scale to ~23×34 inside the slot.
- Color tint via
layer_image's color arg. Each def gets a palette color inprimitives.lua:- fire = red, wind = light_blue, earth = orange, water = blue (natural element hues)
- self = green, projectile = pink, line = yellow, rune = violet (distinct operator hues)
- The PNGs being light/grayscale means the tint multiplies straight through. If a primitive looks washed out in practice, the fix is in
primitives.defs[x].color.
- Spring pulse on add.
cast_hud_springs[1..3]initialized at require time (spring_newis pure Lua). On each successfultable.insert,ui_cast_hud_pulse(#run.cast_slots)pulls'main'by 0.35. The slot's draw block wraps chrome + icon in a singlelayer_pushscaled byspring.main.xso they pulse together. Default spring params (5Hz, bounce 0.5) give a quick squash-and-settle. - Spring update lives in
cast_input_update(dt). I chose to fold it into the cast input function rather than create a separate update phase — they're tightly coupled (input drives pulse) and it's one less wire to thread throughmain.lua.
Pulse triggers only on add, not on cast/cancel. If a cast-and-bounce flourish on LMB feels missing, easy follow-up: pull all 3 springs in cast_attempt right before the chord clears.
Are the colors you're using for the icons the colors we decided for the game's palette/UI or did you make them up?
Half-and-half answer.
The colors themselves are from the locked palette. All 8 picks (red, light_blue, orange, blue, green, pink, yellow, violet) are 8 of the 9 accent tokens defined in main.lua (the only unused one is lime). No inline RGB values; the MEMORY note about the SNKRX named palette is respected.
The primitive → color assignment is my pick, not anything we agreed on. We never discussed which primitive gets which hue. I picked:
- Fire = red, Water = blue (obvious natural mappings)
- Wind = light_blue (no obvious choice — could be lime/white/grey for "neutral air"; I picked light_blue for "cool/airy")
- Earth = orange (we don't have brown in the palette — orange is the nearest dirt-tone)
- Self = green, Projectile = pink, Line = yellow, Rune = violet (formations are operators with no natural color; I just spread them across the remaining hues for distinguishability)
The choices weren't presented for review — that's me forgetting the CLAUDE.md rule to ask on design decisions. The element picks (fire=red, water=blue) feel safe but Wind/Earth and especially the formation assignments are arbitrary and worth your input.
If you have specific ideas for any of them, easiest to just tell me the new mapping and I'll update primitives.defs. Or I can revert to white tints (no per-primitive color) until you decide. The PNG art's underlying shapes don't change either way — only the tint multiplier.
Now on the bottom left of the screen let's do a log of actions. This is a standard log for action games, except showing on the bottom left with scrolling text and so on. Use the smallest font we have available, I think that's Lana, but I may want to find an even smaller one later. And to it we'll add everything that happens. Like the current cast wind + fire or whatever.
Quick clarification before I build: I notice we actually have a smaller font registered already — ui_font_header_s is FatPixelFont at 8px. The project spec earmarks it for "small headers" rather than body text, but it's strictly smaller than Lana 11. I'll go with Lana 11 as you said (matches the body-font role) and make the font handle a single module-level variable so swapping to FatPixelFont 8 — or a 6-7px font you import later — is a one-line change.
Implementation plan:
- New
log.luawithlog_add,log_reset,log_draw. - Newest at bottom, older entries above, oldest scrolls off when over cap.
- Position-based alpha fade (newest = full
text, oldest = ~0.5 alpha). - Hook into
run_resetso a fresh run starts empty. - Replace
cast_attempt'sprintwith alog_addusing capitalized primitive names.
1. log.lua (new)
Write (E:\a327ex\Invoker\log.lua)
File created successfully at: E:\a327ex\Invoker\log.lua (file state is current in your context — no need to Read it back)
2. cast.lua — replace the print with a log line
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. run.lua — clear log on run reset
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4. main.lua — require + draw
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
What you'll see
- Bottom-left at (8, height - 8). Empty when the run starts.
- Cast Fire then click →
Cast Fireappears. - Cast Fire + Wind →
Cast Fire + Windappears above the previous line; the previous line fades slightly. - Up to 6 visible at once. 7th cast pushes the oldest off the top.
- Pure-formation chords (no element) still don't log — silent fail, per the cast spec. If you want a "Cast rejected" entry on those, easy add.
Notes & deliberate choices
- Font. Using
ui_font_body(Lana 11) via the indirectionlog_font or ui_font_bodyinlog_draw. When you import a smaller font, setlog_font = font_register(...)inmain.luaand that's the whole switch. No call-site changes. - Fade is position-based, not age-based. Same alpha gradient regardless of how fast events arrive — feels stable. Age-based fade (entries dim after 5s and clear after 10s) is a clean follow-up if the log starts feeling cluttered when nothing's happening.
- No dedup, no scrollback, no wrap. Repeated casts produce repeated lines; over-cap entries are just dropped; long lines run rightward freely. All three are easy to layer in when needed.
- Layout collision. Log spans roughly x=8 to x=~110 at y=196-262; cast HUD is centered at x=193-287, y=226-262. Different horizontal regions, no overlap. If we add more bottom-bar elements (mana orb, flag counter) we'll need to re-budget.
- Log lives at module scope, not in
run. It's UI scratch likedrag_stateandcast_hud_springs;run_resetcallslog_reset()to clear it on death/F12. If you ever want logs to persist across runs (debug build, postmortem screen), the change is one line.
Total of five messages visible. If 5 are currently visible, next one comes from the bottom and the top one scrolls up and fades all way. All messages have their y position tween as new messages appear.
Three changes:
- Cap from 6 → 5.
- Each entry gets an animated
rank(float) tweening towardtarget_rank(int). - On
log_add, all existing entries' targets +=1; the new entry enters withrank = -1(just below visible). Top entry (whose target now ≥ max_visible) tweens upward and fades, then gets removed when settled.
log.lua — animated version
Write (E:\a327ex\Invoker\log.lua)
The file E:\a327ex\Invoker\log.lua has been updated successfully. (file state is current in your context — no need to Read it back)
main.lua — drive the tween via log_update(dt)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
Behavior
- 5 visible. Cap reduced.
- Slide-in from below. New entry's
rankstarts at -1 (one line below the bottom slot's visual position) withtarget_rank = 0, so the text tweens upward into the bottom slot at full alpha. - Stack tween. Every existing entry's
target_rank += 1at the same moment, so all 5 lines tween upward together. - Top scrolls off and fades. When an entry's
target_rankbecomes 5 (=max_visible), its alpha piecewise drops from 0.5 (at rank=4) to 0 (at rank=5). Removal happens inlog_updateonce the tween settles within 0.05 of target.
Tunables
TWEEN_RATE = 20inlog.lua— exponential damping rate. Higher = snappier. At 60fps it's ~115ms to 90% of target. If it feels sluggish, bump to 25-30; if it feels too whippy, drop to 12-15.SETTLE_EPSILON = 0.05— when the off-top entry's tween-error drops below this, it's removed. Mostly an internal cleanup threshold; rarely needs tuning.max_visible = 5— visible cap, top of file.log.entries[i].rankstarting at -1 — if you want a shorter slide-in distance (more punchy), change to-0.5inlog_add.
Edge: rapid-fire adds
If five messages are dropped within the tween window (~115ms), each existing entry's target keeps incrementing past max_visible, so several "above visible" entries may briefly co-exist while they all animate up. They're invisible (alpha clamped to 0) and removed as each settles — no visible artifact, just a few extra table entries for ~100ms.
Decrease the inherent fading out for the 5 lines that exist, keep some of it, and then it mostly fades out when it actually moves out of the 5. Search reference projects in E:/a327ex for ark pixel font, 10px monospaced, and try to use it instead of Lana here.
Let me hunt for the Ark Pixel font first, then adjust the fade:
Glob (/arkpixel*.{ttf,otf,fon})
No files found
Glob (*/ark-pixel)
No files found
Glob (*/ArkPixel)
No files found
Glob (/Ark.ttf)
No files found
Glob (/ark.ttf)
emoji-ball-battles\reference\super-emoji-invaders\src\assets\fonts\ark.ttf
emoji-ball-battles\reference\super-emoji-pairs\src\assets\fonts\ark.ttf
emoji-ball-battles\reference\super-emoji-pop-prototype\src\assets\fonts\ark.ttf
emoji-ball-bounce\reference\super-emoji-invaders\src\assets\fonts\ark.ttf
emoji-ball-bounce\reference\super-emoji-pop-prototype\src\assets\fonts\ark.ttf
Glob (/Mono.ttf)
Invoker\reference\BUILDRX2\assets\fonts\PixulBrush-Mono.ttf
emoji-ball-battles\reference\super-emoji-box\assets\fonts\PixulBrush-Mono.ttf
emoji-ball-battles\reference\super-emoji-invaders\src\assets\fonts\PixulBrush-Mono.ttf
emoji-ball-battles\reference\super-emoji-pairs\src\assets\fonts\PixulBrush-Mono.ttf
emoji-ball-battles\reference\super-emoji-pop-prototype\src\assets\fonts\PixulBrush-Mono.ttf
emoji-ball-bounce\reference\super-emoji-box\assets\fonts\PixulBrush-Mono.ttf
emoji-ball-bounce\reference\super-emoji-invaders\src\assets\fonts\PixulBrush-Mono.ttf
emoji-ball-bounce\reference\super-emoji-pop-prototype\src\assets\fonts\PixulBrush-Mono.ttf
Invoker\reference\SNKRX\assets\fonts\PixulBrush-Mono.ttf
SNKRX\assets\fonts\PixulBrush-Mono.ttf
Danpenzero\assets\RobotoMono-Regular.ttf
Anchor2\app\assets\RobotoMono-Regular.ttf
thalien-lune\assets\fonts\JetBrainsMono-VariableFont_wght.ttf
thalien-lune\assets\fonts\JetBrainsMono-Italic-VariableFont_wght.ttf
Found ark.ttf in several emoji-* reference projects. Let me verify it's the Ark Pixel font and check what size the reference projects use:
Grep (ark.ttf|'ark'|"ark")
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\engine\font.lua:18: fonts.ark = font('ark.ttf', 12)
PowerShell
E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\assets\fonts\ark.ttf size=2182380 sha256=D156F43EFC1886E5
E:\a327ex\emoji-ball-battles\reference\super-emoji-pairs\src\assets\fonts\ark.ttf size=2182380 sha256=D156F43EFC1886E5
E:\a327ex\emoji-ball-battles\reference\super-emoji-pop-prototype\src\assets\fonts\ark.ttf size=2182380 sha256=D156F43EFC1886E5
Glob (*/ark.ttf)
emoji-ball-battles\reference\super-emoji-invaders\src\assets\fonts\ark.ttf
emoji-ball-battles\reference\super-emoji-pairs\src\assets\fonts\ark.ttf
emoji-ball-battles\reference\super-emoji-pop-prototype\src\assets\fonts\ark.ttf
emoji-ball-bounce\reference\super-emoji-invaders\src\assets\fonts\ark.ttf
emoji-ball-bounce\reference\super-emoji-pop-prototype\src\assets\fonts\ark.ttf
Glob (/pixel10*)
Invoker\reference\008 - Antitower [success]\assets\fusion-pixel-10px-monospaced-latin.ttf
Anchor\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-battles\old_assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji pop\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji pop\assets\fusion-pixel-10px-monospaced-latin.ttf
Invoker\reference\Rekoyam Tsohg\assets\fusion-pixel-10px-monospaced-latin.ttf
Anchor-lua\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
Anchor-YueScript\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
PowerShell
Family: Ark Pixel 12px proportional lat
Glob (/ark-pixel10)
No files found
Glob (*/fusion-pixel)
emoji-ball-battles\reference\super-emoji-invaders\src\assets\fonts\fusion-pixel.ttf
emoji-ball-battles\reference\super-emoji-pairs\src\assets\fonts\fusion-pixel.ttf
emoji-ball-battles\reference\super-emoji-pop-prototype\src\assets\fonts\fusion-pixel.ttf
emoji-ball-bounce\reference\super-emoji-invaders\src\assets\fonts\fusion-pixel.ttf
emoji-ball-bounce\reference\super-emoji-pop-prototype\src\assets\fonts\fusion-pixel.ttf
Invoker\reference\008 - Antitower [success]\assets\fusion-pixel-12px-monospaced-latin.ttf
Invoker\reference\008 - Antitower [success]\assets\fusion-pixel-8px-monospaced-latin.ttf
Invoker\reference\008 - Antitower [success]\assets\fusion-pixel-10px-monospaced-latin.ttf
Anchor\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
Anchor\reference\super emoji box\assets\fusion-pixel-12px-monospaced-latin.ttf
Anchor\reference\super emoji box\assets\fusion-pixel-8px-monospaced-latin.ttf
emoji-ball-battles\old_assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-battles\old_assets\fusion-pixel-12px-monospaced-latin.ttf
emoji-ball-battles\old_assets\fusion-pixel-8px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji box\assets\fusion-pixel-12px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji box\assets\fusion-pixel-8px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji pop\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji pop\assets\fusion-pixel-12px-monospaced-latin.ttf
emoji-ball-battles\reference\super emoji pop\assets\fusion-pixel-8px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji box\assets\fusion-pixel-12px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji box\assets\fusion-pixel-8px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji pop\assets\fusion-pixel-10px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji pop\assets\fusion-pixel-12px-monospaced-latin.ttf
emoji-ball-bounce\reference\super emoji pop\assets\fusion-pixel-8px-monospaced-latin.ttf
Invoker\reference\Rekoyam Tsohg\assets\fusion-pixel-10px-monospaced-latin.ttf
Invoker\reference\Rekoyam Tsohg\assets\fusion-pixel-12px-monospaced-latin.ttf
Invoker\reference\Rekoyam Tsohg\assets\fusion-pixel-8px-monospaced-latin.ttf
Anchor-lua\reference\super emoji box\assets\fusion-pixel-10px-monospaced-latin.ttf
... [5 more lines]
PowerShell
Family: Fusion Pixel 10px Monospaced la
Important finding — the ark.ttf files in those reference projects aren't actually monospaced:
Family: Ark Pixel 12px proportional lat
That's the 12px proportional variant. Ark Pixel Font and Fusion Pixel Font are sister projects (same maintainer; Fusion Pixel is the broader-Unicode successor), so it's easy to mix them up. The actual 10px monospaced font you described exists in the project tree as:
Invoker/reference/Rekoyam Tsohg/assets/fusion-pixel-10px-monospaced-latin.ttf
Family name confirmed: Fusion Pixel 10px Monospaced lat. I think this is what you actually want — it matches the size and monospacing criteria. If you specifically want Ark Pixel and we should track down a true ark-pixel-10px-monospaced from the upstream repo, tell me and I'll pause. Otherwise I'll proceed with fusion-pixel.
Going with fusion-pixel:
PowerShell
copied ok
Now wire it up and adjust the fade:
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now adjust the fade — most of the fade should happen during scroll-out, not across the visible 5:
Edit (E:\a327ex\Invoker\log.lua)
The file E:\a327ex\Invoker\log.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\log.lua)
The file E:\a327ex\Invoker\log.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Summary:
Font
- Copied
fusion-pixel-10px-monospaced-latin.ttffromInvoker/reference/Rekoyam Tsohg/assets/intoInvoker/assets/. - Registered as
ui_font_logat 10px and assigned tolog_fontinmain.luaright after the existing font setup. Native pixel size = no antialias smear; monospaced means the log lines column-align (Cast Fire + WindandCast Water + Selfline up vertically). - Heads-up on the name confusion: the
ark.ttffiles in the emoji-* reference projects are actuallyArk Pixel 12px proportional latin, not 10px monospaced. Ark Pixel and Fusion Pixel are sister fonts; Fusion Pixel is what matches "10px monospaced" semantically. If you specifically want Ark Pixel and we should fetch a trueark-pixel-10px-monospacedvariant from upstream, say so.
Fade
- New constant at the top of
log.lua:lua local VISIBLE_FADE = 0.2 -- newest=1.0 → oldest visible=0.8 - Visible range: newest 1.0 → oldest visible 0.8 (down from 1.0 → 0.5). Subtle gradient — the 5 entries read as roughly equally legible with just a hint of recency.
- Scroll-out: the remaining 0.8 of alpha burns off during the brief window when the entry tweens from rank=4 to rank=5. Most of the visual "going away" happens during scroll-out, as you wanted.
- To tune: change
VISIBLE_FADEat the top oflog.lua. 0.1 = even subtler (1.0 → 0.9); 0.3 = more visible gradient (1.0 → 0.7); 0 = no gradient, only scroll-out fade.
Keep this log in the code but comment it out, maybe save it to its own file.
A quick note: log.lua is already its own file — I think you may have forgotten that. So "save it to its own file" is already done. I'll leave the file in place and just comment out every call site so nothing runs, with clear markers so re-enabling is straight uncommenting.
main.lua — comment require, font, update call, draw call
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
cast.lua — comment the log_add in cast_attempt
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
run.lua — comment the log_reset call
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Action log is silenced everywhere.
Disabled call sites (search for [log] to find them all)
main.lua—require('log')commented (functions no longer defined at runtime)main.lua—ui_font_logregistration +log_fontassignment commented (font file no longer loaded at boot)main.lua—log_update(dt)commented inupdatemain.lua—log_draw(...)commented indrawcast.lua—log_add('Cast ...')block commented incast_attemptrun.lua—log_reset()commented inrun_reset
What's preserved
log.luauntouched — the whole module (state,log_add,log_update,log_draw,log_reset, font handle, tween constants, fade constants) is intact. Re-enabling is a search-and-uncomment for[log].assets/fusion-pixel-10px-monospaced-latin.ttfstays in assets — the font file is loaded only whenfont_registeris called inmain.lua, which is now commented out, so the file just sits there as a dormant asset until you re-enable the registration line.
Re-enable cheatsheet
grep -n "\[log\]" main.lua cast.lua run.lua shows every site. Each line says exactly what was disabled. Uncomment all six, restart, and the log is back.
Above each UI slot, show a small textbar that names the element itself when it appears.
Reading the current ui_cast_hud to write the edit cleanly:
Read (E:\a327ex\Invoker\ui.lua)
258 frame regardless of chord state (empty slots = chrome only). Caller
259 passes ui_layer (no camera attachment) so the row stays pinned to the
260 screen. Typical anchor: (width/2, height - 8) for bottom-center with
261 an 8px margin.
262
263 Slot geometry is 30w × 36h — between the original 44×52 and the
264 half-size 22×26. The PNG is scaled to fit inside the inner area
265 (slot minus 1px border) with aspect preserved.
266
267 Layout (36px tall, 94px wide total):
268 [slot 1] 2px [slot 2] 2px [slot 3]
269 centered on center_x; bottom_y is the row's bottom edge.
270
271 Visual (option B — neutral fill, PNG carries color):
272 - Empty slots: chrome only (ui_panel: slot_fill + panel_border).
273 - Filled slots: chrome + the primitive's sprite scaled-to-fit and
274 centered, tinted by the primitive's color (the PNG art is
275 grayscale-ish; layer_image's color param multiplies in the hue).
276 - Each slot scales by its own spring on insertion — both chrome and
277 icon pulse together via an outer layer_push(scale=spring.main.x).
278
279 chord may be nil or an empty array; either case draws three empty
280 slots. Coordinates are floored to avoid sub-pixel shimmer.
281 ]]
282 function ui_cast_hud(lyr, center_x, bottom_y, chord)
283 local slot_w, slot_h, gap, pad = 30, 36, 2, 1
284 local total_w = 3*slot_w + 2*gap
285 local x0 = math.floor(center_x - total_w/2 + 0.5)
286 local y0 = math.floor(bottom_y - slot_h + 0.5)
287
... [25 more lines]
Read (E:\a327ex\Invoker\ui.lua)
313 -- slot center. Color tint pulls hue from the primitive def.
314 layer_image(lyr, img, 0, 0, def.color and def.color())
315 layer_pop(lyr)
316 end
317 end
318
319 layer_pop(lyr)
320 end
321 end
322
323 --[[
324 Drag-drop framework.
325
326 Discipline: drag_state holds identity (who's being dragged from where) +
327 cursor offset. Visuals are looked up by the caller from item_id when needed.
Now add a label panel above each filled slot. It lives inside the spring layer_push (so it pulses with the slot) and after the icon block (drawn on top of nothing important, but the order doesn't matter).
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Above each filled slot, you'll see a small label panel.
Behavior
- Appears with the icon. Filled-slot only; empty slots have no label.
- Tint matches. Label text color = primitive's tint, so "Fire" reads red, "Wind" reads light_blue, "Self" reads green, etc. The chrome (slot_fill + panel_border) is neutral so the colored text pops.
- Springs together. Label is drawn inside the outer
layer_push(spring scale)so all three pieces (chrome / icon / label) pulse as one unit when the slot pops in. - Font.
ui_font_header_s— FatPixelFont 8, the smallest currently registered. Keeps labels tight enough that adjacent slots usually don't crowd each other.
Sizing
- Padding: 3 px horizontal, 1 px vertical inside the panel.
- Gap: 2 px above slot top.
- Width: content-fit (panel grows with the label text).
Acknowledged edge
- "Projectile" is 10 chars — even in FatPixel 8 it produces a wider label than the 30px slot. With all three slots showing wide names (e.g. Projectile + Projectile + Projectile, which the chord cap actually permits), labels will visually overlap their neighbors. I left this alone because:
- Two wide names side by side is uncommon in practice.
- Adding a
short_namefield toprimitives.defs(e.g.Proj.) just for HUD-fit is the right fix when it becomes annoying, not preemptively.
Easy to add later: add
short = 'Proj.'etc. to each def, and changedef.name or prim_idtodef.short or def.name or prim_idin the label block.
FatPixel is a very big font, use Lana.
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Label font swapped from ui_font_header_s (FatPixel 8) to ui_font_body (Lana 11). The panel auto-resizes from lf:text_width and lf.height, so labels will be slightly wider but visually thinner — the comment in the code now notes that despite FatPixel's smaller px size, Lana's glyphs read smaller in practice.
Have the slots for the text always be visible but the text appears with the element as it is pressed. Make the text white/fg/bg, whatever the theme white color is. Draw it 1 pixel down from current. Abbreviate Conjuration, Projectile and other long ones to fit as Conj. Proj. and so on.
Four changes — always-visible label chrome, text-only-when-filled, white text, 1px down, plus abbreviations.
1. primitives.lua — add short field for the long names
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. ui.lua — label chrome always shown, text only when filled
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
What changed
- Label chrome always visible. Each of the 3 slots now has a permanent label panel above it, drawn before the
if prim_idcheck. Empty slots show two stacked chrome boxes (label + slot); filled slots add icon + text. - Text appears only when filled. The label text draw moved inside the
if prim_idblock. Same spring pulse animates everything (chrome layers + icon + text) together. - Label width fixed = slot_w (30). Labels align flush with the slot below, so the row reads as a tidy paired-two-row layout instead of a content-fit ragged top.
- Color =
text(the locked palette's near-white at 240/240/235, aliased asfg_color). Comment notes "theme text color" so future tweaks know what to grab. - 1 pixel down.
label_gapis now 1 (was 2). Label sits one pixel closer to the slot top. - Abbreviation field added to defs.
def.shortis the new fit-the-label-width form;def.namestays as the full display name for tooltips and tutorials. Right now onlyprojectilehas one ('Proj.'). Whenconjuration,lightning,durationetc. get defs, add their shorts then ('Conj.','Ltng.','Dur.').
Tunables at the top of ui_cast_hud if you want to tweak: lpy (inside vertical padding), label_w (currently slot_w, could be slot_w + 2 for a hair of breathing room), label_gap (gap to slot).
1 pixel down, Dur. -> Time, Ltng -> Elec., currently the text is springing with the slot, shouldn't be so, the text should appear as a typewriter effect, although a very fast one, and be unaffected by any spring pulls. Distance between slot and text bar can be increase a bit too.
Two interpretation calls before writing:
- "1 pixel down" — I'm reading this as text 1px lower inside the panel (not "panel 1px closer to slot", which is what I did last time and probably misinterpreted).
- Label chrome — the user said text shouldn't spring, didn't specify chrome. I'm pulling the label chrome out of the spring push too, so the whole label is a stable element and only the slot below pops. Cleaner separation; the slot pop is "the receiver reacted", the label stays as identifier.
1. primitives.lua — update abbreviation convention
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. ui.lua — typewriter state + restructured draw
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the draw function — label drawn entirely outside the spring push, text uses typewriter progress:
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. cast.lua — pass chord through to ui_cast_hud_update
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Recap:
What's different
- Typewriter text reveal. New module state
cast_hud_text_progress[1..3]. While a slot is filled, its progress advances atTYPEWRITER_RATE = 60chars/sec; resets to 0 on empty. The draw substringsdef.short or def.nametoprogresscharacters. "Proj." reveals in ~83ms, "Lightning" in ~150ms. - Text + label chrome are spring-immune. Both moved outside the
layer_push(spring scale). Only slot chrome and icon scale on the pop. Label is a stable identifier; slot is the "receiver" that pulses. - Text 1px lower in panel.
lpybumped from 1 → 2. Panel grows 2px taller (15px now), text symmetric vertically. - Bigger gap from slot.
label_gapfrom 1 → 3. Cleaner visual break between label row and slot row. - Abbreviation convention updated in
primitives.defsdoc:Duration → 'Time',Lightning → 'Elec.'(replacing the previous'Dur.'and'Ltng.'). Onlyprojectilecurrently has ashortvalue; future primitives use these conventions.
Tunables
TYPEWRITER_RATEat top ofui.luanear the spring globals. Higher = snappier (try 80-100 if 60 feels sluggish; lower if too jittery).lpy(text padding) andlabel_gap(slot-to-label distance) at top ofui_cast_hud.- Per-primitive
shortinprimitives.defs— set this whenever a new primitive'snameis too long to fit Lana 11 in a 30px-wide label.
1 pixel down on text inside text bar, 1 pixel down for the text bar itself. After that, let's work on the info text object. This is an object that appears from the player to signify things like "ignited", "fireball" and so on. It should be a dark/black rectangle, perhaps with some transparency, and then the text in the color of the effect itself. For now, let's tie it to spells cast. If a spell is cast incorrectly it should say it was an error, think of a good word for this. If a spell is cast correctly, it should use its name. Look at spells.md. I believe I have decided on primarily Fire spells with a few other primitives. Make it so that only those primitives are available for me to press so I can cast all the spells already defined. Duration -> Time.
[Request interrupted by user]
This text effect appears and tweens its position up as it fades out, kinda like a damage number.
Let me first read spells.md to know which spells are defined and what primitives I need to enable:
Read (E:\a327ex\Invoker\spells.md)
1 # Invoker — Spell System
2
3 Live combinatorial spell-casting. Player chords primitives into spells; the same primitives can be recombined moment-to-moment. Replaces the orb/gem/socket system from earlier design iterations.
4
5 ---
6
7 ## Cast structure
8
9 - **3 slots per cast.** A cast may fill 1, 2, or 3 slots.
10 - **Multiset semantics.** Order doesn't matter (Fire+Wind+Earth = Earth+Fire+Wind).
11 - **At least one element required.** Pure-formation casts don't fire.
12 - **Cost = mana.** Spammable. Cost scales with chord complexity (specific values TBD).
13
14 ## Primitive types
15
16 - **Elements** — what the magic *is*. Each has a default unmodified behavior ("fantasy") that surfaces when no formation modifies it.
17 - **Formations** — how the magic manifests. Act as rule operators on whatever else is in the cast.
18
19 ## Compositional rules
20
21 **Element default.** Each element has an unmodified behavior. Fire's default is unstructured outward expulsion in front of the caster.
22
23 **Same-element doubling** introduces a new geometric form (not just intensification). Example: Fire+Fire = Fire Pillar (rectangular damage area at target).
24
25 **Same-element tripling** unlocks a *compound primitive*. The cast both fires the powerful pure-element spell *and* teaches the recipe. Compound primitives can later be found in the world as 1-slot drops that encode multiple primitives' worth of effect, enabling deeper spells inside the 3-slot limit.
26
27 **Formation operators** (rough tendencies in single-formation casts, not strict laws):
28
29 | Formation | Tendency |
30 |---|---|
... [559 more lines]
OK this is a substantial set of changes. Let me work through them:
- Text +1 inside bar, bar +1 down — tweak label coordinates in
ui.lua. - Add
force,duration,conjurationprimitive defs with colors and abbreviations. - Spell catalog — new file
spells.luamapping canonical chord → spell name + element. - Info text effect — new file
info_text.luafor floating damage-number-style text. - Reworked
cast_attempt— use catalog, spawn info text on success/fizzle. - Expanded key bindings — 9 primitives need 9 keys.
- Error word — going with "Fizzle" (D&D heritage, short, evocative — read as "spell didn't take").
1. ui.lua — text +1 down, bar +1 down
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. primitives.lua — add force, duration, conjuration
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Actually, let me reconsider the color assignments — I shouldn't have demoted rune from violet. Let me redo:
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. spells.lua — spell catalog
Write (E:\a327ex\Invoker\spells.lua)
File created successfully at: E:\a327ex\Invoker\spells.lua (file state is current in your context — no need to Read it back)
4. info_text.lua — floating damage-number-style text
Write (E:\a327ex\Invoker\info_text.lua)
File created successfully at: E:\a327ex\Invoker\info_text.lua (file state is current in your context — no need to Read it back)
5. cast.lua — use catalog, spawn info text
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
6. run.lua — seed all 9 primitives
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
7. main.lua — requires, bindings, info_text update + draw
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update + draw for info_text:
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Big change set — here's the summary:
What's in
Label positioning
- Text +1 down within bar via new
text_y_offset = 1(keptlpy = 2for symmetric panel padding, layered the extra offset on the text draw only). - Bar +1 down toward slot via
label_gap = 2(was 3).
Primitives (now 11)
Added force, duration, conjuration. Updated doc + abbreviations:
duration.short = 'Time'conjuration.short = 'Conj.'projectile.short = 'Proj.'(existing)
Colors rebalanced — 9 accents to 11 primitives means two formations fall to chrome tones:
- Elements:
fire=red,wind=light_blue,earth=orange,water=blue,force=lime - Formations:
self=green,duration=white,projectile=pink,conjuration=text_muted,line=yellow,rune=violet - Duration + Conjuration got the chrome falls — they're "supportive operator" primitives, so muted reads as appropriate.
Spell catalog (spells.lua — new)
Full transcription of the 36 Fire combinations from spells.md plus the 3 non-Fire defined spells (Airborne, Flicker Strike, Dash). Canonical chord (sorted comma-joined ids) → {name, element}. spell_lookup(chord) returns entry or nil; nil → fizzle.
Info text (info_text.lua — new)
Floating damage-number-style effect:
- Spawned at world position, anchored — doesn't follow the player after spawn.
- Floats up 22 px over 0.9 s lifetime.
- Holds full alpha for first 50% of lifetime, then linear fade to 0.
- Dark
bg-colored rect with 0.85 base alpha behind text. Content-fit width. - Text in the effect's color.
- World-space, drawn on
game_layerinside thecamera_attachblock. info_text_reset()clears all; called fromrun_reset.
Cast logic (cast.lua)
- On non-empty chord LMB: look up in catalog.
- Hit: spawn floating text with spell name in the element's color.
- Miss (pure formation OR undefined chord): spawn "Fizzle" in red.
- Spawn coordinates: 12 px above player position.
Bindings & seed
- 9 primitives bound: Q/E/R (elements), F/G/H/J/K/L (formations).
run_resetseeds all 9 as known, mapped to those keys.- T key freed (was Projectile in old layout).
Acknowledged trade-offs
- Element-only colors stay element-driven. Spells like Mimic Fire Wisp use Fire's red even though Conjuration's tint is text_muted. The catalog's
elementfield is hard-coded per spell — easy to override if you want hybrid spells to use a different identity color later. - Multiple chord paths → same name. Fire+Fire and Fire+Fire+Self both display "Fire Pillar" (the differing "on self" / "sustained" behavior modifications aren't in the displayed name). Matches spells.md's bolded names exactly.
ERROR: anchor/image.lua:21: Failed to load texture: assets/force.png stack traceback: [C]: in function 'texture_load' anchor/image.lua:21: in function 'image_load' primitives.lua:63: in function 'primitives_load_sprites' main.lua:121: in main chunk
That's a missing asset — let me confirm what's there:
Bash (ls E:/a327ex/Invoker/assets/{force,duration,time,conjuration}.png 2>&1)
Exit code 2
ls: cannot access 'E:/a327ex/Invoker/assets/force.png': No such file or directory
ls: cannot access 'E:/a327ex/Invoker/assets/duration.png': No such file or directory
E:/a327ex/Invoker/assets/conjuration.png
E:/a327ex/Invoker/assets/time.png
Two issues confirmed:
force.pngdoesn't exist anywhere.durationwas supposed to loadtime.png(named for the display abbreviation), notduration.png.
Two fixes:
- Resilient loader — wrap in
pcallso a missing asset prints a warning instead of crashing. Means the icon just doesn't render, the slot/label/spell-cast still work. sprite_pathoverride field for primitives whose asset filename differs from the id. Setduration.sprite_path = 'assets/time.png'.
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the resilient loader:
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Should boot now.
What you'll see
- Crash fixed.
force.pngis missing on disk, but boot continues — you'll get a console line like:primitives: failed to load assets/force.png for "force" (...)Force's cast-HUD slot still shows the "Force" label + chrome (and Force+Self still casts "Dash"); it just won't have an icon graphic. - Duration uses
time.pngcorrectly via the newsprite_path = 'assets/time.png'override on its def.
Pick one when you have a moment
- Add
assets/force.png(40×60 to match the others) and Force will render its icon next boot — no code change needed. - Or rename
time.png→duration.pngand drop thesprite_pathoverride; the override exists exactly because you named the file for the display abbreviation, so up to you which convention to keep.
The only element I want is fire, no wind force or anything else. Fire + other non-element primitives are the only abilities we have defined in full.
Got it. Trimming to Fire-only element, 6 formations, 7 primitives total.
1. primitives.lua — drop Wind, Earth, Water, Force
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. spells.lua — drop non-Fire entries
Edit (E:\a327ex\Invoker\spells.lua)
The file E:\a327ex\Invoker\spells.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\spells.lua)
The file E:\a327ex\Invoker\spells.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. run.lua — seed Fire + 6 formations only
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4. main.lua — drop unused E and R binds
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
What changed
primitives.defs: now Fire + 6 formations only (7 entries). Removed Wind, Earth, Water, Force.spells.lua: dropped Airborne, Flicker Strike, Dash. Catalog is the 36 Fire combinations from spells.md, nothing else.run.lua: seed is 7 primitives. Keys: Q = Fire, F/G/H/J/K/L = Self/Duration/Projectile/Conjuration/Line/Rune.main.lua: droppedprim_eandprim_rbinds.
Boot impact
- The
force.pngmissing-asset warning goes away (Force isn't in defs anymore). - The
time.pngpath override is still in place for Duration. - Any chord containing a non-existent primitive can't happen because the keys for Wind/Earth/Water/Force aren't bound — input can only produce chords from the seeded 7.
Side effects worth knowing
- Files still on disk:
assets/wind.png,assets/earth.png,assets/water.png,assets/lightning.pngare orphaned now. Not loaded, no boot impact, but unused. If you want them deleted, easy follow-up; I left them since they're future content. spells.mditself unchanged — it still has Wind/Lightning/Water/Earth/Force sections (mostly TBD anyway). It's the design spec, not the live catalog. The live catalog (spells.lua) is what determines what can cast.
To the left direct left of the center elements we should have 4 slots half the height of the slot + textbars, the slots are squares, and they will contain our current primitives. The bottom of the slot, but overlapping with it, contains a single letter corresponding to which key activates that primitive, Q, E, R, T, given it's 4 slots. The color of the letters should be a light grey, instead of white. I believe the UI we did previously must have this pattern in it, if it doesn't, the UI mockups or visual references do. The same should be true for the text that appears at the top of each element when we add it. Also, you can drop the textbox effect, just make the text appear normally. When hovering over each slot on the left (these are our primitive slots), each should also show a line of 4 slots up, these are smaller than the original at the bottom and will later contain modifiers on primitives themselves. The 4 slots to the left should leave enough space on the true bottom left of the screen for more UI elements we'll add later. When pressing Q E R T, if we have no primitives added to our primitive slots, no primitives are added to any of the 3 middle slots. If we pick up the fire primitive later, it's added to the earliest available slot, in case we have none this would be Q, then pressing Q would enable fire added to the central 3 slots. Same logic for picking up additional primitives. Add a hook for adding a primitive to a primitive slot, and let me add fire and projectile primitives by pressing two different keys.
Let me first check the mouse position API for screen-space hover detection:
Grep (^mouse|mouse_x|mouse_y|function.*mouse)
No matches found
Good — mouse_position() -> x, y for screen-space. Let me also confirm the keybind pattern in the UI mockups:
Grep (.kbd|keybind|hotkey)
202: General UI elements: panel chrome variants, buttons, tabs, badges, rarity labels, form controls, keybinds, progress bars, tooltips. Same locked palette as kit_1.
203-</div>
204-
205-<div class="note">
206- <strong>Speculative role mappings.</strong>
207-[Omitted long context line]
208-</div>
209-
210-<!-- 01 PANEL CHROME -->
Grep (keybind|kbd|key-letter|hotkey)
Found 12 files
Invoker\reference\archive\design_orbs_v1.md
Invoker\reference\mockup_ui_kit_2.html
Invoker\reference\archive\plan_beach.md
Invoker\reference\archive\feature_by_feature_analysis.md
Invoker\reference\chatgpt_mockup_prompt.md
Invoker\reference\mockup_ui_v2_snkrx.html
Invoker\reference\mockup_ui_elements.html
Invoker\reference\todo.md
Invoker\reference\file_split_and_ownership.md
Invoker\reference\anchor_usage_analysis.md
Invoker\reference\Balatro\main.lua
Invoker\reference\Balatro\globals.lua
Grep (keybind|hotkey|class="kbd|.kbd)
200-</header>
201-<div class="subtitle">
202: General UI elements: panel chrome variants, buttons, tabs, badges, rarity labels, form controls, keybinds, progress bars, tooltips. Same locked palette as kit_1.
203-</div>
204-
205-<div class="note">
206- <strong>Speculative role mappings.</strong>
207-[Omitted long context line]
208-</div>
209-
210-<!-- 01 PANEL CHROME -->
211-<div class="section">
212- <div class="section-label"><span class="num">01</span> PANEL CHROME
213- <span class="desc">card / panel / modal / tooltip / list row — single primitive, optional flags</span>
214- </div>
Grep (key|KEY|Q.W.E|kbd)
91: .btn-keycap { display: inline-flex; align-items: stretch; border-radius: 6px; overflow: hidden; position: relative; }
92: .btn-keycap::after { content: ''; position: absolute; left: 0; right: 0; bottom: 0; height: 3px; background: rgba(0, 0, 0, 0.35); pointer-events: none; }
93: .btn-keycap .label { background: var(--grey); padding: 6px 16px; font-size: 14px; font-weight: 700; color: var(--text); }
94: .btn-keycap .key { background: var(--charcoal); padding: 6px 12px; font-size: 14px; font-weight: 700; border-left: 1px solid var(--panel-border); color: var(--text); }
167: .keycap { display: inline-flex; align-items: center; justify-content: center; min-width: 28px; height: 28px; padding: 0 8px; background: var(--charcoal); border: 1px solid var(--panel-border); border-radius: 4px; font-size: 13px; font-weight: 700; color: var(--text); position: relative; }
168: .keycap::after { content: ''; position: absolute; left: 0; right: 0; bottom: 0; height: 2px; background: rgba(0, 0, 0, 0.4); border-radius: 0 0 4px 4px; }
169: .key-combo { display: inline-flex; align-items: center; gap: 4px; font-size: 13px; }
170: .key-combo .plus { color: var(--text-muted); }
202: General UI elements: panel chrome variants, buttons, tabs, badges, rarity labels, form controls, keybinds, progress bars, tooltips. Same locked palette as kit_1.
207:[Omitted long matching line]
257: <span class="btn-keycap">
259: <span class="key">R</span>
409:<!-- 08 KEYBINDS -->
412: <div class="section-label"><span class="num">08</span> KEYCAP</div>
413: <span class="keycap">W</span>
416: <div class="section-label">KEY COMBO</div>
417: <div class="key-combo"><span class="keycap">CTRL</span><span class="plus">+</span><span class="keycap">R</span></div>
Let me verify how mouse_position returns coords (display vs native res):
Grep (mouse_position|mouse.x)
E:\a327ex\Invoker\anchor\camera.lua:209: local mx, my = mouse_position()
E:\a327ex\Invoker\anchor\camera.lua:210: c.mouse.x, c.mouse.y = camera_to_world(c, mx, my)
E:\a327ex\Invoker\anchor\camera.lua-211-
E:\a327ex\Invoker\anchor\camera.lua-212- -- Update shake
E:\a327ex\Invoker\anchor\camera.lua-213- shake_update(c.shake, dt)
Good — mouse_position() is screen-space (480×270 native coords) since the camera converts it to world coords. Perfect for screen-space UI hover.
Now let me execute the changes. I'll do them in dependency order:
1. primitives.lua — slot constants + acquire + debug input
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. run.lua — replace primitives_known/primitive_keys with primitive_slots
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. cast.lua — iterate primitive_slots, drop typewriter logic
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4. ui.lua — drop typewriter from cast HUD, light grey labels, add primitive HUD
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now drop the typewriter substring logic in ui_cast_hud and switch label color to text_muted:
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add ui_primitive_hud at the end of ui.lua. Let me find the right insertion point:
Grep (^--[[|^function ui_)
1:--[[
29:--[[
51:function ui_panel(lyr, x, y, w, h, opts)
62:--[[
77:function ui_text(lyr, text, x, y, opts)
104:--[[
146:function ui_slot(lyr, x, y, size, state, opts)
208:--[[
221:function ui_item_icon(lyr, x, y, size, fill, glyph, opts)
231:--[[
244:function ui_cast_hud_update(dt)
248:function ui_cast_hud_pulse(slot_idx)
253:--[[
293:function ui_cast_hud(lyr, center_x, bottom_y, chord)
361:--[[
397:--[[
413:--[[
429:--[[
435:function ui_drag_ghost(lyr, mx, my, size, fill, glyph, opts)
440:--[[
451:function ui_tooltip_for_item(lyr, mx, my, item)
478:--[[
486:function ui_draw_test(lyr)
Read (E:\a327ex\Invoker\ui.lua)
355 ui_text(lyr, label, cx, label_y + lpy + text_y_offset,
356 {font = lf, color = text_muted, align = 'center'})
357 end
358 end
359 end
360
361 --[[
362 Drag-drop framework.
363
364 Discipline: drag_state holds identity (who's being dragged from where) +
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
5. main.lua — update binds, call new functions, draw primitive HUD
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the draw call for the primitive HUD — positioned to the direct left of the cast HUD:
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Big restructure complete.
What's wired
Primitive slots (new HUD)
- 4 square slots at 26×26 to the direct left of the cast HUD.
- Right-aligned at
x = width/2 - 55(8 px gap from cast HUD's left edge), bottom-aligned aty = height - 8. - Each slot shows the primitive icon if filled (scaled-to-fit, tinted with the primitive's color) and the key letter (Q / E / R / T) at the bottom in light grey (
text_muted). - Leaves ~75 px of true-bottom-left space free for future UI.
Hover preview
- Mouse over a primitive slot → 4 empty modifier slots (12×12 each) appear in a row above it.
- Modifier slots are empty chrome only — wiring real modifier data comes later.
Acquisition system
primitive_slotsstarts empty. Pressing Q/E/R/T with empty slots does nothing.primitives_acquire(prim_id)fills the earliest empty slot. Returns false if already owned or all slots full.- Already in a slot → re-acquire is a no-op.
Debug binds
- Key 1 → acquires Fire.
- Key 2 → acquires Projectile.
Hit 1 then 2 → Fire in slot 1 (Q), Projectile in slot 2 (E). Now Q + E + LMB → "Fireball" floats up from the player.
Cast HUD label changes
- Typewriter dropped. Label text now appears in full as soon as a primitive lands in the slot.
- Label color switched from
texttotext_muted(matches the primitive HUD key letters — same "light grey instead of white" treatment). - Removed
cast_hud_text_progressstate and the chord-aware update signature;ui_cast_hud_update(dt)is now spring-only.
Layout summary
y=209 ┌──┐ ┌──┐ ┌──┐
│ │ │ │ │ │ ← cast HUD textbars (52 wide, centered)
└──┘ └──┘ └──┘
y=226 ┌───┐ ┌───┐ ┌───┐
│ │ │ │ │ │ ← cast HUD slots (94 wide, centered at 240)
y=236 ┌─┐ ┌─┐ ┌─┐ ┌─┐│ │ │ │ │ │ ← primitive slots (110 wide, ending at 185)
│Q│ │E│ │R│ │T││ │ │ │ │ │
y=262 └─┘ └─┘ └─┘ └─┘└───┘ └───┘ └───┘
└─── 110 ───┘ 8 └── cast HUD 94 ──┘
(room left: ~75 px on true bottom-left)
Acknowledged limits
- Modifier row overflows primitive slot width (51 px row vs 26 px slot) — fine when hovering middle slots, but hovering the leftmost slot pushes the row left edge to ~x = 50, which slightly intrudes on the reserved bottom-left space. Easy to clamp later if it conflicts with whatever lands there.
- Letter overlay sits 1 px inside the slot's bottom rather than literally overlapping the border line. If you wanted the letter to half-extend past the bottom (like a notch), change
letter_insetto a negative value — say-3to push the letter half outside.
The Q E R T should be their own little frames and should overlap with the slot but also be half outside it.
Got it — instead of just drawing the letter text at the bottom of the slot, draw a small chrome keycap (its own panel) straddling the slot's bottom border. Half inside the slot, half outside.
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Summary of the keycap:
- Own little panel —
ui_panelwithbg = charcoal(slightly darker thanslot_fillso it visually separates from the slot below) andpanel_borderoutline. - Content-fit width per letter — Q and E each get their own width based on
font:text_width. With Lana 11 + 2 px horizontal padding the keycaps come out around 9-11 px wide. - Height = font height + 2×1 px pad (= 13 px for Lana 11).
- Half in, half out —
ky = math.floor(slot_bottom - kh/2 + 0.5). For a 13-tall keycap on the 262 baseline, it lands at y=256 spanning 256-269: 6 px above the slot bottom (inside the slot, overlapping the chrome) + 7 px below (hanging outside). - Radius 2 instead of the
ui_paneldefault 3 — keeps the keycap from looking too "soft" at small size. - Text still
text_muted(light grey) centered inside the keycap.
The slot chrome draws first, then the keycap on top — so the keycap visually punches through the slot's bottom border, giving the "welded tab" look you'd expect.
If 7-out / 6-in feels off-balance, change kh from font.height + 2*kpy (= 13, odd) to a fixed even value like 12 — that gives clean 6/6.
Correct idea, but let's try one thing. Currently in the game, all lines are 2 pixel wide. Let's try keeping the UI consistent and use 2 pixels for any lines that are currently one pixel (mostly the borders). Increase the width of the letter slots a little too.
Two changes — default border thickness in ui_panel, and bigger keycap padding.
1. ui_panel — default border 2px
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. Wider keycap in ui_primitive_hud
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
What changed
ui_paneldefault border = 2 px. Every panel inherits this — slot chrome, label panels, keycaps, modifier slots, future panels. Existing callers don't need updates; if any place specifically needs a 1px line later, it can passborder_width = 1explicitly.- Keycap padding
kpx=4, kpy=2(was2, 1). Keycap dimensions go from roughly 10×13 → 14×15. The wider horizontal pad gives the letter visible breathing room inside the 2 px border; the taller vertical pad ensures the Lana 11 glyph fits cleanly insidekh - 2*border_width = 11 pxof inner space.
Knock-on visual effects worth knowing
- Inner area of every panel shrinks by 2 px in each dimension (4 total).
- Cast slot icons render slightly smaller since the fit-scale uses
slot - 2*pad(pad=1) which now sits inside a 2 px border. 40×60 PNG in a 30×36 cast slot now scales by~0.5(≈ 20×30) instead of~0.567(≈ 23×34). - Primitive slot icons similarly: 26×26 slot, 2 px border, 1 px pad → 20×20 fit area → 40×60 scales by
~0.33(≈ 13×20). ui_slot's'selected'state loses its thickness distinction — it previously usedbw=2to be thicker than normalbw=1; now both are 2. Not actively rendered anywhere yet (only in the F2 test), but if you re-enable a UI that needs selected to read as thicker, bump'selected'tobw=3inui_slot.
If the smaller cast/primitive icons read as too cramped now, easiest fixes are either bumping the slot sizes by 2-4 px each or dropping the inner pad to 0 (giving back the 2 px the new border ate).
Doesn't look that good, change back, keep the size change on QERT slot
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Reverted. ui_panel default border_width back to 1 px. Keycap kpx=4, kpy=2 change stays — the keycaps remain at the new ~14×15 size, just with 1 px borders like the rest of the UI.
QERT should be 1 pixel down. When the primitive slots are hovered, they should be stacked vertically, centered on the source slot, and should be bigger than they are now individually.
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
Changes
- Keycap +1 px down.
kynow adds+ 1after the centered-on-bottom-border calculation. For the 15 px tall keycap on a slot ending at y=262, ky goes from 255 → 256, so the keycap spans 256-271 (6 px inside, 9 px outside) instead of (7 in, 8 out). Slightly more tab-like. - Modifier preview is now vertical.
- 4 slots stacked top-to-bottom.
- Each slot 18×18 (was 12×12).
- 2 px gap between modifier slots.
- Column width = 18 (single slot wide), horizontally centered on the primitive slot's x-axis (column x =
cx - 9). - Column total height = 4·18 + 3·2 = 78 px, sitting with a 4 px gap above the primitive slot's top edge.
- Spans roughly y=154 to y=232 above a primitive slot at y0=236.
The column is narrower than the primitive slot (18 < 26), so it slots neatly above without overflowing the slot's footprint horizontally.
Hovering outside the slot but over the slots above should keep them visible, add a rectangle covering the whole column in terms of hovering out detection when it comes to each slot. Add the same spring juice when a primitive is added to one of the slots.
Two changes — hover stickiness and acquisition spring juice.
1. ui.lua — primitive HUD springs + extended hover area
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now restructure the per-slot draw loop in ui_primitive_hud — wrap chrome/icon/keycap in a spring layer_push, and extend hover detection:
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. primitives.lua — pulse the spring on acquisition
Edit (E:\a327ex\Invoker\primitives.lua)
The file E:\a327ex\Invoker\primitives.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. cast.lua — drive the primitive HUD springs each frame
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
What you'll get
Sticky hover
- Hover region per primitive slot is now the bounding box from the modifier column's top edge down to the slot's bottom edge (one tall rectangle per slot).
- Once your mouse enters the slot, you can move up into the column area and the column stays visible — the slot, the gap between, and the column are all part of the same hover region.
- Adjacent primitive slots have separate hover regions, so moving sideways between slots swaps which column is shown.
Acquisition spring
- New
primitive_hud_springs[1..4]mirroring the cast HUD springs. primitives_acquire(prim_id)callsui_primitive_hud_pulse(slot_idx)immediately after filling a slot, so debug-key 1 (Fire) and 2 (Projectile) both pop their slot when they land.- Slot chrome + icon + keycap all sit inside the spring
layer_push, so they pulse as one unit (same pattern as cast HUD slot chrome + icon). ui_primitive_hud_update(dt)runs each frame viacast_input_update(dt)alongside the existing cast HUD spring update.
Drawing order
- Spring push wraps chrome + icon + keycap.
- Hover modifier column draws outside the spring push, in world coords — so the column doesn't pop along with its source slot.
If you want the modifier column to also spring (e.g., when the source slot pops), easy follow-up: pull the column into the spring push too, or give it its own spring keyed off the same pulse.
The hover should only be active for a slot when it comes from that slot. Right now if I'm hovering over slot T and move over to the column of slot R it also activates, but it should only activate if it started from the slot itself.
Stateful hover — the column should only activate when the mouse path entered via the slot.
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
State machine per slot
| Current state | Mouse position | Next state |
|---|---|---|
| not hovered | inside slot rect | hovered (enter) |
| not hovered | inside column area only | not hovered |
| hovered | inside combined rect (slot + column) | hovered (stay) |
| hovered | outside combined rect | not hovered (exit) |
What this fixes
- Slot T → column R drift: T's column closes (mouse outside T's combined rect), R's column doesn't open (mouse not in R's slot rect). Both stay closed.
- Sliding sideways slot-to-slot still works: leaving slot T's rect closes T; entering slot R's rect opens R.
- Up into the column then sideways across columns: column stays visible until you exit your origin slot's combined rect; sideways drift to another column closes it.
- Slot rect itself is still the only entry point — entering a slot's column directly from outside without passing through the slot rect does not activate.
The state lives in module-level primitive_hud_hover[1..4]. No reset needed on run_reset — the next frame re-evaluates from mouse position.
Now let's add a repeat button. Space, this button repeats the last spell cast by automatically adding the same primitives and automatically casting. Let's have this button on the right side, clickable which does the same as space, and when space is pressed it spring pulls scale and rotation a little. I added repeat.png as the icon, this icon should have the same color as the QERT letters. You can rotate the icon by 90 degrees also.
Let me confirm repeat.png exists and check its dimensions:
Bash (ls E:/a327ex/Invoker/assets/repeat.png 2>&1)
E:/a327ex/Invoker/assets/repeat.png
PowerShell
40x60
40×60 — same as primitives. Now the implementation:
1. ui.lua — repeat button widget + spring + hover + render
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. run.lua — last_cast_chord in the schema
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. cast.lua — save last chord on success, add cast_repeat, wire into input
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add cast_repeat and wire the input handling. Let me look at the current cast_input_update:
Read (E:\a327ex\Invoker\cast.lua)
28 must RMB to clear and rebuild.
29 - Mid-chord removal is not supported.
30 - Order of simultaneous keypresses is whatever Lua's pairs() gives.
31 Two keys in one frame is rare enough that the indeterminism doesn't
32 matter in practice.
33 ]]
34 function cast_input_update(dt)
35 -- HUD springs (cast HUD + primitive HUD) advance every frame
36 -- regardless of run state so animations resolve cleanly even near
37 -- a run_reset.
38 ui_cast_hud_update(dt)
39 ui_primitive_hud_update(dt)
40
41 if not run or not run.primitive_slots then return end
42
43 -- For each filled primitive slot, if its key was pressed this frame,
44 -- append the slot's primitive to the chord. Empty slots are no-ops.
45 -- Cap at 3 chord entries.
46 for i = 1, PRIMITIVE_SLOT_COUNT do
47 if #run.cast_slots >= 3 then break end
48 local prim_id = run.primitive_slots[i]
49 if prim_id and is_pressed('prim_' .. PRIMITIVE_SLOT_KEYS[i]) then
50 table.insert(run.cast_slots, prim_id)
51 ui_cast_hud_pulse(#run.cast_slots)
52 end
53 end
54
55 -- LMB attempts a cast. Empty chord → noop (don't burn input).
56 if is_pressed('cast') and #run.cast_slots > 0 then
57 cast_attempt(run.cast_slots)
... [5 more lines]
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the cast_repeat function — I'll place it next to cast_attempt:
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
4. main.lua — bind Space, load repeat.png, draw the button
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
Behavior
- Cast something (e.g., Fire+Projectile → Fireball). Chord clears,
run.last_cast_chordsnapshots{fire, projectile}. - Press Space OR click the repeat button → fires
cast_attempt(run.last_cast_chord)directly. "Fireball" info_text appears again. Spring on the button pulses (scale + rotation).
Layout
- Position: bottom-right, at
x = width/2 + 55,y = height - 8 - 26(the button itself is 26×26). Mirrors the primitive HUD's offset on the left (which sits atwidth/2 - 55and is 26 tall). - Chrome: same
ui_panelstyle as primitive slots — slot_fill + panel_border, default 1 px border. - Icon: rotated 90° statically (40×60 source → renders at ~26×17 landscape in the slot), scaled to fit inside the 24×24 inner area. Tinted with
text_mutedto match the QERT keycap letters.
Spring
- New
repeat_button_springwith two channels:main(scale) — rests at 1.0, pulse magnitude 0.2 (peaks around 1.2× scale).rot(rotation in radians) — rests at 0, pulse magnitude 0.2 (~11° tilt).
- Both pulse together on
ui_repeat_button_pulse, which fires once per repeat (whether Space or click). - The whole button (chrome + icon) rotates and scales as a unit. The icon also has the static 90° rotation applied inside, so the spring rotation is additive to that.
Input flow
In cast_input_update:
- Build chord from primitive-slot key presses (Q/E/R/T).
- Check repeat trigger: Space key OR LMB while hovering the button. If triggered, fire
cast_repeatand mark cast as consumed. - Normal cast: LMB casts the current chord only if not consumed by the repeat button.
- Cancel: RMB / Esc.
So clicking the repeat button while you have a half-built chord won't accidentally cast the current chord — the click is consumed by the button.
Tunables
- Spring pull magnitudes in
ui_repeat_button_pulse(currently 0.2 each). Bigger = more dramatic pop/spin. - Static rotation in
ui_repeat_button(static_rot = math.pi/2). Drop to 0 if the icon reads better in its native orientation. - Tint color in the same function (currently
text_muted()). Change to e.g.text()for brighter, or any palette color. - Button position in
repeat_button_rect(currentlywidth/2 + 55,height - 8 - 26).
Distance between QERT and repeat button with the central 3 slots should be smaller.
Edit (E:\a327ex\Invoker\main.lua)
The file E:\a327ex\Invoker\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Invoker\ui.lua)
The file E:\a327ex\Invoker\ui.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Both side widgets pulled in by 5 px:
- Primitive HUD right edge now at
width/2 - 50(was-55), so the gap from the cast HUD's left edge (width/2 - 47) is 3 px (was 8). - Repeat button left edge now at
width/2 + 50(was+55), so the gap from the cast HUD's right edge (width/2 + 47) is 3 px (was 8).
If 3 px feels too tight, bump both numbers up by 1-2 px (e.g., to 51 or 52 for a 4-5 px gap).
Have recast actively take time to add the elements to the chord, like it should actually do it, and then cast them over time too. It shouldn't be perfectly instant.
Adding a small state machine that ticks through the repeat in time slices instead of firing instantly.
cast.lua — add state, ticker, and clear helper; rework cast_repeat
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now wire the tick + input lockout in cast_input_update:
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
run.lua — clear replay state on run reset
Edit (E:\a327ex\Invoker\run.lua)
The file E:\a327ex\Invoker\run.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done.
Behavior
Press Space (or click the repeat button) with last_cast_chord = {fire, projectile}:
| t (ms) | Event |
|---|---|
| 0 | Repeat button springs (scale+rotate pulse). cast_slots cleared. State set: step=1. |
| 100 | Fire added to slot 1, slot 1 spring pulses. step=2. |
| 200 | Projectile added to slot 2, slot 2 spring pulses. step=3. |
| 300 | step > #chord, so cast_attempt fires. "Fireball" info_text floats up. cast_slots cleared. State cleared. Player input unlocks. |
For a 3-primitive chord (e.g. Fire+Fire+Fire → Inferno) it takes ~400 ms total. For a single-primitive (Fire → Fire Burst), ~200 ms.
During replay
- Q/E/R/T: ignored.
- LMB: ignored.
- Space / click button: ignored (state-occupied check at top of
cast_repeat). - RMB / Esc: aborts the replay immediately, clearing both
cast_repeat_stateandrun.cast_slots. Player can build a fresh chord right after.
Tunables
CAST_REPEAT_INTERVALat the top of the repeat-replay block incast.lua— currently0.1(100 ms per step). Drop to0.06-0.08for a faster feel, bump to0.15for more deliberate pacing.- The final pre-cast pause is also one
step_intervallong. If the trailing pause feels too long after the last primitive lands, you can give the cast-firing branch a shorter interval by tweaking the tick logic — happy to wire that as a separateCAST_REPEAT_FIRE_DELAYif useful.
Edge cases handled
- Run reset mid-replay (
F12):cast_repeat_clear()is called fromrun_resetso the new run starts clean. - No cast yet this run:
cast_repeatearly-returns; nothing happens. - Pressing Space twice fast: second press is ignored while replay is active.
Have the spring activate on press, on each element add, on final cast. Pressing space with active primitives in the slot shouldn't work. When casting from repeat, don't spawn the text from casting.
Three small changes to cast.lua.
1. cast_attempt — accept a flag to suppress the info_text
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
2. cast_repeat — block when chord is already active
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
3. cast_repeat_tick — pulse on every step, silent cast
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Summary:
Repeat button spring activations
- On press — Space or button click triggers
cast_repeat→ui_repeat_button_pulse(). (existing) - On each element add — every tick that inserts a primitive into
cast_slotspulses the repeat button too. (new) - On final cast — the trailing tick that fires
cast_attempt(silent)also pulses the button. (new)
For a 3-primitive replay that's 5 total pulses (press + 3 adds + final cast). Spring rest time between pulses is the step interval (100 ms), which is short enough for the bounces to overlap a bit — gives a sustained "drumming" feel rather than 5 isolated pops.
Gate on active chord
cast_repeat now bails out if #run.cast_slots > 0. So:
- Player has nothing built → Space repeats normally.
- Player has Q in slot 1, hits Space → ignored. Has to RMB/Esc first.
- Same gate applies to clicking the button (since both routes go through
cast_repeat).
I also dropped the run.cast_slots = {} line at the start of cast_repeat — it's redundant now that we only enter when the chord is already empty.
Silent repeat casts
cast_attempt(chord, opts) takes an optional opts.silent flag. When true:
- Success → no spell-name info_text.
- Fizzle (shouldn't happen for a saved successful chord, but defensive) → no "Fizzle" info_text.
The repeat tick passes {silent = true}. The original chord-builder path (LMB) calls cast_attempt(chord) with no opts, so it still spawns text normally.
run.last_cast_chord is still updated even on silent casts (so chain-repeating works — though since chain-pressing Space is gated by cast_repeat_state until the previous replay finishes, this is mostly future-proofing).
If the last cast was fizzle, repeat should also repeat it.
Move the chord snapshot to the top of cast_attempt so fizzles get saved too:
Edit (E:\a327ex\Invoker\cast.lua)
The file E:\a327ex\Invoker\cast.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. One small change — moved the run.last_cast_chord snapshot from after the success branch up above the fizzle short-circuit. Both successful spells and fizzles now save their chord.
Behavior
- Cast Q+E (no defined Fire+Wind combo) → fizzle, info_text "Fizzle" appears.
- Press Space → replay starts. Q lands in slot 1, E lands in slot 2, then
cast_attemptfires withsilent = true→ no info_text appears (the original "Fizzle" was the announcement). Repeat button springs through all 4 pulses.
Minor UX note worth flagging
Since repeat casts pass silent = true, repeated fizzles produce no on-screen text — just the chord visibly fills and resolves to nothing. The repeat-button spring still pulses through all the stages, so there's some visible feedback that "something happened" — but if you'd rather repeats keep showing the "Fizzle" text (so failed retries aren't ambiguous), I can split the silent flag into silent_success vs silent_fizzle and only suppress the success branch on repeats.
That's it for this session, we'll continue on the actual tutorial next. Name this session Orblike -> Invoker
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: Orblike -> Invoker
I have full session context. Let me draft the summary first, then we'll convert and commit.
Title
Orblike -> Invoker
Summary draft
# Orblike -> Invoker
## Summary
Renamed the practice project from Orblike to Invoker (it's no longer about orbs — built on the Invoker/Magicka chord-cast mechanic), then spent the rest of the session building out the cast HUD substrate: cast slots, primitive slots, key labels, modifier hover, info text, spell catalog, and a Space-key repeat replay.
**Project rename — Orblike to Invoker:**
- Renamed GitHub repo via `gh repo rename Invoker`; updated local `origin` URL to `git@github.com:a327ex/Invoker.git`.
- Renamed local folder `E:\a327ex\Orblike\` → `E:\a327ex\Invoker\` via PowerShell (MINGW bash held a stale handle on the old path even after `cd`, so `mv` failed with "Device or resource busy" until I switched to `Rename-Item`).
- Updated text references in active code files alongside `main.lua` (window title in `main.lua`, header comments in `ui.lua`/`wall_patterns.lua`/`wall_symbols.lua`, doc headers in `design.md`/`plan.md`/`spells.md`).
- Per user instruction, did NOT update `reference/` subfolder docs/assets (PNG filenames like `orblike_ui_kit_*.png` still on disk).
- Swept Claude's working context: `E:\a327ex\.claude\CLAUDE.md`, `MEMORY.md` plus all per-memory feedback files, `Anchor2/reference/anchor2_plan.md`, `reference_disciplines.md`, `reference_taxonomy.md`, `arena/ARENA_PROGRESS.md`, `arena/main.lua`, `docs/FRAMEWORK_API.md`.
- Renamed memory file `feedback_orblike_anchor_divergence.md` → `feedback_invoker_anchor_divergence.md` and fixed the link in MEMORY.md.
- Updated `end-session/SKILL.md` project table row to point at `invoker` / `E:/a327ex/Invoker`.
- Flagged but did NOT touch `.claude/commands/cross-check.md` and `.claude/skills/add-ability/skill.md` — both reference the deprecated tags/interactions/abilities system and are functionally dead for the new spell design.
- Flagged the Psyonia folder (`Psyonia/orblike.md` and related) as separate-decision territory since "future Invoker" there is a Psyonian-era reskin, not the practice game.
**Cast HUD substrate — three central slots:**
- Built `ui_cast_hud(lyr, center_x, bottom_y, chord)` in `ui.lua` using the existing `ui_panel` chrome primitive.
- Initial design was 3 slots in world space below the player at `(p.x, p.y + 16)` on `game_layer` inside `camera_attach`.
- Pivoted to screen-space bottom-center on `ui_layer` at `(width/2, height - 8)` per user request — "fixed to bottom center of the screen instead of below player".
- **Critical bug fix**: `layer_image` centers on `(x, y)` per the C engine (`anchor.c:4328`: "Image is centered at (x, y)"). My original code passed `-img.width/2, -img.height/2` as offset (assuming top-left semantics), causing icons to render at world `(0, 0)` instead of inside the slot. Discovered by reading `process_sprite` source.
- Slot geometry iterations: 16w×24h → 44×52 → 22×26 (half) → 30×36 (slightly bigger). Settled at 30×36, with PNG icons scaled to fit (≈23×34 at native 40×60 source).
- Made the HUD **permanent** — three slot frames always render, even when chord is empty.
- Added per-slot springs (`cast_hud_springs[1..3]`) with pulse on chord insertion. Spring wraps slot chrome + icon via outer `layer_push(scale=spring.main.x)`.
- Label panel above each slot showing primitive name. Iterations on font: FatPixel 8 (chunky) → Lana 11 (final).
- Label color: started at `text` (240,240,235 ≈ white) → switched to `text_muted` (140,140,145 light grey) for both cast labels and primitive-slot keycaps. User wanted consistent "light grey instead of white" treatment.
- Typewriter text reveal added and then dropped — user later said "drop the textbox effect, just make the text appear normally". Removed `cast_hud_text_progress` state and update logic.
**Primitive icons and colors:**
- 8 primitive PNGs at 40×60 portrait: fire, wind, earth, water, self, projectile, line, rune. Plus extras lightning, conjuration, time, repeat.
- `image_load` API confirmed via `anchor/image.lua`: `image_load(name, path)` returns object with `.handle`, `.width`, `.height`.
- Option B chosen: neutral slot fill + PNG carries color via `layer_image(lyr, img, x, y, color())` tint.
- Per-primitive tint colors assigned from the locked palette accents (red/orange/yellow/lime/green/light_blue/blue/violet/pink). User asked "are these from the palette or did you make them up?" — confirmed all are palette tokens, but the *assignment* (which primitive gets which color) was my pick, not pre-discussed.
- Final mapping after narrowing: fire=red; self=green, duration=white, projectile=pink, conjuration=text_muted, line=yellow, rune=violet.
**Abbreviation system:**
- Added optional `short` field on primitive defs (`primitives.lua`) for HUD-fit label text.
- Conventions: Projectile→Proj., Conjuration→Conj., Duration→Time, Lightning→Elec.
- Label render uses `def.short or def.name or prim_id`.
**Resilient sprite loader:**
- `primitives_load_sprites()` wraps `texture_load` in `pcall` so missing files print a warning and continue instead of crashing boot.
- Added `sprite_path` override field for primitives whose asset filename differs from the id (duration uses `assets/time.png`).
- Fixed crash from `force.png` not existing — was an absolute boot blocker before pcall wrapping.
**Action log (`log.lua`) — built then disabled:**
- Bottom-left scrolling action log. 5 visible lines (down from 6 after user feedback).
- Per-entry animated `rank` (float) tweens toward `target_rank` (int) via critically-damped exponential ease (`TWEEN_RATE = 20`).
- On `log_add`, every existing entry's target shifts up by 1; new entry enters at `rank = -1` with target 0 (slides up from below).
- Old entries past `max_visible` tween off the top and fade out; removed when settled.
- Alpha gradient: `VISIBLE_FADE = 0.2` (newest=1.0, oldest visible=0.8) — most of the fade burns off during scroll-out per user spec.
- Font research: user mentioned "Ark Pixel 10px monospaced". The `ark.ttf` files in `super-emoji-*` reference projects turned out to be "Ark Pixel 12px proportional lat" (verified via `PrivateFontCollection.AddFontFile`). Found the actual file the user wanted: `fusion-pixel-10px-monospaced-latin.ttf` (sister font, same maintainer). Copied to assets, registered as `ui_font_log`.
- **Disabled at session end**: user said "keep this log in the code but comment it out, maybe save it to its own file". Commented out at 6 call sites tagged `[log]` (require, font register, log_font assignment, log_update, log_draw, log_add in cast.lua, log_reset in run.lua). `log.lua` file kept intact.
**Info text (`info_text.lua`) — floating damage-number-style:**
- Spawned by `cast_attempt` to announce spell name (success) or "Fizzle" (failure).
- World-space, anchored to spawn position — doesn't follow player after spawn.
- Floats up 22 px over 0.9 s lifetime; alpha holds full for first 50%, then linear fade to 0.
- Dark `bg`-colored rect with 0.85 base alpha behind text. Content-fit width. Text in effect color.
- Drawn on `game_layer` inside `camera_attach` block (above player draw).
- `info_text_reset()` clears on `run_reset`.
- Error word for fizzles chosen: **"Fizzle"** (D&D heritage, evocative).
**Spell catalog (`spells.lua`):**
- Canonical-chord-to-spell lookup. `spell_canonical_chord(chord)` sorts ids and joins with commas; `spell_lookup(chord)` returns the entry or nil.
- Initial scope: all 36 Fire-section combinations transcribed from `spells.md`, plus Airborne (Wind+Self), Flicker Strike (Wind+Self+Line), Dash (Force+Self).
- Narrowed at user request: "The only element I want is fire, no wind force or anything else." Dropped the 3 non-Fire entries, dropped Wind/Earth/Water/Force from `primitives.defs`. Catalog is now strictly Fire combinations.
- Multiple chord paths can map to the same name when spells.md declares them so (Fire+Fire and Fire+Fire+Self are both "Fire Pillar" — the slot/behavior modifier doesn't change the display name).
**Primitive slot system (left of cast HUD):**
- 4 owned-primitive slots replacing the previous "primitives_known/primitive_keys" model.
- `PRIMITIVE_SLOT_COUNT = 4`, `PRIMITIVE_SLOT_KEYS = {'q','e','r','t'}` (slot index → key, fixed).
- `run.primitive_slots[1..4]` — nil means empty. Pressing Q/E/R/T with empty slot is a no-op.
- `primitives_acquire(prim_id)` fills the earliest empty slot. Returns false if unknown/already-owned/all-full.
- Debug binds: key:1 acquires Fire, key:2 acquires Projectile (debug-only; real pickup events replace later).
- `cast_input_update` iterates slots 1..4, appends the slot's primitive to chord when its key was pressed.
**Primitive HUD widget (`ui_primitive_hud`):**
- Layout: 26×26 square slots, 2 px gap, total 110 wide. Right edge at `width/2 - 50` (3 px from cast HUD's left edge).
- Bottom-aligned with cast HUD slot bottom; primitive slot is half the cast HUD column height (cast slot + textbar).
- Per-slot springs (`primitive_hud_springs[1..4]`) pulse on acquisition. `primitives_acquire` calls `ui_primitive_hud_pulse(i)` after insertion.
**Keycap (Q/E/R/T letter chrome):**
- Iterated through several designs. Final: small chrome panel containing the letter, charcoal bg + panel_border, radius 2, sitting with vertical center on slot's bottom border (half inside / half outside the slot).
- +1 px nudge down so it reads more like a tab welded to the bottom than a centered overlay.
- Padding kpx=4, kpy=2 (wider than initial 2,1 — user requested "increase the width of the letter slots a little").
- Letter font Lana 11 in `text_muted` (light grey).
- Briefly tried 2 px borders everywhere ("keep UI consistent with game's 2 px line convention") but reverted — looked worse. Kept the keycap size change.
**Modifier hover preview (above primitive slots):**
- Initially: 4 horizontal slots above (12×12).
- Changed per user feedback: 4 slots **stacked vertically**, centered on primitive slot, **bigger** (18×18).
- Total column: 4·18 + 3·2 = 78 px tall, 18 px wide.
- Hover region extended from just-the-slot to the full bounding rect (slot + 4 px gap + column area) — so moving mouse up into the column keeps it visible.
- **Stateful sticky hover** (final iteration): per-slot `primitive_hud_hover[i]` flag. Enter requires mouse inside slot rect; stay only while mouse in combined rect; exit on leaving combined rect. Prevents activating slot R's column when mouse drifts sideways from slot T's column.
**Repeat button (right of cast HUD):**
- Single 26×26 button at `width/2 + 50` (3 px from cast HUD's right edge), mirroring primitive HUD's relationship on the left.
- `repeat.png` (40×60) loaded with same pcall pattern as primitives.
- Icon rotated 90° statically (portrait source → landscape in the square slot), scaled to fit, tinted `text_muted` to match QERT letters.
- Spring has two channels: `main` (scale, rest 1.0) and added `rot` channel (rotation, rest 0). Pulse magnitudes 0.2 each.
- Triggered by Space key OR LMB click while hovered. Click is consumed — `cast_input_update` skips the normal cast LMB path if button was hovered, so clicking the button doesn't also fire the current chord.
**Repeat replay state machine:**
- Initially fired `cast_attempt(last_cast_chord)` instantly.
- Changed per user request: "Have recast actively take time to add the elements to the chord, like it should actually do it, and then cast them over time too."
- `cast_repeat_state` global tracks `{chord, step, timer, step_interval}`.
- `cast_repeat_tick(dt)` advances timer; on each interval (100 ms) adds the next primitive to `cast_slots` (with cast HUD spring pulse) until past the last, then calls `cast_attempt` and clears state.
- For 3-primitive chord: ~400 ms total (4 intervals).
- Locks out manual input during replay; RMB/Esc aborts.
- Cleared on `run_reset` via `cast_repeat_clear()`.
**Repeat button spring on every step:**
- User: "Have the spring activate on press, on each element add, on final cast."
- `ui_repeat_button_pulse()` called once per tick (press, each element add, final cast firing). For 3-primitive replay = 5 total pulses, sustained drumming feel.
**Repeat gated on active chord:**
- User: "Pressing space with active primitives in the slot shouldn't work."
- `cast_repeat` now also early-returns if `#run.cast_slots > 0`. Player must RMB/Esc first to clear their in-progress chord before repeating.
**Silent repeats:**
- User: "When casting from repeat, don't spawn the text from casting."
- Added `opts.silent` parameter to `cast_attempt`. Repeat passes `{silent = true}`. Both success and fizzle info_text suppressed on repeat.
- Repeat button spring is still visible feedback that the repeat fired.
**Save fizzle chord too:**
- User: "If the last cast was fizzle, repeat should also repeat it."
- Moved the `run.last_cast_chord` snapshot from after the success branch to the top of `cast_attempt`, before the fizzle short-circuit. Fizzled chords now save and can be repeat-replayed.
**Color rebalancing across the session:**
- Multiple rounds as primitive set grew/shrank. Final state with Fire-only element + 6 formations: fire=red, self=green, duration=white, projectile=pink, conjuration=text_muted, line=yellow, rune=violet. White and text_muted are chrome tones used for "supportive operator" formations where vivid accent didn't fit.
**Layout positioning summary (native 480×270):**
- Cast HUD: centered, `width/2`, slots span x=193..287 at y=226..262.
- Cast HUD textbars: above slots at y≈210..225.
- Primitive HUD: right edge at width/2-50 (=190), 4 slots of 26 wide, ends at x=80. Top y=236.
- Repeat button: left edge at width/2+50 (=290), single 26×26 at y=236..262.
- Action log (when enabled): bottom-left at (8, height-8).
- ~80 px free space on true bottom-left for future UI.
**API discoveries this session:**
- `layer_image(lyr, img, x, y, color?, flash?)` — **(x, y) is CENTER**, not top-left.
- `layer_push(lyr, x, y, r, sx, sy)` — translate, rotate, scale (in that order).
- `image_load(name, path)` — wraps `texture_load`; stores in global `images` table.
- `mouse_position() -> x, y` — screen-space at native res (480×270), not display res.
- `spring_new()` creates default `main` channel at value 1.0; pure Lua, safe at require time.
- `spring_add(s, name, x, frequency, bounce)` — frequency default 5 Hz, bounce default 0.5.
**Files touched this session:**
- New: `primitives.lua`, `cast.lua`, `log.lua`, `info_text.lua`, `spells.lua`
- New asset: `assets/fusion-pixel-10px-monospaced-latin.ttf`
- Modified: `main.lua`, `ui.lua`, `run.lua`, `design.md`, `plan.md`, `spells.md`, `wall_patterns.lua`, `wall_symbols.lua`
- Plus the Orblike-rename sweep across `.claude/` and Anchor2 docs.
**Phase 1 status at session end:**
- ✅ Sub-phase 1: Primitives data layer
- ✅ Sub-phase 2: Cast HUD substrate
- 🟡 Sub-phase 3: Spell execution engine — catalog done, dispatch still placeholder (info_text only, no real effects)
- ❌ Sub-phase 4: Spell content (Fire spells catalog ready; effects not implemented)
- ❌ Sub-phase 5: Mana system
- ❌ Sub-phase 6: Combat HP / orbs
- ❌ Sub-phase 7-10: Tutorial map, entities, scripting, door exit
Next session: actual tutorial.
Does this look right? I'll proceed with conversion and commit once you approve.
Yes.
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-05-12T23:20:50.540Z 075f3871-f99f-40c7-80fd-4c700a62a237 [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\075f3871-f99f-40c7-80fd-4c700a62a237.jsonl
2026-05-12T23:20:24.977Z b0fa48ef-6159-4da8-ba21-f6f2b1907f47 [claude]
C:\Users\adn\.claude\projects\E--a327ex\b0fa48ef-6159-4da8-ba21-f6f2b1907f47.jsonl
2026-05-12T03:08:58.313Z 139acbf0-bad3-4fa7-a903-bc95755bdf50 [claude]
C:\Users\adn\.claude\projects\E--a327ex\139acbf0-bad3-4fa7-a903-bc95755bdf50.jsonl
2026-05-12T03:04:27.844Z b415a789-dc80-45c0-bffa-796715ca7a3b [claude]
C:\Users\adn\.claude\projects\E--a327ex\b415a789-dc80-45c0-bffa-796715ca7a3b.jsonl
2026-05-12T02:10:40.982Z b12de6d0-3e71-4bb4-a209-5b12b0e62ab4 [claude]
C:\Users\adn\.claude\projects\E--a327ex\b12de6d0-3e71-4bb4-a209-5b12b0e62ab4.jsonl
Bash (date "+%Y-%m-%d %H:%M:%S")
2026-05-12 20:21:19