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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.

[REDACTED: private project content]

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:

  • 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.

Opus 4.7

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[REDACTED: private project]\design.md)

[REDACTED: private project content]

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:

  1. 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).
  2. 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):

  1. 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.
  2. Cast HUD substrate — 3 slots in world-space below player, shown only while building. Key fills next slot, RMB cancels, LMB casts.
  3. Spell execution engine — canonicalized chord → spell lookup → effect dispatch, with mana gating.
  4. Spell content (tutorial subset) — 6-10 hand-authored spells from {Fire,Wind} × {Self,Projectile}.
  5. Mana system — pool, regen, complexity-scaled cost.
  6. Combat HP / orbs — ARPG-style HP & mana orbs at corners (separate from future dungeon HP).
  7. Tutorial map — reuse existing tutorial corridor geometry, replace entity content.
  8. Tutorial entities — breakable crates + maybe a passive dummy. Real enemies/AI defer to Phase 3.
  9. Tutorial scripting — gated step prompts (press Q → press E → cast → cancel → try Fire+Self → ...).
  10. 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   [email protected]:a327ex/Orblike.git (fetch)
origin  [email protected]: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 [REDACTED: private project path] 2>/dev/null && echo "exists" || echo "not presen...)

[REDACTED: private project content]

[REDACTED: private project content]

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 [email protected]:a327ex/...)

origin   [email protected]:a327ex/Invoker.git (fetch)
origin  [email protected]: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 (select:PowerShell)

[
  {
    "type": "tool_reference",
    "tool_name": "PowerShell"
  }
]

PowerShell (Rename-Item -Path "E:\a327ex\Orblike" -NewName "Invoker"; if ($?) { "renamed ok"...)

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   [email protected]:a327ex/Invoker.git (fetch)
origin  [email protected]: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 ([REDACTED: private project]|orblike)

[REDACTED: private project content]

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/Orblikea327ex/Invoker (renamed via gh repo rename; GitHub auto-redirects the old URL for a while).
  • Local git remote: origin updated to [email protected]: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 after cd).
  • Text references updated in the top-level files alongside main.lua:
    • main.lua — window title
    • ui.lua, wall_patterns.lua, wall_symbols.lua — header comments
    • design.md, plan.md, spells.md — headers and Orblike/archive/ path strings

[REDACTED: private project content]

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, mentions Orblike/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 ([REDACTED: private project]|orblike)

[REDACTED: private project content]

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_[REDACTED: private project].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_[REDACTED: private project].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 ([memory: sealed target])

[sealed content withheld: memory]

Edit ([memory: sealed target])

[sealed content withheld: memory]

Edit ([memory: sealed target])

[sealed content withheld: memory]

Edit ([memory: sealed target])

[sealed content withheld: memory]

Edit ([memory: sealed target])

[sealed content withheld: memory]

Edit ([memory: sealed target])

[sealed content withheld: memory]

Edit ([memory: sealed target])

[sealed content withheld: memory]

Now renaming the memory file and verifying any lowercase "orblike" leftovers:

PowerShell ([memory: sealed target])

[sealed content withheld: memory]

Grep ([REDACTED: private project]|orblike)

[REDACTED: private project content]

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 ([memory: sealed target])

[sealed content withheld: memory]

[REDACTED: private project content]

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 ([REDACTED: private project]|orblike)

[REDACTED: private project content]

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

[REDACTED: private project content]

Confirmed safe to leave (accurate as-is)

[REDACTED: private project content]

Things I noticed but didn't touch — they need a decision

[REDACTED: private project content]

[REDACTED: private project content]

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_layer after the player, inside the camera_attach block. 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_icon pattern (e.g. red tile for Fire, light_blue tile for Wind, neutral grey for formations). PNG icon sits centered with icon_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:

  1. 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.
  2. ui_item_icon extension — add opts.image as an alternative to glyph so the same primitive draws a PNG-centered tile. Keeps the API consistent. ~10 lines added.
  3. ui_cast_hud(lyr, anchor_x, anchor_y, chord) in ui.lua — pure render, takes the chord array, draws 3 slots horizontally centered at the anchor, fills the first #chord with their icons. ~30 lines.
  4. Wire-up in main.luabind('prim_q', 'key:q')bind('prim_f', 'key:f'), plus cast and cancel. In update(): for each primitive key, append to run.cast_slots if under cap and primitive is in run.primitives_known. LMB → cast (placeholder: print to console + clear). RMB/Esc → clear. In draw() inside camera_attach: if #run.cast_slots > 0, call ui_cast_hud at (p.x, p.y + 12).
  5. Seed the tutorial loadout — in run_reset() (or a separate run_seed_tutorial()), prepopulate run.primitives_known = {'fire','wind','self','projectile'} and run.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 (Add-Type -AssemblyName System.Drawing; @('fire','wind','earth','water','self','p...)

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 (Add-Type -AssemblyName System.Drawing; foreach ($n in @('fire','wind','earth','w...)

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)

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2. cast.lua (new)

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3. ui.lua — add ui_cast_hud

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4. run.lua — seed the tutorial loadout

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5. main.lua — requires, bindings, update call, draw call

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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 — added ui_cast_hud(lyr, anchor_x, anchor_y, chord) next to the other primitives.
  • run.luarun_reset now seeds primitives_known and primitive_keys with the tutorial loadout.
  • main.lua — added two requires, primitives_load_sprites() after font registration, key/mouse binds, cast_input_update() in update, and the ui_cast_hud call inside the camera_attach block.

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+self etc. 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 + 16 in main.lua's draw).
  • 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 pad in ui_cast_hud to 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_pressed from draw. Not used here — chord state mutation happens in update via cast_input_update, and draw just reads run.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:

  1. Drop the offset bug. layer_image(lyr, img, cx, cy) is enough — no push, no scale, no half-offset.
  2. 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).
  3. 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_image centers 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/2 offset 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_layer outside the camera_attach block, 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)

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Edit (E:\a327ex\Invoker\main.lua)

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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 then is just a defense against the first frame before run_reset initializes 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_push with s = 0.4 (limited by height: 24/60). Sprites render at 16×24, aspect preserved, centered. The pad = 1 keeps 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)

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Edit (E:\a327ex\Invoker\primitives.lua)

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ui.lua — bigger slots, springs, color tint

Edit (E:\a327ex\Invoker\ui.lua)

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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)

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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 in primitives.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_new is pure Lua). On each successful table.insert, ui_cast_hud_pulse(#run.cast_slots) pulls 'main' by 0.35. The slot's draw block wraps chrome + icon in a single layer_push scaled by spring.main.x so 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 through main.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.lua with log_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_reset so a fresh run starts empty.
  • Replace cast_attempt's print with a log_add using 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 Fire appears.
  • Cast Fire + Wind → Cast Fire + Wind appears 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 indirection log_font or ui_font_body in log_draw. When you import a smaller font, set log_font = font_register(...) in main.lua and 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 like drag_state and cast_hud_springs; run_reset calls log_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:

  1. Cap from 6 → 5.
  2. Each entry gets an animated rank (float) tweening toward target_rank (int).
  3. On log_add, all existing entries' targets +=1; the new entry enters with rank = -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 rank starts at -1 (one line below the bottom slot's visual position) with target_rank = 0, so the text tweens upward into the bottom slot at full alpha.
  • Stack tween. Every existing entry's target_rank += 1 at the same moment, so all 5 lines tween upward together.
  • Top scrolls off and fades. When an entry's target_rank becomes 5 (= max_visible), its alpha piecewise drops from 0.5 (at rank=4) to 0 (at rank=5). Removal happens in log_update once the tween settles within 0.05 of target.

Tunables

  • TWEEN_RATE = 20 in log.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].rank starting at -1 — if you want a shorter slide-in distance (more punchy), change to -0.5 in log_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 ($paths = @('E:\a327ex\emoji-ball-battles\reference\super-emoji-invaders\src\asse...)

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 (Add-Type -AssemblyName System.Drawing; $coll = New-Object System.Drawing.Text.Pr...)

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 (Add-Type -AssemblyName System.Drawing; $coll = New-Object System.Drawing.Text.Pr...)

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 (Copy-Item -Path 'E:\a327ex\Invoker\reference\Rekoyam Tsohg\assets\fusion-pixel-1...)

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.ttf from Invoker/reference/Rekoyam Tsohg/assets/ into Invoker/assets/.
  • Registered as ui_font_log at 10px and assigned to log_font in main.lua right after the existing font setup. Native pixel size = no antialias smear; monospaced means the log lines column-align (Cast Fire + Wind and Cast Water + Self line up vertically).
  • Heads-up on the name confusion: the ark.ttf files in the emoji-* reference projects are actually Ark 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 true ark-pixel-10px-monospaced variant 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_FADE at the top of log.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)

  1. main.luarequire('log') commented (functions no longer defined at runtime)
  2. main.luaui_font_log registration + log_font assignment commented (font file no longer loaded at boot)
  3. main.lualog_update(dt) commented in update
  4. main.lualog_draw(...) commented in draw
  5. cast.lualog_add('Cast ...') block commented in cast_attempt
  6. run.lualog_reset() commented in run_reset

What's preserved

  • log.lua untouched — 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.ttf stays in assets — the font file is loaded only when font_register is called in main.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_name field to primitives.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 change def.name or prim_id to def.short or def.name or prim_id in 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_id check. 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_id block. 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 as fg_color). Comment notes "theme text color" so future tweaks know what to grab.
  • 1 pixel down. label_gap is now 1 (was 2). Label sits one pixel closer to the slot top.
  • Abbreviation field added to defs. def.short is the new fit-the-label-width form; def.name stays as the full display name for tooltips and tutorials. Right now only projectile has one ('Proj.'). When conjuration, lightning, duration etc. 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. "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).
  2. 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 at TYPEWRITER_RATE = 60 chars/sec; resets to 0 on empty. The draw substrings def.short or def.name to progress characters. "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. lpy bumped from 1 → 2. Panel grows 2px taller (15px now), text symmetric vertically.
  • Bigger gap from slot. label_gap from 1 → 3. Cleaner visual break between label row and slot row.
  • Abbreviation convention updated in primitives.defs doc: Duration → 'Time', Lightning → 'Elec.' (replacing the previous 'Dur.' and 'Ltng.'). Only projectile currently has a short value; future primitives use these conventions.

Tunables

  • TYPEWRITER_RATE at top of ui.lua near the spring globals. Higher = snappier (try 80-100 if 60 feels sluggish; lower if too jittery).
  • lpy (text padding) and label_gap (slot-to-label distance) at top of ui_cast_hud.
  • Per-primitive short in primitives.defs — set this whenever a new primitive's name is 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:

  1. Text +1 inside bar, bar +1 down — tweak label coordinates in ui.lua.
  2. Add force, duration, conjuration primitive defs with colors and abbreviations.
  3. Spell catalog — new file spells.lua mapping canonical chord → spell name + element.
  4. Info text effect — new file info_text.lua for floating damage-number-style text.
  5. Reworked cast_attempt — use catalog, spawn info text on success/fizzle.
  6. Expanded key bindings — 9 primitives need 9 keys.
  7. 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 (kept lpy = 2 for 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_layer inside the camera_attach block.
  • info_text_reset() clears all; called from run_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_reset seeds 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 element field 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.png doesn't exist anywhere.
  • duration was supposed to load time.png (named for the display abbreviation), not duration.png.

Two fixes:

  1. Resilient loader — wrap in pcall so a missing asset prints a warning instead of crashing. Means the icon just doesn't render, the slot/label/spell-cast still work.
  2. sprite_path override field for primitives whose asset filename differs from the id. Set duration.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.png is 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.png correctly via the new sprite_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.pngduration.png and drop the sprite_path override; 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: dropped prim_e and prim_r binds.

Boot impact

  • The force.png missing-asset warning goes away (Force isn't in defs anymore).
  • The time.png path 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.png are 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.md itself 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) +

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5. main.lua — update binds, call new functions, draw primitive HUD

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Now the draw call for the primitive HUD — positioned to the direct left of the cast HUD:

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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 at y = 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_slots starts 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 text to text_muted (matches the primitive HUD key letters — same "light grey instead of white" treatment).
  • Removed cast_hud_text_progress state 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_inset to a negative value — say -3 to 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.

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Done. Summary of the keycap:

  • Own little panelui_panel with bg = charcoal (slightly darker than slot_fill so it visually separates from the slot below) and panel_border outline.
  • 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 outky = 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_panel default 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

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2. Wider keycap in ui_primitive_hud

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Done.

What changed

  • ui_panel default 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 pass border_width = 1 explicitly.
  • Keycap padding kpx=4, kpy=2 (was 2, 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 inside kh - 2*border_width = 11 px of 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 used bw=2 to be thicker than normal bw=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' to bw=3 in ui_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

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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.

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Done.

Changes

  • Keycap +1 px down. ky now adds + 1 after 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

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Now restructure the per-slot draw loop in ui_primitive_hud — wrap chrome/icon/keycap in a spring layer_push, and extend hover detection:

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2. primitives.lua — pulse the spring on acquisition

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3. cast.lua — drive the primitive HUD springs each frame

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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) calls ui_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 via cast_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.

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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 (Add-Type -AssemblyName System.Drawing; $img = [System.Drawing.Image]::FromFile('...)

40x60

40×60 — same as primitives. Now the implementation:

1. ui.lua — repeat button widget + spring + hover + render

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2. run.lualast_cast_chord in the schema

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3. cast.lua — save last chord on success, add cast_repeat, wire into input

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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]

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Now add the cast_repeat function — I'll place it next to cast_attempt:

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4. main.lua — bind Space, load repeat.png, draw the button

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Done.

Behavior

  • Cast something (e.g., Fire+Projectile → Fireball). Chord clears, run.last_cast_chord snapshots {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 at width/2 - 55 and is 26 tall).
  • Chrome: same ui_panel style 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_muted to match the QERT keycap letters.

Spring

  • New repeat_button_spring with 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:

  1. Build chord from primitive-slot key presses (Q/E/R/T).
  2. Check repeat trigger: Space key OR LMB while hovering the button. If triggered, fire cast_repeat and mark cast as consumed.
  3. Normal cast: LMB casts the current chord only if not consumed by the repeat button.
  4. 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 (currently width/2 + 55, height - 8 - 26).

Distance between QERT and repeat button with the central 3 slots should be smaller.

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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

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Now wire the tick + input lockout in cast_input_update:

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run.lua — clear replay state on run reset

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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_state and run.cast_slots. Player can build a fresh chord right after.

Tunables

  • CAST_REPEAT_INTERVAL at the top of the repeat-replay block in cast.lua — currently 0.1 (100 ms per step). Drop to 0.06-0.08 for a faster feel, bump to 0.15 for more deliberate pacing.
  • The final pre-cast pause is also one step_interval long. 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 separate CAST_REPEAT_FIRE_DELAY if useful.

Edge cases handled

  • Run reset mid-replay (F12): cast_repeat_clear() is called from run_reset so the new run starts clean.
  • No cast yet this run: cast_repeat early-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

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2. cast_repeat — block when chord is already active

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3. cast_repeat_tick — pulse on every step, silent cast

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Done. Summary:

Repeat button spring activations

  • On press — Space or button click triggers cast_repeatui_repeat_button_pulse(). (existing)
  • On each element add — every tick that inserts a primitive into cast_slots pulses 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:

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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_attempt fires with silent = 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 (end-session Orblike -> Invoker)

Launching skill: end-session

[skill: 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):

```markdown
# [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

```bash
# 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 5
```

The 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:

```bash
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:

```bash
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, use `find-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.md` with the approved title and summary, AND prepend frontmatter. The final file shape:

```markdown
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:` and `Date:` lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script in `a327ex-site/deploy/backfill_metadata.py` is a safety net, not a substitute — write it correctly the first time.

Then copy the final file to the log destination:

```bash
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].md
```

## Step 5: Commit Project Repo

Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:

| Project | Root | Stage command |
|---|---|---|
| Anchor | `E:/a327ex/Anchor` | `git add docs/ framework/ engine/ scripts/ reference/` |
| Anchor2 | `E:/a327ex/Anchor2` | `git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/` |
| emoji-ball-battles | `E:/a327ex/emoji-ball-battles` | `git add -A` |
| invoker | `E:/a327ex/Invoker` | `git add -A` |
| thalien-lune | `E:/a327ex/thalien-lune` | `git add -A` |
| 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) |

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.

`cd` into the project root, stage, run `git status` to 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.

```bash
# 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 <[email protected]>\n" >> /tmp/commit_msg.txt

git commit -F /tmp/commit_msg.txt
```

## Step 6: Push the Repos

Two pushes — project (to GitHub) and a327ex-site (to the VPS):

```bash
# 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 -3
```

**Failure 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:` and `Date:` 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/` and `anchor.blot.im/context/`. Post-cutover (May 2026), `anchor.blot.im` is a JS redirect to `a327ex.com` and 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.

[REDACTED: private project content]

**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

Bash (python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py "C:\Users\adn.claude\proj...)

Written to C:/Users/adn/AppData/Local/Temp/session-log.md

4470 /tmp/session-log.md

Read (C:\Users\adn\AppData\Local\Temp\session-log.md)

1    # Session 2026-05-07 15:25
2   
3   ---
4   
5   > 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.

Write (C:\Users\adn\AppData\Local\Temp\session-header.md)

<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>

Bash (ls -la C:/Users/adn/AppData/Local/Temp/session-header.md 2>&1)

-rw-r--r-- 1 adn 197121 20164 May 10 23:56 C:/Users/adn/AppData/Local/Temp/session-header.md

Read (C:\Users\adn\AppData\Local\Temp\session-header.md)

1    Title: Anchor App Phase 1 Part 2
2   Date: 2026-05-10 23:54:31
3   

Write (C:\Users\adn\AppData\Local\Temp\session-header.md)

The file C:\Users\adn\AppData\Local\Temp\session-header.md has been updated successfully. (file state is current in your context — no need to Read it back)

Now stitch header + transcript (skipping the first 3 lines of the transcript) and copy to a327ex-site/logs/:

Bash (cat C:/Users/adn/AppData/Local/Temp/session-header.md > E:/a327ex/a327ex-site/lo...)

4634 E:/a327ex/a327ex-site/logs/orblike-to-invoker.md
Title: Orblike -> Invoker
Date: 2026-05-12 20:21:19

# Orblike -> Invoker

Log file written. Now commit the Invoker project repo. Extract the summary into a commit message file:

Bash (awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' E:/a327...)

Orblike -> Invoker


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.

---


Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <[email protected]>

Bash (cd /e/a327ex/Invoker && git add -A && git status --short | head -40)

warning: in the working copy of 'design.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'main.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'plan.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'run.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'spells.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'ui.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'wall_patterns.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'wall_symbols.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'cast.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'info_text.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'log.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'primitives.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'spells.lua', LF will be replaced by CRLF the next time Git touches it
A  assets/conjuration.png
A  assets/earth.png
A  assets/fire.png
A  assets/fusion-pixel-10px-monospaced-latin.ttf
A  assets/lightning.png
A  assets/line.png
A  assets/projectile.png
A  assets/repeat.png
A  assets/rune.png
A  assets/self.png
A  assets/time.png
A  assets/water.png
A  assets/wind.png
A  cast.lua
M  design.md
A  info_text.lua
A  log.lua
... [15 more lines]

Bash (git commit -F /tmp/commit_msg.txt 2>&1 | tail -5)

 create mode 100644 info_text.lua
 create mode 100644 log.lua
 create mode 100644 primitives.lua
 create mode 100644 reference/symbols.png
 create mode 100644 spells.lua

Bash (git log -1 --oneline && git push origin main 2>&1 | tail -5)

9a712f6 Orblike -> Invoker
To github.com:a327ex/Invoker.git
   3b6bda4..9a712f6  main -> main

Invoker committed (9a712f6) and pushed. Let me also commit Anchor2 (it got swept during the rename) before moving to a327ex-site:

Bash (cd /e/a327ex/Anchor2 && git status --short | head -20)

 M arena/ARENA_PROGRESS.md
 M arena/main.lua
 M docs/BLOT_MIGRATION.md
 M docs/FRAMEWORK_API.md
 M reference/anchor2_plan.md
 M reference/reference_disciplines.md
 M reference/reference_taxonomy.md
?? reference/blot_migration_plan.md

Bash (git diff docs/BLOT_MIGRATION.md 2>&1 | head -20)

warning: in the working copy of 'docs/BLOT_MIGRATION.md', LF will be replaced by CRLF the next time Git touches it
diff --git a/docs/BLOT_MIGRATION.md b/docs/BLOT_MIGRATION.md
index da5926c..5bb9d5a 100644
--- a/docs/BLOT_MIGRATION.md
+++ b/docs/BLOT_MIGRATION.md
@@ -1,5 +1,7 @@
 # Migrating anchor.blot.im off Blot
 
+> **Historical handoff notes — the migration is done.** This file captured the planned approach BEFORE the migration ran. See `Anchor2/reference/blot_migration_plan.md` for the actual outcome and `a327ex-site/README.md` for the canonical entrypoint to the migrated site. Useful here: the gotchas section ("Things tightly coupled to Blot") and the Blot-specific quirks list. Most "TBD" items in this doc are now resolved — see the migration plan for what.
+
 Handoff notes for the session that moves the website from Blot to a self-hosted VPS, as a stepping stone toward eventually serving everything via `Anchor2/app`.
 
 This document was written at the end of the **Website Redesign** session (logged at `anchor.blot.im/logs/website-redesign.md`). Read that log first if you want the full backstory of why things are the way they are.

The BLOT_MIGRATION.md changes are pre-existing (unrelated to this session). I'll stage only the rename-sweep files:

Bash (git add arena/ARENA_PROGRESS.md arena/main.lua docs/FRAMEWORK_API.md reference/a...)

warning: in the working copy of 'arena/ARENA_PROGRESS.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'arena/main.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'docs/FRAMEWORK_API.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'reference/anchor2_plan.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'reference/reference_disciplines.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'reference/reference_taxonomy.md', LF will be replaced by CRLF the next time Git touches it
M  arena/ARENA_PROGRESS.md
M  arena/main.lua
 M docs/BLOT_MIGRATION.md
M  docs/FRAMEWORK_API.md
M  reference/anchor2_plan.md
M  reference/reference_disciplines.md
M  reference/reference_taxonomy.md
?? reference/blot_migration_plan.md

Bash (git commit -F /tmp/commit_msg.txt 2>&1 | tail -3 && git push origin main 2>&1 | ...)

[main 5b6e8e8] Orblike -> Invoker
 6 files changed, 60 insertions(+), 60 deletions(-)
To github.com:a327ex/Anchor2.git
   e584676..5b6e8e8  main -> main

Anchor2 rename sweep committed (5b6e8e8) and pushed. Now a327ex-site:

Bash (cd /e/a327ex/a327ex-site && git add -A && git status --short | head -10)

warning: in the working copy of 'logs/orblike-to-invoker.md', CRLF will be replaced by LF the next time Git touches it
A  logs/orblike-to-invoker.md

Bash (git commit -m "Orblike -> Invoker" 2>&1 | tail -2 && git push prod main 2>&1 | t...)

 1 file changed, 4634 insertions(+)
 create mode 100644 logs/orblike-to-invoker.md
remote: [post-receive] deployed at 2026-05-12T23:25:26Z        
To ssh://a327ex/srv/a327ex.git
   ee476b3..ef5219a  main -> main

All three commits landed and pushed.

Logged — "Orblike -> Invoker".
  project (Invoker):   9a712f6  pushed to GitHub
  project (Anchor2):   5b6e8e8  pushed to GitHub  (rename sweep across docs/refs)
  a327ex-site:         ef5219a  pushed to a327ex.com (post-receive deployed)

Session ends with Phase 1 sub-phases 1 & 2 done, sub-phase 3 partial (catalog + announce, no real effects yet). Next session: the actual tutorial.