Orblike Wall Visuals and Ability Editions
Summary
Major session focused on wall visual system refinement, floor effect exploration, ability-wall interaction ripple system, wall edge spring physics, ability edition visual design, and layer reorganization for ability-specific shader effects.
Wall Symbol Coloring — Per-Pixel Shader Fix:
- Verified wall symbols appeared as flat colors despite shader being technically correct — gradient changes too slowly across 12px symbols
- First attempt: added HSV hue shift with sine waves based on world position + time. User liked the chromatic look but found it "too random" for wall symbols specifically
- Settled on simple approach: symbols colored same as wall gradient but slightly darker (
wall_color * (1 - darken)) - Per-palette darken values hand-tuned since luminance-based auto-calculation didn't work well across hues
- Final values: blue/purple/blue2 = 0.175, red = 0.15, green = 0.125, orange/yellow = 0.1, neutral = 0.125
- Changed symbol marker color from pure white (255,255,255) to (255,254,253) to prevent false positive detection when ability effects flash white on the layer
- Palette wall2 colors changed: red's wall2 from orange→purple, orange's wall2 from yellow→blue for more dramatic gradients
Wall Palette Definitions Updated:
- Red palette: wall2 changed from
orangetopurple(warm→cool gradient) - Orange palette: wall2 changed from
yellowtoblue(complementary sunset feel)
Floor Effect Exploration:
- Tried 8+ floor effects: glow_bleed, noise_grain, caustics, voronoi, cracks, hex_tiles, circles, square tiles, contour variations, contour polygons
- Voronoi was "best" but user wanted contour-based polygons following wall shape
- Attempted contour+polygon hybrids but couldn't get the right look
- User decided: "Let's leave the ground dark for now"
- All floor effect code cleaned out, left as
floor_mode = 0(none)
Symbol Color Mode Bank (F5):
- 10 shader modes for wall symbols as preparation for ability edition effects
- Modes: darken, hue_wave, complementary, polychrome, prismatic, foil_sweep, brighten, pulse_glow, rainbow, distance_hue
- User noted these are "very interesting" and the "kinds of effects" they imagine for ability editions
Wall Ripple System — Ability-Wall Interaction:
- Built multi-stage ripple system triggered by F4 raycast from player to mouse hitting wall
- Color wave sweeps outward from hit point using distance field, with lateral fade (40-108px range)
- Lateral brightness pulse travels outward along wall edge from center of impact
- Shockwave displacement at wave front: distorts pixels along distance field gradient direction
- Shockwave has 12px forward offset near wall edge that decays with
exp(-dist * 22.0) - Supports multiple simultaneous ripples (max 8), passed as uniform arrays to shader
- Final ripple parameters: speed=228, max_range=250, width=48, color=palette.wall*0.5
wall_gradient_fade_distincreased from 180 to 250 to prevent dist clamping snap at deep wall pixels
Wall Edge Spring Physics:
- Boundary vertices subdivided into ~5px segments for smooth wave propagation
- Each vertex gets an Anchor spring object (using
spring:add(i, 0, freq, bounce)andspring:pull(i, force)) - Wave coupling between neighbors:
force = wk*(disp[prev] + disp[next] - 2*disp[i]), applied to velocity each frame - Final parameters: frequency=3, bounce=0.65, coupling=15000, impulse=10 strength / 80 radius
- Both edge lines AND floor polygon vertices displace together using
orig_to_submapping from original to subdivided vertex indices - User insisted on using actual Anchor spring objects rather than copying the formula
Ability Edition Design Document:
- Created
Orblike/reference/ability_editions.md— comprehensive design doc - 7 core editions: Foil, Holographic, Polychrome, Negative, Prismatic, Void, Glitch
- Key user correction: editions apply primarily to ability effects (beams, explosions, areas, projectiles), NOT orbs. "The orbs still have effects applied to them, but because they're so small they're not the primary target"
- Each edition described per-surface: how it looks on beams, explosions, fissures, projectiles, cyclones, particles
- Mechanical meaning left as open design question (per-edition bonus vs rarity tiers vs hybrid)
- Todo updated with edition system entry
Edition Shader Implementation:
- Created
Orblike/assets/edition.fragwith all 7 editions + debug_red mode - Each edition: Foil (highlight sweep), Holographic (position hue shift), Polychrome (oil-slick swirl), Negative (dark interior + bright edges via neighbor alpha sampling), Prismatic (quantized color bands), Void (dark center + corona), Glitch (RGB channel split + UV jitter)
- Key discovery:
apply_shadermust be called BEFORErender(), not after. Shockwave shader showed the pattern.
Layer Reorganization:
- Created
ability_layer(new) andui(new) layers - game: player, projectiles, enemies
- ability_layer: orbs, beam lines, area visuals (rect/circle), trails, lightning, rock effects, railgun flash, psylance X marks, dash clone trails, line attacks, single target indicators
- effects: cyclone particles, hit effects, fx animations, beam particles
- ui: HP bars
- Critical bug: initially named layer
abilitieswhich overwrote the globalabilitiestable (ability definitions), breaking all ability casting. Renamed toability_layer. - Edition shader now applies only to
ability_layer - Agent accidentally moved cyclone_particle draw calls from effects→abilities, fixed back to effects
Ability Loadout for Testing:
- Orb 1: Fireball, spread=3, pierce=5
- Orb 2: Cyclone, area+++
- Orb 3: Beam, beam_length+++
- Orb 4: Asal, knockback+++
- Registered missing
hit1spritesheet (96x48 frames) that was needed for fireball hit effects
Hotkey Map (Current):
- F2: cycle edition mode (none/debug_red/foil/holo/polychrome/negative/prismatic/void/glitch)
- F4: raycast to wall → spawn ripple + edge spring impulse
- F5: cycle wall symbol color mode
- F6: cycle floor effect mode (currently only 'none')
- F9: cycle wall symbol type
- F10: cycle wall distribution type
- F12: cycle wall palette
Let's keep working on Orblike. @Orblike\reference\map_visual_system.md is what we were doing last session and we had to finish midway. @Orblike\todo.md also has instructions. Read everything first and tell me what you plan next.
Let me read the required files first.
Read (E:\a327ex\Orblike\ORBS.md)
File does not exist. Note: your current working directory is E:\a327ex.
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md)
1 # Framework API Quick Reference
2
3 Function signatures for Lua framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4
5 ## Initialization
6
7 ```
8 require('anchor') {
9 width = 640, -- game resolution width (default: 480)
10 height = 360, -- game resolution height (default: 270)
11 title = "My Game", -- window title (default: "Anchor")
12 scale = 2, -- initial window scale (default: 3)
13 vsync = true, -- vertical sync (default: true)
14 fullscreen = false, -- start fullscreen (default: false)
15 resizable = true, -- window resizable (default: true)
16 filter = "rough", -- "rough" or "smooth" (default: "rough")
17 }
18 ```
19
20 ## Root Object (an)
21
22 ### Engine State (Static)
23 ```
24 an.width -> int -- game resolution width
25 an.height -> int -- game resolution height
26 an.dt -> number -- fixed delta time (1/120)
27 an.platform -> string -- "web" or "windows"
28 ```
29
30 ### Engine State (Dynamic - updated every frame)
... [610 more lines]
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
1 in vec2 TexCoord;
2 out vec4 FragColor;
3 uniform sampler2D u_texture;
4 uniform sampler2D u_dist_field;
5 uniform vec4 u_color_near;
6 uniform vec4 u_color_far;
7 uniform float u_symbol_darken;
8 uniform vec2 u_cam;
9 uniform vec2 u_screen;
10 uniform vec2 u_df_origin;
11 uniform vec2 u_df_size;
12
13 void main() {
14 vec4 original = texture(u_texture, TexCoord);
15
16 // Convert TexCoord to distance field UV
17 float world_x = u_cam.x + (TexCoord.x - 0.5) * u_screen.x;
18 float world_y = u_cam.y + (0.5 - TexCoord.y) * u_screen.y;
19 vec2 df_uv = (vec2(world_x, world_y) - u_df_origin) / u_df_size;
20 float dist = texture(u_dist_field, df_uv).r;
21
22 // Wall gradient color at this pixel
23 vec3 wall_color = mix(u_color_near.rgb, u_color_far.rgb, dist);
24
25 // Detect white symbol pixels and colorize them
26 float whiteness = min(original.r, min(original.g, original.b));
27 if (whiteness > 0.9 && original.a > 0.5) {
28 // Symbol: darken relative to local gradient
29 FragColor = vec4(wall_color * (1.0 - u_symbol_darken), 1.0);
30 } else {
... [5 more lines]
ORBS.md doesn't exist — let me find it and read the relevant section of main.lua.
Glob (Orblike/ORBS*)
No files found
Grep (MAP GENERATION)
4436:-- MAP GENERATION
Bash (wc -l E:/a327ex/Orblike/main.lua)
10293 E:/a327ex/Orblike/main.lua
Read (E:\a327ex\Orblike\main.lua)
File content (20606 tokens) exceeds maximum allowed tokens (10000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.
Read (E:\a327ex\Orblike\main.lua)
4436 -- MAP GENERATION
4437 -- ============================================================================
4438 --
4439 -- How maps work:
4440 --
4441 -- A map is defined as a walkable floor polygon surrounded by walls.
4442 -- - The floor polygon is a single closed shape (flat vertex array: {x1,y1, x2,y2, ...})
4443 -- - Walls are everything outside the floor polygon
4444 -- - A Box2D chain shape on the floor boundary handles collision
4445 -- - Visually: bg layer fills with wall_bg_color, floor polygon draws on below_game with floor_color
4446 --
4447 -- How generation works:
4448 --
4449 -- 1. Build the floor boundary as a CW polygon in screen coords (y-down)
4450 -- using add_corner() for curved corners and add_jagged_h/v() for rocky edges.
4451 -- 2. The boundary is reversed to CCW before creating the chain shape,
4452 -- because Box2D chain normals point right-of-travel — CCW gives inward normals.
4453 -- 3. The CW vertices are triangulated (ear-clipping) for floor rendering.
4454 -- 4. map_gen_finalize() handles steps 2-3 and is shared by all map types.
4455 --
4456 -- Section conventions:
4457 --
4458 -- Maps are built from sections laid out left-to-right.
4459 -- - First section: closed on the left (curved corner from left edge to top/bottom edges)
4460 -- - Middle sections: open on both sides — top/bottom edges connect seamlessly
4461 -- to the previous and next sections. No corners, just continuous jagged edges.
4462 -- - Last section: closed on the right (curved corner from top/bottom edges to right edge)
4463 -- - Between sections the corridor may narrow or widen to create visual pacing.
4464 --
4465 -- To define a map from a node list like {A, B, C}:
... [670 more lines]
Read (E:\a327ex\Orblike\main.lua)
File content (10335 tokens) exceeds maximum allowed tokens (10000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.
Read (E:\a327ex\Orblike\main.lua)
5133
5134 -- Distance from point to nearest edge of a polygon
5135 function point_to_polygon_edge_dist(px, py, verts)
5136 local n = #verts/2
5137 local min_d = math.huge
5138 for i = 0, n - 1 do
5139 local j = (i + 1) % n
5140 local x1, y1 = verts[i*2 + 1], verts[i*2 + 2]
5141 local x2, y2 = verts[j*2 + 1], verts[j*2 + 2]
5142 local dx, dy = x2 - x1, y2 - y1
5143 local len_sq = dx*dx + dy*dy
5144 local t = 0
5145 if len_sq > 0 then t = math.clamp(((px - x1)*dx + (py - y1)*dy)/len_sq, 0, 1) end
5146 local cx, cy = x1 + t*dx, y1 + t*dy
5147 local d = math.distance(px, py, cx, cy)
5148 if d < min_d then min_d = d end
5149 end
5150 return min_d
5151 end
5152
5153
5154 -- Distribution generators: all return flat {x,y, x,y, ...}
5155 function dist_poisson(bx0, by0, bx1, by1, spacing, rng)
5156 return poisson_disc(bx0, by0, bx1, by1, spacing, rng)
5157 end
5158
5159 function dist_grid(bx0, by0, bx1, by1, spacing, rng)
5160 local pts = {}
5161 for y = by0, by1, spacing do
5162 for x = bx0, bx1, spacing do
... [470 more lines]
Let me also read the drawing/rendering section to see how the wall visuals are rendered each frame.
Grep (wall_gradient_cache|wall_gradient.frag|below_game.apply_shader|u_color_near|u_dist_field|wall_symbol_draw|draw_wall_symbols|map_draw|F9|F10|F12.wall)
4970:wall_gradient_cache = nil -- cached {distances, tw, th, bx0, by0, bx1, by1, scale}
4974: if not map_floor then wall_gradient_cache = nil; map_wall_gradient = nil; return end
5034: wall_gradient_cache = {
5045: if not wall_gradient_cache then map_wall_gradient = nil; return end
5046: local c = wall_gradient_cache
5948: if wall_gradient_cache and wall_gradient_cache.df_texture then
5949: local c = wall_gradient_cache
5951: below_game:shader_set_texture(s, 'u_dist_field', c.df_texture, 1)
5952: below_game:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
5959: below_game:apply_shader(s)
5966:an:shader('wall_gradient', 'assets/wall_gradient.frag')
Read (E:\a327ex\Orblike\main.lua)
5900 v[(i - 1)*2 + 1], v[(i - 1)*2 + 2],
5901 v[(j - 1)*2 + 1], v[(j - 1)*2 + 2],
5902 v[(k - 1)*2 + 1], v[(k - 1)*2 + 2],
5903 fc
5904 )
5905 end
5906
5907 -- 3. Draw wall edge lines along the floor polygon boundary
5908 local edge_style = wall_edge_style or 'dashed'
5909 if edge_style ~= 'none' then
5910 local edge_color = wall_edge_color_base()
5911 local dash_len = 5
5912 local gap_len = 10
5913 local edge_width = 2
5914 local n = #v/2
5915 for i = 0, n - 1 do
5916 local j = (i + 1) % n
5917 local x1, y1 = v[i*2 + 1], v[i*2 + 2]
5918 local x2, y2 = v[j*2 + 1], v[j*2 + 2]
5919 local cam_x, cam_y = an.camera.x, an.camera.y
5920 local ex = (x1 + x2)/2
5921 local ey = (y1 + y2)/2
5922 if math.abs(ex - cam_x) < gw and math.abs(ey - cam_y) < gh then
5923 if edge_style == 'full' then
5924 below_game:line(x1, y1, x2, y2, edge_width, edge_color)
5925 else -- dashed
5926 local dx, dy = x2 - x1, y2 - y1
5927 local seg_len = math.length(dx, dy)
5928 if seg_len > 0.1 then
5929 local nx, ny = dx/seg_len, dy/seg_len
... [170 more lines]
Now let me find where the wall drawing happens (the per-frame rendering code that draws gradient + symbols + floor).
Read (E:\a327ex\Orblike\main.lua)
5830 end
5831 symbol_draw_fns.chikara = draw_symbol_chikara
5832
5833
5834 -- Hotkey cycling for wall visuals
5835 an:early_action(function()
5836 local changed = false
5837 if an:key_is_pressed('f9') then
5838 wall_symbol_index = wall_symbol_index % #wall_symbol_types + 1
5839 print('Symbol: ' .. wall_symbol_types[wall_symbol_index])
5840 end
5841 if an:key_is_pressed('f10') then
5842 wall_dist_index = wall_dist_index % #wall_dist_types + 1
5843 map_gen_wall_points()
5844 print('Distribution: ' .. wall_dist_types[wall_dist_index])
5845 end
5846 if an:key_is_pressed('f12') then
5847 wall_palette_index = wall_palette_index % #wall_palettes + 1
5848 apply_wall_palette()
5849 map_gen_wall_gradient() -- fast: only recolors cached distances
5850 print('Palette: ' .. wall_palettes[wall_palette_index].name)
5851 end
5852 end)
5853
5854
5855 -- Draw floor polygon and wall patterns each frame
5856 an:action(function()
5857 if not map_floor then return end
5858
5859 local v = map_floor.vertices
... [45 more lines]
Good, I now have a complete picture of the system. Let me also read the key hotkey lines to check for F11 or other missing key mappings.
Now I have a thorough understanding of the full system. Here's where things stand and what I think we should do next:
Current State
The wall visual system is architecturally complete:
- Distance field computation + caching works
- Colored gradient texture renders in world space
- 30+ symbols drawn in white, 9 distribution types, 8 palettes
wall_gradient.fragshader detects white symbols and recolors them per-pixel using the distance field- F9/F10/F12 cycle symbols/distributions/palettes at runtime
What the todo says to do next
Verify per-pixel symbol coloring — The shader math looks correct but it was never visually confirmed that gradient color actually varies within a single symbol (not just between symbols). You'd need to run the game and look.
Make colors more "chromatic" — Hue shifts, color animations, JoJo-inspired bold palette effects. The shader infrastructure is ready for this.
Animate the gradient — Slowly shifting colors, pulsing brightness, palette cycling triggered by game events.
Speed up
map_gen_wall_distances()— Currently ~1-2s in Lua. Could be moved to C.
What I'd suggest
The most productive order:
You run the game and verify the per-pixel coloring visually. If it looks flat (all one color per symbol), the shader UV mapping needs debugging. If it already has variation within symbols, we're good to move forward.
Chromatic shader effects — Once confirmed working, I'd add shader-side enhancements: hue rotation that varies with distance, subtle color banding/steps instead of smooth gradient (gives a more graphic/bold look), maybe a slow time-based animation. This is all shader work, no Lua changes needed.
C-side distance field — Port
map_gen_wall_distances()to C for instant map generation. This is a clear win since the algorithm is simple (point-to-segment distances over a grid).
Which of these do you want to start with? Or if you've already tested and can tell me whether the per-pixel coloring looks right, we can skip straight to the chromatic effects.
I had a really nice idea, we'll not start with anything yet, just add this to the todo or relevant documents. We also should make the abilities have their colors be chromatic/full of transitions like this. We could do something like Balatro where there are different types of cards, except for abilities. So each ability may have a Chromatic/Foil/etc version that looks visually distinct in the same way that the walls do now, but with specific types of distinctiveness. Try to think about which types might be good, taking inspiration from the ones that exist in Balatro but expanding where you feel its necessary. If you want to see what the game looks like now just ask too.
Let me read the todo and the reference doc to know where to place this.
Read (E:\a327ex\Orblike\todo.md)
1 # To Do
2
3 ## Next Session
4 - **Wall shader refinement** — The wall_gradient.frag shader is functional but needs visual verification and improvement. See `reference/map_visual_system.md` for full technical details. Priorities:
5 1. Verify per-pixel symbol coloring works (symbols should have gradient color variation within a single symbol)
6 2. Make colors more "chromatic" — explore hue shifts, color animations, JoJo-inspired bold palette effects
7 3. Consider animating the gradient (slowly shifting colors, pulsing, palette cycling triggered by game events)
8 4. The `map_gen_wall_distances()` is slow (~1-2s) — consider moving to C for instant map generation
9 - **Arrow abilities** — Divine Arrow Machine (sustained rapid-fire arrows with reload). Physical ranged archetype.
10 - **Sound sourcing** — Need better charging loop sound and windfield area sound. Requires new sound packs.
11
12 ## Recently Implemented
13 - ~~**Visual/aural polish pass**~~ — Reviewed all abilities. Fixed beam endpoint, wind slash style, railgun/psylance line visuals, cyclone sounds, windfield area sound. Done.
14 - ~~**Unstoppable modifier**~~ — Prevents movement speed reduction. Player-level = global, orb-level = that orb's ability only. Done.
15 - ~~**Dash Strike post-landing lock**~~ — Player locked in place during hit sequence. Bypassed by unstoppable. Done.
16 - ~~**Arc chain count**~~ — Bumped from 3 to 6. Done.
17 - ~~**Ball Lightning tick rate**~~ — Uses sub-ability cooldown directly (no 2x multiplier). Done.
18 - ~~**Shared homing path system**~~ — `build_homing_path()` used by beam and railgun. Done.
19 - ~~**Righteous Fire**~~ — Toggle fire aura. Done.
20 - ~~**Wind Slash**~~ — Spinning crescent projectile with return (was "Freezing Pulse"). Done.
21 - ~~**Psylance**~~ — Channeled two-phase force lance. Done.
22 - ~~**Railgun**~~ — Charged instant piercing line with chain/homing. Done.
23 - ~~**Big Rock**~~ — Arced rock throw with physics fragments. Done. (Still need to test: null_conversion, ability_copy, ability_echo)
24 - ~~**cast_on_apex**~~ — New modifier. Fires linked ability at projectile turning point. Done.
25
26 ## Abilities — SNKRX-Inspired
27
28 Each ability lists 2 build fantasies to ensure modifier diversity. SNKRX source character in parentheses.
29
30 - **Blade Vortex** (Spellblade) — Spinning blades orbit the player, hitting enemies they pass through. Each cast adds a blade up to max. Blades expire over time.
... [217 more lines]
Good idea. Let me think through this properly and write it up.
The core insight is that the wall gradient system already demonstrates the technique — per-pixel color variation driven by spatial fields. Applying similar shader treatments to ability orbs, but with different types of color behavior, gives you a Balatro-style edition system where each edition is instantly recognizable by its visual principle.
Let me think about what types make sense. Each needs to be:
- Visually distinct at small orb scale (these are ~10-16px circles in a 480x270 game)
- Based on a different underlying visual principle (so they don't blur together)
- Satisfying to watch in motion (the snake is always moving)
Here's what I'm thinking for types. I'll draft a reference doc:
Write (E:\a327ex\Orblike\reference\ability_editions.md)
File created successfully at: E:\a327ex\Orblike\reference\ability_editions.md
Now let me add this to the todo.
Read (E:\a327ex\Orblike\todo.md)
182 ## Visuals
183
184 ### Hit/Death Effects
185 - **Dash Strike anime slash effect** — Reference: Levi cutting Beast Titan's left arm (AoT). Two improvements: (1) All enemies take damage simultaneously after the dash lands, not progressively. (2) On certain hits (crits or kills), enemies get cut in half and blink out instead of dying normally — the cut should match the arm-getting-severed look with a delayed separation effect.
186 - **Screen slice** — Black line cuts across the entire screen for 1-2 frames after a lethal slash/dash hit, as if the display itself was cut. Samurai anime staple. Just a thick line drawn on a top layer.
187 - **Negative flash frame** — One single frame where the screen inverts (black bg with white shapes, or vice versa) on massive hits. Reference: JoJo impact frames. Shader toggle for one render frame. Trigger on kills above a damage threshold or multistrike kills.
188 - **Disintegration into fragments** — Enemies split into smaller geometric shapes (rectangles into smaller rectangles, circles into wedges) that scatter with velocity, spin, and fade. Fits the SNKRX minimal style since everything is already simple shapes. Default death for high-damage kills, replacing the blink-out.
189 - **Screen crack** — White fracture lines appear from the impact point on truly massive hits (many enemies killed at once, boss-tier kill). Persist 0.3s then fade. Rare enough to stay special. Jagged lines on a top layer or shader.
190 - **Lingering slash marks** — After a melee/dash hit, visible slash lines (thin white lines at the cut angle) remain in the world for 0.3-0.5s before fading. Gives the air-was-cut feeling. Simple line draw with alpha fade.
191
192 ### Impact Feel
193 - **Particle vacuum before explosion** — Before a big area detonation, all nearby particles briefly accelerate toward the center for 0.1-0.2s, then everything blows outward. Visual "inhale before the scream." Reverse the shockwave direction briefly before the real one. Great for dimension_compression, magnetic_area detonations.
194 - **Speed ramping** — Not uniform slow-mo but fast→slow→fast. time_scale goes to 0.2 for 0.1s then snaps back to 1.0. The transition is the cool part. Trigger on last kill in a chain, asal connect, big explosions.
195 - **Impact displacement** — On heavy hits, all nearby objects (enemies, particles, orbs) physically shift a few pixels away from the impact point for one frame, then rubber-band back. Different from camera shake — the world contents flinch. Creates weight. Good for shockwave, knockback kills, dimension_compression.
196 - **Chromatic aberration pulse** — RGB channels split outward from hit point for 2-3 frames. Shader that offsets red and blue channels by a few pixels in opposite directions. Subtle reality-distortion feel. Could pulse on knockback hits or beam ticks.
197 - **Hit-stop escalation** — Longer hit-stop for bigger hits. 1 enemy = 0.02s, 3 enemies = 0.04s, 10 enemies = 0.08s. Scales the feeling of impact with the power of the attack. Currently hit-stop is fixed duration.
198 - **Bass drop on big kills** — Brief low-frequency thump that scales with number of enemies killed simultaneously. Audio equivalent of screen shake. Not a visual but pairs with visual effects to sell the moment.
199
200 ### Motion/Movement Effects
201 - **Converging speed lines** — Thin lines drawn from screen edges converging toward a point for 2-3 frames. Classic manga panel effect. Draw on top layer. Trigger during dash_strike's dash phase, asal charge release, or any fast movement.
202 - **Ghost/echo replay** — After a fast action, a faded translucent copy replays 0.1s behind. Dash_strike: ghost trail replays the dash. Flicker_strike: ghost copies flicker through the path. Store position history (already done for snake trail) and draw faded copies.
203 - **Afterimage trail** — During movement abilities, previous positions drawn as progressively fading copies of the character/orb. Different from ghost replay — these are persistent positions, not a time-delayed replay. Reference: Killua's Godspeed (HxH), Dragon Ball instant transmission.
204 - **Dust/debris kick-up** — Small particles ejected from the ground at movement start/stop points. Dash start: particles spray backward. Dash stop: particles spray forward (the Akira slide). Adds grounding to movement in a game with no floor texture.
205 - **Motion smear** — During very fast movement frames, the moving object stretches in the direction of movement for 1-2 frames. Not actual sprite stretching (no sprites) — just elongating the rectangle/circle along the velocity vector. Sells speed.
206
207 ### Ambient/Area Effects
208 - **Heat haze/distortion** — Shader displacement around fire abilities, beam endpoints, or pyro auras. The air shimmers. Subtle but signals danger zones without explicit boundaries.
209 - **Ground scarring** — After an explosion or fissure, faded marks persist on the ground for a few seconds. Dark circles for explosions, lines for fissure rects. Tells the story of what happened. Drawn on a below-game layer with slow alpha fade.
210 - **Electricity arcing between nearby enemies** — When multiple enemies are close together and affected by lightning abilities, small visual arcs jump between them even between damage ticks. Purely cosmetic ambient effect that makes chain lightning feel alive.
211 - **Pulsing danger radius** — Enemies or hazards with a faint pulsing circle showing their threat range. Not for all enemies, but for special ones or during specific states (charging, about to explode).
Edit (E:\a327ex\Orblike\todo.md)
The file E:\a327ex\Orblike\todo.md has been updated successfully.
Done. Here's a summary of what I wrote and the key design thinking:
7 recommended edition types (start with these, expand later if needed):
| Edition | Visual Principle | Why It's Distinct |
|---|---|---|
| Foil | Bright highlight sweeps across | Single moving element, the "simple upgrade" |
| Holographic | Hue shifts as the orb moves | Color tied to position — the snake creates a rainbow trail |
| Polychrome | Oil-slick colors swirl within the orb | Spatial variation inside the orb, always active |
| Negative | Dark body + bright glowing outline | Inverts the normal bright-body visual relationship |
| Prismatic | Hard-edged color bands rotate | Like Polychrome but quantized — sharp stripes, not smooth gradients |
| Void | Black center + bright corona, particles pull inward | Unique inward motion, eclipse/singularity look |
| Glitch | Periodic RGB channel split + position jitter | Digital corruption — completely different visual language |
Three editions I flagged as optional expansions: Gilded (static gold border, no animation), Ember (hot rim glow + drifting spark particles), Flux (smooth cycling through related hues).
The doc also covers:
- Shader implementation approach for each type
- Scale considerations (these orbs are ~10-16px, so effects need to be bold)
- Three options for mechanical meaning (per-edition bonus, rarity tier, or hybrid)
- Connection to the existing wall gradient shader infrastructure
Everything is in Orblike/reference/ability_editions.md and the todo has been updated with a pointer to it.
Yes, please update it with the change. Oops, did it go away?
Seems like your message got cut off — what was the change you wanted me to make?
I meant that I primarily wanted the effects applied to the ability effects, not the orbs themselves. The orbs still have effects applied to them, but because they're so small they're not the primary target, it's the ability effects, areas, lines, explosions, particles, etc that matter most.
That's a much better framing — the orbs are tiny, but the beams, explosions, fissure lines, cyclone areas, particle trails etc. fill the screen. The edition should be most visible on those. The orb gets a subtle version as an identifier, but the real payoff is when you fire the ability and the Polychrome oil-slick is swirling across your beam, or the Glitch RGB-split is cracking through your explosion.
Let me update the doc.
Read (E:\a327ex\Orblike\reference\ability_editions.md)
1 # Ability Editions — Visual Distinction System
2
3 ## Concept
4
5 Inspired by Balatro's card editions (Foil, Holographic, Polychrome, Negative) but expanded for Orblike's ability orbs. Each edition applies a distinct shader treatment to an ability's orb, making it immediately visually identifiable. The same ability can appear in different editions across runs.
6
7 The wall gradient system (per-pixel color variation via distance fields + shaders) proves the tech. Ability editions extend this: instead of one gradient treatment, there are multiple distinct color behaviors, each forming its own visual identity.
8
9 ### Design Axis
10
11 Editions are **orthogonal to the ability itself** — any ability can be any edition. A Foil Beam and a Foil Cyclone both have the Foil shimmer. This is the Balatro model: the edition is a separate modifier layer on top of the base.
12
13 Open question: do editions carry mechanical meaning (like Balatro's +chips, +mult, +joker slot), or are they purely visual with rarity implications? Both are viable:
14 - **Mechanical**: each edition provides a consistent modifier regardless of ability (e.g., Prismatic always adds elemental conversion). Adds build depth.
15 - **Cosmetic + rarity**: editions indicate how "good" a drop is, like item quality in ARPGs. Simpler, but less interesting.
16 - **Hybrid**: editions are primarily cosmetic/rarity indicators, but each has a small passive bonus (e.g., Foil = +5% damage, barely noticeable but satisfying to have).
17
18 The mechanical question can be decided later. The visual system should be designed first — if the editions look distinct and satisfying, the mechanics will follow naturally.
19
20 ---
21
22 ## Edition Types
23
24 ### 1. Foil
25 **Visual principle:** Moving specular highlight.
26 A single bright band of light sweeps across the orb surface periodically (every ~2s). The rest of the orb is normal-colored but with a subtle metallic sheen (slightly higher contrast, slight desaturation shift). When the highlight passes, it briefly reveals a brighter, almost white version of the base color.
27
28 **Why it works:** The simplest edition — one moving element on an otherwise normal orb. Clean, elegant, clearly "upgraded" without being overwhelming. At small scale, the sweep is still visible as a brief bright flash crossing the orb.
29
30 **Balatro equivalent:** Foil (metallic shimmer).
... [193 more lines]
Write (E:\a327ex\Orblike\reference\ability_editions.md)
The file E:\a327ex\Orblike\reference\ability_editions.md has been updated successfully.
Now update the todo entry to match.
Edit (E:\a327ex\Orblike\todo.md)
The file E:\a327ex\Orblike\todo.md has been updated successfully.
Done. The key change throughout: every edition type is now described in terms of how it looks on beams, explosions, fissure areas, projectiles, cyclones, and particles first, with the orb getting a subtle secondary version. Each edition entry has an "On specific effects" breakdown showing how the visual principle manifests on each surface type. The technical notes also reflect this — the rendering approach hooks into ability draw code rather than just orb rendering.
Could you explain each effect to me at a very high level? Just what it'll look like generally
- Foil — A bright white highlight sweeps across the effect, like light catching metal
- Holographic — Rainbow color that shifts as the effect moves through space
- Polychrome — Oil-slick rainbow colors swirling within the effect, always moving even when stationary
- Negative — Dark/black interior with bright glowing edges — a crack in reality
- Prismatic — Sharp rainbow stripes (not smooth gradients), slowly rotating
- Void — Dark center, bright rim, visual particles pulling inward — black hole / eclipse
- Glitch — Periodic RGB channel split + position jitter, like digital corruption
Perfect, what were the options for tasks to do next other than this?
From the todo's "Next Session" section:
- Wall shader refinement — Verify per-pixel symbol coloring works visually, make colors more chromatic, animate the gradient, speed up distance field computation (move to C)
- Arrow abilities — Divine Arrow Machine (sustained rapid-fire arrows with reload)
- Sound sourcing — Better charging loop sound and windfield area sound
Ah, wall shader refinement, yes. Then we need to do: ground refinement, the ground could also use some work with some effects on it sometimes, we'll try many variations. Then we want a few arrow abilities and make sure that abilities interact with the walls. We'll want an effect where an ability interacting with the wall sends a ripple of color throughout it, depending on the ability. We want a general system that works well for this since we'll use many different colors and color combos. I think that's it for the visuals + color combos. Any questions before we start?
Two questions:
Wall shader verification — Can you run the game and tell me whether the wall symbols have visible color variation within a single symbol (gradient colors changing across one symbol), or if each symbol looks like a flat single color? This determines whether we debug the shader or move forward to enhancements.
Ground effects — Are you thinking ambient floor effects (subtle patterns, shimmer, texture that's always there) or reactive effects (marks/scarring from ability impacts), or both?
The wall ripple system and arrow abilities are clear enough to start on once we get there.
- Yes I'll do it once we start. 2. Both. Try to imagine a few variations for 2 in terms of ambient floor effects that might look nice. Just imagine, no coding.
Here are some ambient floor variations I think could work:
Subtle texture/material effects:
- Noise grain — Very faint brightness variation across the floor, like stone or concrete. Shader noise, not a texture. Makes the floor feel like a surface instead of flat color.
- Vein pattern — Faint network of slightly brighter lines, like marble veins or hairline cracks in stone. Procedurally generated per map, static. Organic texture.
- Faint grid/hex lines — Barely visible geometric grid on the floor, like dungeon tile seams or sci-fi floor plating. Could match the wall distribution type (hex walls → hex floor lines).
Light/atmosphere effects:
- Wall glow bleed — Floor gets very slightly brighter near the wall boundary, as if the colored walls emit faint light onto nearby floor. Uses the same distance field that already exists. Makes the wall-to-floor transition feel integrated rather than hard-cut.
- Slow caustics — Very faint, slowly drifting light patches on the floor, like light filtering through water or stained glass above. Animated shader noise. Gives the floor a "living" quality, tinted with the palette color.
- Player presence pulse — Very faint radial brightening centered on the player, fading with distance. The floor subtly acknowledges where you are. Like a dim footlight.
Particle effects:
- Drifting dust motes — Tiny, slow-moving faint dots drifting across the floor. Not shader — just a few dozen Lua-drawn particles with very low alpha. Ground-level atmosphere.
The ones I think would look nicest together: wall glow bleed (ties floor and walls into one cohesive space) + noise grain (gives the floor materiality) + slow caustics (makes it feel alive). But we can try them individually and see what sticks.
Want to start with the wall shader verification now?
Yes, what should I do exactly?
Run the game and look at the wall symbols (the small shapes in the wall area — X's, triangles, kanji, etc.). Tell me:
- Does each symbol have color variation within it (e.g., one side of an X is more blue, the other side more purple), or does each symbol look like one flat color?
- Do symbols closer to the floor edge look different from symbols deep in the wall?
That tells me whether the per-pixel shader colorization is working or needs fixing.
cd E:/a327ex/Orblike && ./anchor.exe .
You can press F9/F10/F12 to cycle symbols/distributions/palettes while looking.
[Image #1] [Image #2] I think both of these they look like flat colors
[Pasted image/png]
[Pasted image/png]
[Image: source: E:\media\anchor_QQsH0JhtbB.png]
[Image: source: E:\media\anchor_tnba4mbsit.png]
Good news: the gradient IS working — you can see the smooth purple→blue (image 1) and teal gradient (image 2) in the background, and symbols in different areas are slightly different colors. The shader is technically doing per-pixel colorization.
The problem: symbols are just darkened by 35% relative to the local gradient color. Across a 12px symbol, the gradient barely changes (~1-2 RGB values), so each symbol reads as flat. The gradient varies over hundreds of pixels; the symbols are too small to show it.
The fix isn't about the UV math — it's about making the symbol color treatment more dramatic. Instead of just darkening, we should add hue variation that changes faster than the distance gradient, so color shifts are visible within a single symbol. Let me rework the shader.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
1 in vec2 TexCoord;
2 out vec4 FragColor;
3 uniform sampler2D u_texture;
4 uniform sampler2D u_dist_field;
5 uniform vec4 u_color_near;
6 uniform vec4 u_color_far;
7 uniform float u_symbol_darken;
8 uniform vec2 u_cam;
9 uniform vec2 u_screen;
10 uniform vec2 u_df_origin;
11 uniform vec2 u_df_size;
12
13 void main() {
14 vec4 original = texture(u_texture, TexCoord);
15
16 // Convert TexCoord to distance field UV
17 float world_x = u_cam.x + (TexCoord.x - 0.5) * u_screen.x;
18 float world_y = u_cam.y + (0.5 - TexCoord.y) * u_screen.y;
19 vec2 df_uv = (vec2(world_x, world_y) - u_df_origin) / u_df_size;
20 float dist = texture(u_dist_field, df_uv).r;
21
22 // Wall gradient color at this pixel
23 vec3 wall_color = mix(u_color_near.rgb, u_color_far.rgb, dist);
24
25 // Detect white symbol pixels and colorize them
26 float whiteness = min(original.r, min(original.g, original.b));
27 if (whiteness > 0.9 && original.a > 0.5) {
28 // Symbol: darken relative to local gradient
29 FragColor = vec4(wall_color * (1.0 - u_symbol_darken), 1.0);
30 } else {
... [5 more lines]
Let me also check what uniforms are being set from Lua, so I know what I can add.
Read (E:\a327ex\Orblike\main.lua)
5947 -- 4. Apply wall gradient shader (colorizes white symbols per-pixel)
5948 if wall_gradient_cache and wall_gradient_cache.df_texture then
5949 local c = wall_gradient_cache
5950 local s = an.shaders.wall_gradient
5951 below_game:shader_set_texture(s, 'u_dist_field', c.df_texture, 1)
5952 below_game:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
5953 below_game:shader_set_vec4(s, 'u_color_far', wall_bg_color_2.r/255, wall_bg_color_2.g/255, wall_bg_color_2.b/255, 1)
5954 below_game:shader_set_float(s, 'u_symbol_darken', 0.35)
5955 below_game:shader_set_vec2(s, 'u_cam', cam_x, cam_y)
5956 below_game:shader_set_vec2(s, 'u_screen', gw, gh)
5957 below_game:shader_set_vec2(s, 'u_df_origin', c.bx0, c.by0)
5958 below_game:shader_set_vec2(s, 'u_df_size', c.bx1 - c.bx0, c.by1 - c.by0)
5959 below_game:apply_shader(s)
5960 end
5961 end)
5962
5963
5964 -- Shaders
5965 an:shader('shockwave', 'assets/shockwave.frag')
5966 an:shader('wall_gradient', 'assets/wall_gradient.frag')
Here's my plan for the shader rework. Instead of just darkening symbols by a flat amount, I'll:
- Make symbols brighter than the background (they're currently darker — flipping this makes them pop)
- Add a hue shift based on world position that changes faster than the gradient, so you see color variation across and within symbols
- Add
u_timefor future animation
Does this approach sound right? I'll show you the shader code before writing it.
Write (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now I need to pass u_time from Lua.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Changes made:
- Shader: symbols now get a hue shift based on world position (two overlapping sine waves so color varies within a single symbol), plus boosted saturation (1.4x) and brightness (1.6x) so they pop against the darker gradient
- Lua: passes
an.timeasu_timefor slow animation of the hue shift
Run the game and tell me how the symbols look now — they should be brighter than the gradient behind them and have visible color shifts across them.
[Image #3] These are very interesting and these kinds of effects are how I imagine the effects for the abilities looking for the most part, just variations of this with particular colors, animations to the colors and so on. However, for the wall symbols specifically, I think they should be a color near the edge and then get brighter as they go deeper so they don't fade out into the background. This color change can play with the particular complementary colors that the palette plays with for each particular color too, that's your choice on the specifics.
[Pasted image/png]
[Image: source: E:\media\anchor_K4LskKSrmr.png]
That makes a lot of sense — symbols should emerge from the darkness deeper in, not fade into it. I'll make the symbol gradient go in the opposite direction from the wall gradient: dim near the edge (where the wall background is already bright), bright deeper (where the wall background is dark). And I'll use the palette's two colors crossed — background goes wall→wall2, symbols go wall2→wall — so they always contrast with the local background.
Write (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the Lua side — add the symbol color derivation to apply_wall_palette() and pass the new uniforms.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader uniform calls to pass the new symbol colors and remove the old u_symbol_darken.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Run it and see. Symbols near the floor edge should be dim (wall2 hue), and deeper symbols should be brighter (wall hue) — the opposite gradient from the background, so they always contrast with their surroundings.
Right idea but the ones near the edge should be more visible and the ones further way less visible, we don't want too much attention towards the deeper portions of the wall. They should be bright enough to be visible but not so bright to be distracting. Same idea for the ones near the edge.
Got it — flip the emphasis. Brighter near the edge where the player looks, fading deeper in.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. Symbols near the floor edge should be moderately visible (secondary palette hue), fading out deeper into the wall.
The shader you're using to color the symbols underneath is making them change too much and too randomly. You're using some kind of noise?
Yes — there are two overlapping sine waves based on world position creating the hue variation. It's too noisy. I'll remove the spatial hue shift and just let the distance-based gradient (symbol_near → symbol_far) do the coloring cleanly.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. Symbols should now be cleanly colored by the distance gradient — secondary palette hue near the edge, fading into the dark deeper in.
[Image #4] The symbols near the edge need to be more visible.
[Pasted image/png]
[Image: source: E:\media\anchor_FSDDLOt96r.png]
Bump the near-edge multiplier.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it.
0.55
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it.
For some colors this looks decent, for others it doesn't. Maybe some analysis on the luminence values is required based on the color?
Right — yellow at 0.55 looks way brighter than blue at 0.55 because of how human vision works. I need to normalize based on perceptual luminance. Let me check the actual color values.
Grep (^(blue|blue2|purple|red|orange|yellow|green|fg_alt) = color()
68:fg_alt = color(176, 168, 159)
69:yellow = color(255, 184, 51)
70:orange = color(244, 144, 62)
71:blue = color(82, 179, 203)
72:green = color(121, 177, 89)
73:red = color(216, 70, 84)
74:purple = color(178, 108, 161)
75:blue2 = color(71, 120, 186)
Now I can see the issue clearly. Luminance values (using 0.2126*R + 0.7152*G + 0.0722*B):
| Color | RGB | Luminance |
|---|---|---|
| yellow | 255,184,51 | 189 |
| orange | 244,144,62 | 159 |
| fg_alt | 176,168,159 | 170 |
| green | 121,177,89 | 159 |
| blue | 82,179,203 | 160 |
| purple | 178,108,161 | 126 |
| red | 216,70,84 | 102 |
| blue2 | 71,120,186 | 114 |
Yellow is almost 2x the luminance of red/blue2. A fixed multiplier can't work for both. I'll compute a per-palette multiplier that targets a consistent perceived brightness.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now every palette hits roughly the same perceived brightness for symbols, regardless of whether the base color is yellow (bright) or blue2 (dark). Try cycling through palettes with F12 — they should all feel similarly visible now.
This still looks pretty different per color...
The math can only do so much — hue, saturation, and contrast against the specific background all matter beyond just luminance. There are only 8 palettes. Let me just hand-tune the symbol colors for each one.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try cycling through with F12. Dark hues (blue, purple, blue2) get higher multipliers, bright hues (yellow, orange) get lower ones. Tell me which palettes still look off and I'll adjust those individually.
I think I see the issue actually, you're using the opposite colors right? I think the symbols should be the same color as the wall gradient, just slightly darker.
Much simpler — just darken the local gradient color. Near the edge the gradient is bright so the darkened symbol has visible contrast; deep in the wall the gradient is already dark so the symbol naturally fades.
Write (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now clean up the Lua — remove the per-palette symbol tuning and restore the simple darken uniform.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader uniform calls — restore u_symbol_darken, remove the symbol color uniforms.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. Symbols should now be the same hue as the gradient behind them, just 35% darker. Should look consistent across all palettes.
The symbols don't look to be changing though. Are they following the gradient themselves?
They should be — the shader samples the distance field at each symbol's position and darkens the gradient color there. But the issue is likely that both gradient colors (wall*0.4 and wall2*0.3) are already quite dark, so multiplying by 0.65 compresses everything into a very narrow dark range where the difference is imperceptible.
Let me reduce the darkening so symbols stay closer to the gradient brightness — the color transition should be more visible.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it — symbols should now be 85% of the gradient color instead of 65%, which should make the gradient transition visible through them. If they're still not visibly changing, the issue is elsewhere and I'll debug the distance field sampling.
0.2
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Let's have individual multipliers per color: ok colors at 0.2: 1, 2, 7. 3, 4, 5: 0.15, 6: 0.125, 8: 0.185
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it.
1: 0.185, 2: 0.185, 3: 0.1, 4: 0.125, 5: 0.1, 6: 0.1, 7: 0.185, 8: 0.15
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
The gradient on colors 3, 5 could be more aggressive or play with the complementary colors for each more.
Red→orange and orange→yellow are both warm→warm, so the gradient is subtle. I'll push them toward complementary hues for more contrast.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Changes:
- Red (3): wall2 orange → purple (red→purple gradient, warm shifting through magenta)
- Orange (5): wall2 yellow → blue (orange→blue, classic complementary, sunset-to-night feel)
Try it — these two should have much more dramatic color transitions now.
3: 0.15, 8: 0.125, all the ones that are still 0.185 should be 0.175 instead
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Everything is perfect now. Now let's try variations on the symbol gradients and the way they're colored as preparation for both the ground effects and the ability effects we'll try later. Let's try as many variations as possible on how the symbols are colored, like the one you have before with the sine wave and others. Animate them differently too, according to how you think fits best. After we do the ground, we'll also do an animation on both the gradient and symbols themselves, like, if an arrow hits a wall, the color of the arrow should inject itself into the wall and a ripple of colors should shoot from it, eventually we'll want to do that too, but I describe it now just so you get the idea of how I want things to go.
Great plan. I'll create a bank of symbol color modes you can cycle through with F11, each demonstrating a different effect that could later be used for ability editions or ground effects.
Write (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now add the mode cycling and uniform in Lua.
Read (E:\a327ex\Orblike\main.lua)
5834 below_game:line(-sz*0.5, -sz*0.2, sz*0.6, -sz*0.2, w, c) -- horizontal cross
5835 below_game:line(sz*0.6, -sz*0.2, sz*0.3, sz*0.8, w, c) -- right stroke curving down
5836 end
5837 symbol_draw_fns.chikara = draw_symbol_chikara
5838
5839
5840 -- Hotkey cycling for wall visuals
5841 an:early_action(function()
5842 local changed = false
5843 if an:key_is_pressed('f9') then
5844 wall_symbol_index = wall_symbol_index % #wall_symbol_types + 1
5845 print('Symbol: ' .. wall_symbol_types[wall_symbol_index])
5846 end
5847 if an:key_is_pressed('f10') then
5848 wall_dist_index = wall_dist_index % #wall_dist_types + 1
5849 map_gen_wall_points()
5850 print('Distribution: ' .. wall_dist_types[wall_dist_index])
5851 end
5852 if an:key_is_pressed('f12') then
5853 wall_palette_index = wall_palette_index % #wall_palettes + 1
5854 apply_wall_palette()
5855 map_gen_wall_gradient() -- fast: only recolors cached distances
5856 print('Palette: ' .. wall_palettes[wall_palette_index].name)
5857 end
5858 end)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now pass the mode uniform to the shader.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. F11 cycles through 10 symbol color modes:
| # | Name | Effect |
|---|---|---|
| 0 | darken | Current baseline — slightly darker than gradient |
| 1 | hue_wave | Position-based hue shift with slow animation |
| 2 | complementary | Shifts toward complementary hue deeper in wall |
| 3 | polychrome | Oil-slick swirling multi-hue |
| 4 | prismatic | Hard-edged color band stripes, slowly rotating |
| 5 | foil_sweep | Bright highlight band scrolling across |
| 6 | brighten | Symbols brighter than gradient |
| 7 | pulse_glow | Brightness oscillates, each symbol at different phase |
| 8 | rainbow | Pure hue mapped to world position |
| 9 | distance_hue | Hue rotates more the deeper in the wall |
Try cycling through them with different palettes (F12) to see what works best on each.
F11 already changes something else, use another key
Grep (f11|f8|f7|f6|f5)
4917:-- F5 = symbol type, F6 = distribution, F7 = color palette
5840:-- Symbol color modes (F11 to cycle)
5859: if an:key_is_pressed('f11') then
9809: if an:key_is_pressed('f7') and not recording then
9823: if an:key_is_pressed('f8') and recording then
F7/F8 are used for recording, F5/F6 mentioned in comments. Let me use F6.
Grep (key_is_pressed('f[0-9])
5850: if an:key_is_pressed('f9') then
5854: if an:key_is_pressed('f10') then
5859: if an:key_is_pressed('f11') then
5863: if an:key_is_pressed('f12') then
9673: if an:key_is_pressed('f1') then
9806: if an:key_is_pressed('f3') then
9809: if an:key_is_pressed('f7') and not recording then
9823: if an:key_is_pressed('f8') and recording then
F2, F4, F5, F6 are free. I'll use F5.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
F5 cycles symbol color modes now.
Good, very interesting. They need improvements but we'll do this when we implement them into actual abilities instead of the symbols. Let's go for the floor now. What's your idea there?
For the floor I'd start with three layers that can be toggled independently:
Wall glow bleed — Floor brightens slightly near the wall edges, as if the colored walls cast faint light. Uses the same distance field we already have, just inverted (bright near edge, fading toward center). Ties the floor and walls together visually.
Noise grain — Very faint brightness variation across the floor, like stone texture. Shader noise, not a texture. Gives the floor materiality instead of being perfectly flat.
Slow caustics — Faint, slowly drifting light patches on the floor, like light filtering through water above. Animated shader noise tinted with the palette color. Makes the floor feel alive.
Each is subtle on its own. Combined, the floor goes from "flat dark rectangle" to "a surface in a space."
I'd implement these as modes on the floor shader (like the symbol modes with F5), plus a combined mode. Want me to start with all three, or do you want to try one at a time?
One at a time
I'll start with wall glow bleed since it reuses the existing distance field. The floor polygon is currently drawn as flat triangles with floor_color. I need to apply a shader that brightens pixels near the wall edge.
Let me check how the floor is drawn to figure out the best approach.
Read (E:\a327ex\Orblike\main.lua)
5862 end
5863 if an:key_is_pressed('f12') then
5864 wall_palette_index = wall_palette_index % #wall_palettes + 1
5865 apply_wall_palette()
5866 map_gen_wall_gradient() -- fast: only recolors cached distances
5867 print('Palette: ' .. wall_palettes[wall_palette_index].name)
5868 end
5869 end)
5870
5871
5872 -- Draw floor polygon and wall patterns each frame
5873 an:action(function()
5874 if not map_floor then return end
5875
5876 local v = map_floor.vertices
5877
5878 local cam_x, cam_y = an.camera.x, an.camera.y
5879
5880 -- 1. Draw wall gradient texture (pre-rendered distance-based gradient)
5881 if map_wall_gradient then
5882 local g = map_wall_gradient
5883 below_game:push(g.x + g.w/2, g.y + g.h/2, 0, g.scale, g.scale)
5884 below_game:texture(g.texture, 0, 0)
5885 below_game:pop()
5886 end
5887
5888 -- 2. Draw wall symbols in white (shader will colorize them per-pixel)
5889 if wall_points then
5890 local white = color(255, 255, 255)()
5891 local ws = wall_symbol_size
... [20 more lines]
Read (E:\a327ex\Orblike\main.lua)
5910 end
5911
5912 -- 3. Draw floor polygon on top (covers everything in the walkable area)
5913 local fc = floor_color()
5914 for _, tri in ipairs(map_floor.triangles) do
5915 local i, j, k = tri[1], tri[2], tri[3]
5916 below_game:triangle(
5917 v[(i - 1)*2 + 1], v[(i - 1)*2 + 2],
5918 v[(j - 1)*2 + 1], v[(j - 1)*2 + 2],
5919 v[(k - 1)*2 + 1], v[(k - 1)*2 + 2],
5920 fc
5921 )
5922 end
5923
5924 -- 3. Draw wall edge lines along the floor polygon boundary
5925 local edge_style = wall_edge_style or 'dashed'
5926 if edge_style ~= 'none' then
5927 local edge_color = wall_edge_color_base()
5928 local dash_len = 5
5929 local gap_len = 10
5930 local edge_width = 2
5931 local n = #v/2
5932 for i = 0, n - 1 do
5933 local j = (i + 1) % n
5934 local x1, y1 = v[i*2 + 1], v[i*2 + 2]
5935 local x2, y2 = v[j*2 + 1], v[j*2 + 2]
5936 local cam_x, cam_y = an.camera.x, an.camera.y
5937 local ex = (x1 + x2)/2
5938 local ey = (y1 + y2)/2
5939 if math.abs(ex - cam_x) < gw and math.abs(ey - cam_y) < gh then
... [40 more lines]
The floor is drawn as flat floor_color triangles on the same below_game layer. The wall gradient shader already processes the whole layer, so I can detect floor pixels there and apply the glow bleed using the same distance field.
Write (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now add the floor uniforms and mode cycling in Lua.
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>String to replace not found in file.
String: -- Symbol color modes (F5 to cycle)
wall_symbol_mode_names = {
'darken', 'hue_wave', 'complementary', 'polychrome', 'prismatic',
'foil_sweep', 'brighten', 'pulse_glow', 'rainbow', 'distance_hue',
}
wall_symbol_mode = 0</tool_use_error>
Grep (Symbol color modes)
5840:-- Symbol color modes (F11 to cycle)
5841-wall_symbol_mode_names = {
5842- 'darken', 'hue_wave', 'complementary', 'polychrome', 'prismatic',
5843- 'foil_sweep', 'brighten', 'pulse_glow', 'rainbow', 'distance_hue',
5844-}
5845-wall_symbol_mode = 0
5846-
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add F6 hotkey and pass the floor uniforms.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. F6 toggles between none (flat floor) and glow_bleed (floor brightens near wall edges). The glow uses the wall's near color and fades over ~30px into the floor.
I think the floor color should be the complementary one instead of the one that's the same near the edge.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it.
Let's try, edge glow normal color, gradient into complementary such that the ground is fully filled up and not dark.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The floor should now be fully colored — wall color at the edges blending to complementary toward the center, at moderate brightness (0.2 multiplier).
Glow seems very weak now in comparison to before
Bump the multiplier.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it.
Still super weak
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Hmm, this definitely doesn't look good. Let's try the next one
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Press F6 twice to get to noise_grain. Faint static brightness variation across the floor, like stone texture.
Shader compilation failed: 0(142) : error C1503: undefined variable "fmode" 0(146) : error C1503: undefined variable "floor_out" 0(149) : error C1503: undefined variable "floor_out" 0(151) : error C0000: syntax error, unexpected reserved word "else" at token "else"
ERROR: anchor/init.lua:209: Failed to load effect shader: assets/wall_gradient.frag stack traceback: [C]: in function 'shader_load_file' anchor/init.lua:209: in method 'shader' main.lua:5995: in main chunk
The new block is outside the is_floor branch. Let me check the structure.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
125
126 if (fmode == 0) {
127 // 0: No effect — flat floor color
128 floor_out = u_floor_color.rgb;
129
130 } else if (fmode == 1) {
131 // 1: Wall glow bleed — edge uses wall color, gradient to complementary at center
132 vec3 near_col = u_color_near.rgb;
133 vec3 hsv_comp = rgb2hsv(near_col);
134 hsv_comp.x = fract(hsv_comp.x + 0.5);
135 vec3 comp_col = hsv2rgb(hsv_comp);
136 float t = smoothstep(0.0, 0.25, dist);
137 vec3 floor_grad = mix(near_col, comp_col, t);
138 floor_out = floor_grad * 0.7;
139 }
140
141 } else if (fmode == 2) {
142 // 2: Noise grain — faint brightness variation like stone texture
143 float n = fract(sin(dot(vec2(world_x, world_y), vec2(12.9898, 78.233))) * 43758.5453);
144 float grain = (n - 0.5) * 0.06;
145 floor_out = u_floor_color.rgb + vec3(grain);
146 }
147
148 FragColor = vec4(floor_out, 1.0);
149
150 } else {
151 FragColor = original;
152 }
153 }
154
There's an extra } on line 139 closing the if-chain prematurely.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try again.
I can't see any effect at all. How is it being applied? The ground just looks dark like before.
The grain amplitude is way too low — ±0.03 on a floor that's already near-black. Barely 1-2 RGB values of difference. Let me crank it up.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. Should be very visible now — we can dial it back once you can see it.
It's very visible but it also looks bad, next
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F6 three times to get to caustics. Slow drifting light patches tinted with the wall color, like light filtering through water above.
This looks like the most acceptable one, although instead of smooth changes of colors, can we try some more uhhh, abrupt ones?
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The caustic patches should now have sharper edges — more like distinct pools of light with crisp boundaries rather than smooth blending.
This is the right instinct. Let's try more like this one, where it's shapes underneath of various kinds with more abrupt changes instead of smooth. And if they're animated they should be animated very little or not at all.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
1 in vec2 TexCoord;
2 out vec4 FragColor;
3 uniform sampler2D u_texture;
4 uniform sampler2D u_dist_field;
5 uniform vec4 u_color_near;
6 uniform vec4 u_color_far;
7 uniform vec4 u_floor_color;
8 uniform float u_symbol_darken;
9 uniform vec2 u_cam;
10 uniform vec2 u_screen;
11 uniform vec2 u_df_origin;
12 uniform vec2 u_df_size;
13 uniform float u_time;
14 uniform float u_symbol_mode;
15 uniform float u_floor_mode;
16
17 vec3 rgb2hsv(vec3 c) {
18 vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
19 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
20 vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
21 float d = q.x - min(q.w, q.y);
22 float e = 1.0e-10;
23 return vec3(abs(q.z + (q.w - q.y) / (6.0*d + e)), d / (q.x + e), q.x);
24 }
25
26 vec3 hsv2rgb(vec3 c) {
27 vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
28 vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
29 return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
30 }
... [132 more lines]
Write (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F6 cycles through 8 modes now:
| # | Name | Description |
|---|---|---|
| 0 | none | Flat floor |
| 1 | glow_bleed | Wall→complementary gradient |
| 2 | noise_grain | Static random grain |
| 3 | caustics | Drifting sharp-edged light patches |
| 4 | voronoi | Organic cell shapes, sharp edges, per-cell brightness |
| 5 | cracks | Thin bright lines forming a web pattern |
| 6 | hex_tiles | Hexagonal grid, stepped brightness per tile |
| 7 | circles | Scattered sharp-edged circular patches |
All static or barely animated, with sharp transitions. Try them out.
4, 5, 6 have potential. 4 is the best. 5 could use some of the shapes that are solid instead of everything flat. 6 could he normal tiles instead of hex ones as an attempt
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try them. Mode 5 now has ~30% of voronoi cells filled solid with crack lines between. Mode 6 is square tiles with thin gaps and per-tile brightness steps.
Keep only 4 and let's do variations on it. Feel free to variate as you see fit.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now rewrite the floor section of the shader with voronoi variations.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
120 hsv.x = fract(hsv.x + dist * 0.4 + u_time * 0.1);
121 hsv.y = min(hsv.y * 1.2, 1.0);
122 hsv.z = min(hsv.z * (1.0 + dist * 0.5), 1.0);
123 sym = hsv2rgb(hsv);
124 } else {
125 sym = wall_color * (1.0 - u_symbol_darken);
126 }
127
128 FragColor = vec4(sym, 1.0);
129
130 } else if (is_floor) {
131 // === FLOOR EFFECTS ===
132 int fmode = int(u_floor_mode + 0.5);
133 vec3 floor_out = u_floor_color.rgb;
134
135 if (fmode == 0) {
136 // 0: No effect — flat floor color
137 floor_out = u_floor_color.rgb;
138
139 } else if (fmode == 1) {
140 // 1: Wall glow bleed — edge uses wall color, gradient to complementary at center
141 vec3 near_col = u_color_near.rgb;
142 vec3 hsv_comp = rgb2hsv(near_col);
143 hsv_comp.x = fract(hsv_comp.x + 0.5);
144 vec3 comp_col = hsv2rgb(hsv_comp);
145 float t = smoothstep(0.0, 0.25, dist);
146 vec3 floor_grad = mix(near_col, comp_col, t);
147 floor_out = floor_grad * 0.7;
148
149 } else if (fmode == 2) {
... [50 more lines]
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F6 cycles through:
| # | Name | What's different |
|---|---|---|
| 0 | none | Flat |
| 1 | voronoi | Original — organic cells, per-cell brightness |
| 2 | voronoi_bright | Higher contrast, darker visible edge lines |
| 3 | voronoi_colored | Each cell gets a hue shift from the palette |
| 4 | voronoi_ridged | Bright ridges between cells, cells stay dark |
| 5 | voronoi_large | Bigger cells, ~40% filled solid, thin bright edges on all |
| 6 | voronoi_layered | Two voronoi scales overlaid (large + fine detail) |
Let's try some variations that are not voronoi but close, and that mirror the shape of the walls in some way, but not exactly
Good idea — use the distance field to create patterns that echo the wall shape.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
[Request interrupted by user]
Continue
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F6 cycles through:
| # | Name | Description |
|---|---|---|
| 0 | none | Flat |
| 1 | voronoi | Organic cells (kept from before) |
| 2 | contours | Concentric lines echoing the wall boundary shape, fading toward center |
| 3 | terraced | Stepped brightness bands at distance intervals, like carved stone layers |
| 4 | eroded | Warped contours — same as contours but distorted by noise, weathered look |
| 5 | ripple | Wave interference from different wall sections meeting |
| 6 | fractured | Angular crack lines that fade from walls inward |
All static, all shaped by the distance field so they follow the wall boundary.
remove all but contours, make that one abrupt changes instead of smooth. and then add variations that add polygons based on the countours inwards, like the voronoi one except arbitrary polygons but that are still based on the countours
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F6 cycles through:
| # | Name | Description |
|---|---|---|
| 0 | none | Flat |
| 1 | contours | Sharp lines following wall shape |
| 2 | contour_cells | Bands subdivided into polygon cells by angled cuts, per-cell brightness |
| 3 | contour_shards | Bands split by two angled cuts creating irregular shard fragments |
| 4 | contour_filled | Some bands filled solid, others just lines |
| 5 | contour_mosaic | Varied polygon subdivision per band, some cells bright |
All use the distance field contours as the base structure, with sharp/abrupt transitions.
You added mostly squares instead of polygons, also add back the original voronoi one. Try again but with polygons. Only the "base" of the polygon has to follow the countour, the rest can be more arbitrary as it goes towards the middle, and then try to fill the middle up like the voronoi one, with sections where they connect visually like in the voronoi case, but arbtirary polygons instead. also only add the polygons inwards, not outwards towards the wall edges, also keep their color the same for now and make them as visible as the voronoi ones
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F6 cycles through:
| # | Name | Description |
|---|---|---|
| 0 | none | Flat |
| 1 | voronoi | Original organic cells |
| 2 | contour_poly_a | Contour lines near wall edges, morphing into voronoi polygon cells inward |
| 3 | contour_poly_b | Contour-warped voronoi — cells stretched/distorted along the contour direction |
| 4 | contour_poly_c | Two overlapping voronoi grids intersected for irregular polygon fragments, contour lines near edges |
All have polygons only going inward from the wall edge, same color treatment as the voronoi one.
Let's leave the ground dark for now. Remove all these ones. What's next?
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now clean the shader back to just floor mode 0.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Cleaned up. Next up from the plan is arrow abilities and ability-wall interaction ripple effects (color ripple through the wall when abilities hit it). Which do you want to tackle first?
Let's test the pulse wave thing with a simple example. Let's have a pulse that progressively changes between colors from F12. Each pulse changes to the next colors and as it progresses inside the wall it changes the previous color to the new one. Then again and again progressively in a loop. The full duration of each pulse should be maybe 2 seconds, let's try that. Ask me if you don't understand my intent properly
I understand — a continuous loop where a wave sweeps from the floor edge outward into the wall, and as it passes, it changes the wall colors from the current palette to the next one. Each sweep takes ~2 seconds, then the next palette starts sweeping in.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
1 in vec2 TexCoord;
2 out vec4 FragColor;
3 uniform sampler2D u_texture;
4 uniform sampler2D u_dist_field;
5 uniform vec4 u_color_near;
6 uniform vec4 u_color_far;
7 uniform vec4 u_floor_color;
8 uniform float u_symbol_darken;
9 uniform vec2 u_cam;
10 uniform vec2 u_screen;
11 uniform vec2 u_df_origin;
12 uniform vec2 u_df_size;
13 uniform float u_time;
14 uniform float u_symbol_mode;
15 uniform float u_floor_mode;
I'll add the wave uniforms to the shader and drive it from Lua.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the wall_color computation to blend between old and new based on wave position.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now the Lua side — I need to drive the wave with a timer that cycles palettes automatically.
Read (E:\a327ex\Orblike\main.lua)
5960 x1 + nx*t, y1 + ny*t,
5961 x1 + nx*t_end, y1 + ny*t_end,
5962 edge_width, edge_color
5963 )
5964 t = t + stride
5965 end
5966 end
5967 end
5968 end
5969 end
5970 end
5971
5972 -- 4. Apply wall gradient shader (colorizes white symbols per-pixel)
5973 if wall_gradient_cache and wall_gradient_cache.df_texture then
5974 local c = wall_gradient_cache
5975 local s = an.shaders.wall_gradient
5976 below_game:shader_set_texture(s, 'u_dist_field', c.df_texture, 1)
5977 below_game:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
5978 below_game:shader_set_vec4(s, 'u_color_far', wall_bg_color_2.r/255, wall_bg_color_2.g/255, wall_bg_color_2.b/255, 1)
5979 below_game:shader_set_float(s, 'u_symbol_darken', wall_symbol_darken)
5980 below_game:shader_set_float(s, 'u_symbol_mode', wall_symbol_mode)
5981 below_game:shader_set_float(s, 'u_floor_mode', floor_mode)
5982 below_game:shader_set_vec4(s, 'u_floor_color', floor_color.r/255, floor_color.g/255, floor_color.b/255, 1)
5983 below_game:shader_set_float(s, 'u_time', an.time)
5984 below_game:shader_set_vec2(s, 'u_cam', cam_x, cam_y)
5985 below_game:shader_set_vec2(s, 'u_screen', gw, gh)
5986 below_game:shader_set_vec2(s, 'u_df_origin', c.bx0, c.by0)
5987 below_game:shader_set_vec2(s, 'u_df_size', c.bx1 - c.bx0, c.by1 - c.by0)
5988 below_game:apply_shader(s)
5989 end
Grep (apply_wall_palette())
4957:function apply_wall_palette()
4971:apply_wall_palette()
5873: apply_wall_palette()
Read (E:\a327ex\Orblike\main.lua)
4957 function apply_wall_palette()
4958 local p = wall_palettes[wall_palette_index]
4959 wall_bg_color = p.wall:clone()*0.4
4960 wall_bg_color_2 = p.wall2:clone()*0.3
4961 floor_color = p.wall:clone()*0.12
4962 wall_dot_color = p.wall:clone()*0.25
4963 wall_edge_color_base = p.wall:clone()*0.6
4964 wall_symbol_darken = p.sym_darken
4965 end
4966
4967 function wall_get_color()
4968 return wall_dot_color
4969 end
4970
4971 apply_wall_palette()
4972
4973 -- Wall gradient: distance field computed once, colored texture regenerated on palette change.
4974 -- The distance computation is slow (~1-2s); the color mapping is fast (~10ms).
4975 wall_gradient_fade_dist = 180
4976 wall_gradient_cache = nil -- cached {distances, tw, th, bx0, by0, bx1, by1, scale}
Now add the wave state and auto-cycling logic. I'll put it right after apply_wall_palette() call.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the wave update logic in the early_action where the hotkeys are.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now pass the wave uniforms to the shader.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. The wall should auto-cycle through palettes with a wave sweeping from the floor edge outward into the wall, each transition taking 2 seconds. F4 toggles the auto-cycle on/off. F12 still does instant palette change.
The pulse is going through the symbols but not the actual wall itself
Right — the gradient texture is pre-rendered, so the shader just passes those pixels through. I need to apply the wave blend to wall pixels too, not just symbols.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The wave should now sweep through both the gradient background and the symbols.
It's overwriting the edge of the walls, like the line in there. And it's also ending abruptly. The previous wave should just seem like it keeps going as the other one starts, instead of only one "wave" being possible at once. When we have multiple arrows hitting the wall we'll need multiple waves. Also, the wave edge itself should be a fairly imperceptible gradient instead of a very visible line.
Good feedback. I need to rethink the approach. Instead of discrete wave fronts, I'll use continuous time — each pixel computes its own "local time" based on distance, so waves naturally overlap and the transition is a soft gradient.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
1 in vec2 TexCoord;
2 out vec4 FragColor;
3 uniform sampler2D u_texture;
4 uniform sampler2D u_dist_field;
5 uniform vec4 u_color_near;
6 uniform vec4 u_color_far;
7 uniform vec4 u_floor_color;
8 uniform float u_symbol_darken;
9 uniform vec2 u_cam;
10 uniform vec2 u_screen;
11 uniform vec2 u_df_origin;
12 uniform vec2 u_df_size;
13 uniform float u_time;
14 uniform float u_symbol_mode;
15 uniform float u_floor_mode;
16 uniform vec4 u_color_near_prev;
17 uniform vec4 u_color_far_prev;
18 uniform float u_wave_progress; // 0-1, wave front position in distance field
19
20 vec3 rgb2hsv(vec3 c) {
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now replace the wall_color computation with the continuous wave system.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now fix the else branch to not overwrite edge lines.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now rewrite the Lua side to use continuous wave time and pass 3 palette slots.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the early_action to advance wave_time continuously.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader uniform calls to pass the 3 palette slots.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. Waves now:
- Sweep continuously from edge inward, each pixel transitions at its own time based on distance
- Multiple waves overlap naturally — deeper pixels are still transitioning while near-edge pixels start the next
- Soft gradient at wave edges (smoothstep over the full 0-1 phase)
- Edge lines preserved (brightness detection)
- F4 toggles auto-cycle on/off
Let's try to simplify it. Let's do 1 single wave that's pushed outwards continuously when I press a button.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now simplify the shader back to a single wave front.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the Lua uniform calls.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. Press F4 to push a wave — each press advances to the next palette and sends a single wave from the floor edge outward into the wall with a soft gradient at the front.
Each F4 press destroys the previous wave, shouldn't happen. The line at the edge of the walls is also still missing.
Two fixes: block new wave while one is in progress, and fix edge line detection.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now fix the edge line detection — compare against the expected gradient texture color instead of brightness.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. F4 pushes a single wave (blocked while one is in progress). Edge lines should now be preserved since we check if the pixel matches the expected gradient color — edge lines don't match, so they pass through.
Line edge is working. The effect itself seems to end abruptly after a duration, why is that? It should just keep going, no?
The wave stops at wall_wave_progress >= 1.5 and then the blend snaps because dist only goes 0-1. Once the wave front passes all pixels, the transition is complete — that's correct. But the soft edge (smoothstep over 0.15) means the last pixels don't fully transition until progress reaches ~1.15.
The "abrupt end" you're seeing might be the wave reaching the deepest wall pixels and the soft blend completing. Or is the issue that the wave seems to reverse/snap back? Can you describe what happens — does the color suddenly jump back, or does it just stop mid-way?
Yea, it's like it snaps at the end.
The smoothstep blend width is 0.15, but the wave progress goes to 1.5. When it reaches 1.5, the blend is smoothstep(1.35, 1.5, dist) — but dist maxes at 1.0, so wave_blend is 0 for everything, meaning all pixels show new color. That part is fine.
The snap is probably because wall_wave_progress hits 1.5 and stops advancing — then the next F4 press stores the current colors as prev, but wall_wave_progress resets to 0 which instantly shows prev everywhere again before the new wave starts.
Actually wait — the snap happens at the END of a single wave, not on the next press. Let me re-read... the wave goes from 0 to 1.5, then stops. The smoothstep(progress - 0.15, progress, dist) is continuous throughout. There shouldn't be a snap.
Unless the issue is the gradient texture. The gradient texture is pre-rendered with the NEW palette colors. So when wall_wave_progress >= 1.5, the shader's else branch uses the mismatch check — and now wall_color (fully new) matches expected (also new), so it writes wall_color. That should be seamless.
Let me check: is it possible the wave overshoots and wraps? Let me just make the wave keep going forever instead of capping at 1.5.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. The wave now never stops — it just keeps drifting outward past the visible wall. No cap, no snap.
Still snaps.
I think I see it — the smoothstep gradient (0.15 wide) gets compressed against the dist ceiling of 1.0. The deepest pixels rapidly snap from old to new as the wave passes the edge. I need a much wider, softer gradient.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The wave gradient is now 0.5 wide instead of 0.15 — should be a very gradual, imperceptible transition.
This makes the wave itself less perceptible though, change it back. I only want the way it ends to be not snapping.
The snap is because many deep wall pixels all have dist clamped at exactly 1.0 (anything 180+ px from the floor edge). They all flip simultaneously when the wave front reaches them. I'll widen the gradient only at the tail end.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The wave stays sharp for most of its journey, then gradually softens as it reaches the deep wall so there's no snap.
I think I see some of the issue. The way the wave blends with the actual final color of the gradient is incorrect, in that they're both different. So the wave changes the gradient in one way, and then it changes itself back. Let's try instead of permanently swapping between colors, the wave injects a color into wall, that color expands and passes through it, then it goes back to its original color.
Much cleaner concept. A pulse of color that passes through and fades — not a permanent swap.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now fix the else branch — no more permanent color swapping, just pass through when no ripple.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now simplify the Lua side.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader uniform calls.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. F4 sends a colored ripple pulse from the floor edge outward through the wall — the color passes through then the wall returns to normal. Each press cycles through a different palette color for the ripple. The ripple fades slightly as it travels deeper.
This ripple has the same problem, it snaps towards the outer edges of the screen. Here are two images. The first is about how far it goes normally without snapping. The second you can see how the outer portion starts lighting red too? That whole portion becomes red at once instead of letting the wave pass through it.[Image #6] [Image #7]
[Pasted image/png]
[Pasted image/png]
[Image: source: E:\media\anchor_lkRQJZk33J.png]
[Image: source: E:\media\anchor_fCMRhrOpIW.png]
Now I can see it clearly. The problem is wall_gradient_fade_dist = 180 — all pixels beyond 180px from the floor edge are clamped to dist = 1.0, so they all light up at once. I need to increase the fade distance so every visible pixel has a unique distance value.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
This means you'll need to regenerate the distance field. Press F3 or restart the game (whichever regenerates the map). The ripple should now sweep smoothly all the way to the screen edge without any snapping — every pixel has a unique distance value now.
The gradient colors might look more gradual since they're spread over 500px instead of 180px, but the deep wall was already dark so it should be fine.
Let's do over 240px instead
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
250
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
OK, now let's work on specific wall hits. Cast a ray from player to mouse until it hits the wall. When it hits the wall, make the wave play outwards from it. The current wave plays from everywhere along the wall edges, this one has to play only from the hit location. Similarly, the line edge should also have its colors changed gradually from the hit location.
This changes the ripple from distance-field-based to world-space-distance-from-hit-point. Let me check the raycast API first.
Grep (raycast|mouse_position|camera.mouse)
1147: r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
1337: local mx, my = an.camera.mouse.x, an.camera.mouse.y
1606: local mx, my = an.camera.mouse.x, an.camera.mouse.y
2147: local mx, my = an.camera.mouse.x, an.camera.mouse.y
2265: local charge_aim_r = rg_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or math.angle_to_point(p1.x, p1.y, an.camera.mouse.x, an.camera.mouse.y)
2398: local base_r = is_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or p1.r
2878: local mx, my = an.camera.mouse.x, an.camera.mouse.y
3012: local mx, my = an.camera.mouse.x, an.camera.mouse.y
3087: local mx, my = an.camera.mouse.x, an.camera.mouse.y
3250: aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
3642: local mx, my = an.camera.mouse.x, an.camera.mouse.y
3744: local mx, my = an.camera.mouse.x, an.camera.mouse.y
3783: local r = is_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or p1.r
3862: local base_r = self.psylance_is_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or p1.r
4010: local base_r = math.angle_to_point(p1.x, p1.y, an.camera.mouse.x, an.camera.mouse.y)
[Showing results with pagination = limit: 15]
Good — an.camera.mouse.x/y for world-space mouse, and an:raycast(x1, y1, x2, y2, tags) returns {object, shape, point_x, point_y, ...}. Now update the shader to use a world-space hit point.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the else branch to apply ripple to ALL wall pixels including edge lines.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the Lua side — raycast on F4, ripple from hit point.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader uniform calls.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. Press F4 — it raycasts from the player toward the mouse, and where the ray hits the wall, a colored ring expands outward from that point. The ripple affects the gradient, symbols, and edge lines. Each press cycles through palette colors.
Currently it shoots in all directions, it should shoot only in a sort of forward circular direction, such that the wave should never make its way back unrealistically, if that makes sense?
Yes — the ripple should only expand into the wall (the direction the arrow was traveling), not back toward the floor. I'll pass the impact direction and use a cone mask.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now pass the direction from Lua.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. The ripple now only expands in the forward cone direction (where the ray was heading into the wall), not backward toward the floor.
The cone should be respective to wall direction not shooting direction, and the cone should be 180 + math.pi/10 or so both ways.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now adjust the cone angle in the shader — half-angle of pi/2 + pi/10 ≈ 108°, so cos(108°) ≈ -0.31.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The ripple now expands in the wall's outward direction (perpendicular to the wall surface), covering a ~216° arc — slightly more than a hemisphere.
The cone looks unnatural. I think let's just solve it by having the waves never go too far. Let's try a few variables that randomize on each hit: how far the wave goes before dissipating, how fast it dissipates, how thick the wave is, how fast it is, the color (already random).
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update shader uniforms — remove direction, add width.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the Lua — randomize speed, max range, dissipation rate, width, and color on each hit.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader uniform calls — use max_range for dissipation, remove direction.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. Each F4 press spawns a ripple with randomized:
- Speed: 120-280 px/s
- Max range: 60-160 px (dissipates to zero by this distance)
- Width: 10-30 px (band thickness)
- Color: cycling palette at random brightness (0.5-0.9x)
No cone — just a short-range ring that fades out before it travels too far.
Let's make the wave less smooth and more abrupt in its color changes.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The ripple band now has sharp 3px transitions at both edges instead of a soft gaussian falloff.
Let's try a version of this that is different than a circular ripple like this. What else could we try?
A few ideas:
Noise blob — An irregular, organic shape that expands from the hit point. Like paint splatter — noise distorts the circle so it's never perfectly round.
Radial streaks — Several bright rays shoot outward from the hit point at random angles, different lengths. Starburst/crack pattern.
Contour flood — Color spreads along the wall's distance field contours instead of as a circle. It follows the wall shape, hugging the boundary.
Shatter lines — Sharp bright crack lines radiate from the impact point, like glass fracturing.
Which sounds most interesting to try? Or I can do all four as modes.
Let's try 2 then 3
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add F2 to cycle ripple mode, and pass the mode + streak seed.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Add streak seed randomization on hit.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now pass the new uniforms.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader with all three modes.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F2 cycles between modes, F4 fires:
| Mode | Name | Description |
|---|---|---|
| 0 | ring | Sharp-edged expanding circle (current) |
| 1 | streaks | 7 random rays shooting outward from hit point, each with random angle/length/width |
| 2 | contour_flood | Color spreads along the wall's distance field contours (follows wall shape), fades laterally with distance from hit |
The problem isn't the shape I think, but how the effect looks and how it fades out. I can't tell exactly what's wrong with it, but it should be different. Maybe try a few variations there?
Let me try several variations on the look/fade rather than shape. I'll replace the modes with different treatments of how the color blends and fades.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
F2 cycles, F4 fires:
| # | Name | How it looks |
|---|---|---|
| 0 | solid_band | Current — sharp flat color band |
| 1 | additive_glow | Adds color on top of wall (brightens, doesn't replace) |
| 2 | hue_shift | Shifts wall's existing hue toward ripple color, wall texture preserved |
| 3 | multi_ring | 4 concentric rings trailing behind the front, decreasing intensity |
| 4 | comet_trail | Sharp leading edge with a long fading tail behind it |
| 5 | bloom | Bright sharp core line + wide soft glow extending further |
multi_ring is something closer to correct, except instead of multi-rings perhaps it should be more of a continuous soft of wave?
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try mode 3. Instead of discrete rings, it's a continuous wave — strong at the expanding front, with a smooth solid fill behind it that gradually fades back toward the origin.
Let's go back to the previous pulse, the one we had before that affected everything not just the local wall.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now simplify the else branch — ripple affects all wall pixels again.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. F4 sends a color wave that sweeps from the floor edge outward through the entire wall — strong at the front, fading behind. Same continuous wave style as mode 3 but using the distance field so it follows the wall shape everywhere.
F4 is not doing anything
The F4 handler still does a raycast to a wall hit point. Since this is a global pulse now, it doesn't need that.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it.
Perfect. Now let's match the wave to the color of the wall, and then let's add back the raycast method and fade the wave such that it only shoots outwards from near the wall. So any parts of the wave that are far away from the hit point "horizontally" (here horizontally means along the wall) are not visible.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader — combine distance-field outward sweep with world-space lateral fade from hit point.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. F4 raycasts to the wall, the wave sweeps outward (into the wall via distance field) but only near the hit point — fading out laterally so distant parts of the wall aren't affected.
This is correct, but we should also have an effect where this line that we're seeing also shoots outwards from the middle. So perhaps the wave also starts with higher brightness or something similar at the center and this shoots laterally?
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. Now the pulse has two parts:
- Outward — sweeps into the wall depth from the hit point (same as before)
- Lateral — a bright band that races along the wall edge from the hit point, faster than the outward sweep, with a fading trail behind it
No, I mean that the lateral one should happen in the line that expands outwards, not be a separate wave.
Got it — the outward wave should be deepest at the hit point and shallower further along the wall, with the lateral reach growing over time.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. Now it's one wave — deepest at the hit point, tapering shallower as you go along the wall. The lateral reach grows over time so the wave spreads both into the wall and along it simultaneously.
This wave is not expanding infinitely laterally instead of being capped like before.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The lateral spread now caps based on the wave's width, so it stays localized.
Go back to what it was like 2 changes ago.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
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Back to the localized outward sweep with fixed lateral fade (40-140px range).
Imagine that the lateral fade you're doing, you're also trying to do its opposite from the middle, so instead of a fade its more like a... the middle of the wave is brighter than the edges? Try that at first.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The wave still fades at the lateral edges, but the center near the hit point is brighter/more intense than the sides.
I don't see it, maybe needs to be exagerated.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
I see it. Now try to animate that brightness outwards laterally, such that the middle goes back to normal as the brightness moves outwards both ways.
I need a lateral pulse that starts bright at center and moves outward over time. I'll use the ripple radius to drive the lateral pulse position.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The bright spot starts at the hit point and travels outward along the wall edge. The center returns to normal intensity after the brightness pulse passes through.
Let's try making the wave thicker
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now let's try decreasing the brightness equally across the board for it
Edit (E:\a327ex\Orblike\main.lua)
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0.5, 0.75
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
What are the values for width, duration, speed now?
Grep (wall_ripple_(speed|max_range|width|duration))
4976:wall_ripple_speed = 200 -- pixels per second (randomized)
4977:wall_ripple_max_range = 120 -- max distance before fully dissipated (randomized)
4978:wall_ripple_width = 20 -- band width (randomized)
5903: wall_ripple_speed = an.random:float(120, 280)
5904: wall_ripple_max_range = an.random:float(150, 350)
5905: wall_ripple_width = an.random:float(40, 80)
5916: wall_ripple_radius = wall_ripple_radius + an.dt*wall_ripple_speed
6027: below_game:shader_set_float(s, 'u_ripple_width', wall_ripple_width)
6033: local strength = wall_ripple_radius >= 0.0 and math.max(0, 1.0 - wall_ripple_radius/wall_ripple_max_range) or 0.0
- Width: 40-80 px (band thickness)
- Speed: 120-280 px/s
- Max range: 150-350 px (dissipates to zero)
By width I mean its length laterally not thickness
That's the lateral fade in the shader — hardcoded at 40-140px.
float lateral = 1.0 - smoothstep(40.0, 140.0, world_dist);
Want me to change those values?
Let's try a fixed 80 range. 256 speed. 200 distance. 48 thickness
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
108 range, 0.66 multiplier on wall_ripple_color, 228 speed, 250 distance
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
0.5 brightness
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Perfect. Now let's layer a shockwave-like effect with the visual wave. We already have a shockwave effect but its purely circular. You should probably create a new one (maybe in the wall gradient shader file itself) that does the shockwave but along the wall edge, like the wave currently is.
I'll add displacement/distortion at the wave front directly in the wall gradient shader. The shockwave will distort pixels outward along the distance field gradient where the wave front passes.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
45 float hash1(vec2 p) {
46 return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
47 }
48
49 void main() {
50 vec4 original = texture(u_texture, TexCoord);
51
52 float world_x = u_cam.x + (TexCoord.x - 0.5) * u_screen.x;
53 float world_y = u_cam.y + (0.5 - TexCoord.y) * u_screen.y;
54
55 vec2 df_uv = (vec2(world_x, world_y) - u_df_origin) / u_df_size;
56 float dist = texture(u_dist_field, df_uv).r;
57
58 // Base wall gradient (always the same)
59 vec3 wall_color = mix(u_color_near.rgb, u_color_far.rgb, dist);
60
61 // Pulse: wave sweeping outward from hit point along distance field
62 float world_dist = length(vec2(world_x, world_y) - u_ripple_origin);
63 float pulse_front = u_ripple_radius / 250.0;
64 float pulse_width = u_ripple_width / 250.0;
65
66 // Outward sweep based on distance field
67 float behind = pulse_front - dist;
68 float at_front = 1.0 - smoothstep(-pulse_width * 0.3, pulse_width * 0.3, dist - pulse_front);
69 float fill = at_front * (1.0 - smoothstep(0.0, pulse_front + 0.01, max(behind, 0.0)));
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The wave front now pushes/distorts pixels outward along the wall as it passes — the displacement follows the distance field gradient so it ripples into the wall, not just sideways. The distortion is narrow (at the front edge) and fades laterally like the color wave.
The shockwave is stronger closer to the edge but fades out in strength too fast, it should follow how the actual visual wave does.
The shockwave uses its own narrow band (0.02 width) while the visual wave uses pulse_width. Let me make the shockwave match the visual wave's shape.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The shockwave distortion now follows the exact same shape as the color wave — same width, same lateral fade, same fill pattern.
Let's add an offset to the wave, this offset should be inwards (towards the iunsides of the wall) at the start at its maximum value and decrease fast as the wave gets away from the wall edge.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The shockwave displacement is now strongest right at the wall edge and falls off quickly as the wave travels deeper into the wall.
How strong at the wall edge?
With exp(-dist * 8.0):
- At edge (dist=0): 100%
- dist=0.05 (~12px): 67%
- dist=0.1 (~25px): 45%
- dist=0.2 (~50px): 20%
- dist=0.3 (~75px): 9%
The 12.0 multiplier means max displacement is about 12 pixels at the edge. Want me to adjust either the falloff rate or the max displacement?
Let's try 16px
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
8px
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Ah, I see the issue. I didn't mean the displacement amount should change over time, it should be as it was before I requested this. What I mean is that the position of the shockwave should have a forward offset by a certain number of pixels, and this offset itself gets smaller the further away from the wall. So if it's 10px at the start it should be 0px soon after, which is the default behavior.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. The shockwave now leads the visual wave by ~10px at the wall edge, but the offset shrinks to 0 as it goes deeper — so it runs ahead briefly then aligns with the color wave.
Let's have 12px at the start and a stronger falloff to 0
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
With exp(-dist * 15.0):
- dist=0 (edge): 12px
- dist=0.03 (~8px): 7.6px
- dist=0.07 (~18px): 4.2px
- dist=0.13 (~33px): 1.7px
- dist=0.2 (~50px): 0.6px
Slightly stronger fallof
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Perfect, now let's try wave effect on the wall lines themselves, both the polygons that define the lines and the brighter color wall line edge. This should behave like a wave. When something hits the position, the segment should wobble and that wobble should spread to nearby segments using the formulas used to simulate 2d waves like this.
This is a Lua-side simulation — physically displacing the wall boundary vertices with a 1D wave equation. Let me set it up.
Read (E:\a327ex\Orblike\main.lua)
5885 wall_palette_index = wall_palette_index % #wall_palettes + 1
5886 apply_wall_palette()
5887 map_gen_wall_gradient()
5888 wall_wave_progress = 1.0 -- skip wave on manual change
5889 print('Palette: ' .. wall_palettes[wall_palette_index].name)
5890 end
5891 if an:key_is_pressed('f2') then
5892 wall_ripple_mode = (wall_ripple_mode + 1) % #wall_ripple_mode_names
5893 print('Ripple mode: ' .. wall_ripple_mode_names[wall_ripple_mode + 1])
5894 end
5895 if an:key_is_pressed('f4') then
5896 local p1 = an:all('player')[1]
5897 if p1 then
5898 local mx, my = an.camera.mouse.x, an.camera.mouse.y
5899 local hit = an:raycast(p1.x, p1.y, mx, my, {'wall'})
5900 if hit then
5901 wall_ripple_origin = {hit.point_x, hit.point_y}
5902 wall_ripple_radius = 0.0
5903 wall_ripple_speed = 228
5904 wall_ripple_max_range = 250
5905 wall_ripple_width = 48
5906 -- Color matches the wall palette but brighter
5907 local p = wall_palettes[wall_palette_index]
5908 wall_ripple_color = p.wall:clone()*0.5
5909 print('Pulse at ' .. math.floor(hit.point_x) .. ',' .. math.floor(hit.point_y))
5910 end
5911 end
5912 end
5913
5914 -- Advance ripple radius
... [20 more lines]
Now let me add the wave simulation system. I'll add it right after the ripple state variables, then integrate it into the F4 hit and the drawing code.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now initialize the wave system when the map is generated, and trigger it on F4 hit.
Grep (map_gen_wall_points()|map_gen_wall_distances()")
4773: map_gen_wall_points()
4910: map_gen_wall_points()
5430:function map_gen_wall_points()
5955: map_gen_wall_points()
Read (E:\a327ex\Orblike\main.lua)
4770 map_gen_finalize(verts)
4771
4772 -- Generate wall visuals
4773 map_gen_wall_points()
4774 map_gen_wall_distances()
4775 end
4776
4777
Read (E:\a327ex\Orblike\main.lua)
4907 if vy < min_y then min_y = vy end
4908 if vy > max_y then max_y = vy end
4909 end
4910 map_gen_wall_points()
4911 map_gen_wall_distances()
4912 end
4913
4914
Add wave init after both map generators.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add the impulse on F4 hit and the update in the early_action.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the drawing code to use displaced vertices for edge lines. Let me find the edge line drawing section.
Read (E:\a327ex\Orblike\main.lua)
5968 if an:key_is_pressed('f12') then
5969 wall_palette_index = wall_palette_index % #wall_palettes + 1
5970 apply_wall_palette()
5971 map_gen_wall_gradient()
5972 wall_wave_progress = 1.0 -- skip wave on manual change
5973 print('Palette: ' .. wall_palettes[wall_palette_index].name)
5974 end
5975 if an:key_is_pressed('f2') then
5976 wall_ripple_mode = (wall_ripple_mode + 1) % #wall_ripple_mode_names
5977 print('Ripple mode: ' .. wall_ripple_mode_names[wall_ripple_mode + 1])
5978 end
5979 if an:key_is_pressed('f4') then
5980 local p1 = an:all('player')[1]
5981 if p1 then
5982 local mx, my = an.camera.mouse.x, an.camera.mouse.y
5983 local hit = an:raycast(p1.x, p1.y, mx, my, {'wall'})
5984 if hit then
5985 wall_ripple_origin = {hit.point_x, hit.point_y}
5986 wall_ripple_radius = 0.0
5987 wall_ripple_speed = 228
5988 wall_ripple_max_range = 250
5989 wall_ripple_width = 48
5990 -- Color matches the wall palette but brighter
5991 local p = wall_palettes[wall_palette_index]
5992 wall_ripple_color = p.wall:clone()*0.5
5993 -- Trigger wall edge wave
5994 wall_edge_wave_impulse(hit.point_x, hit.point_y, 80, 60)
5995 print('Pulse at ' .. math.floor(hit.point_x) .. ',' .. math.floor(hit.point_y))
5996 end
5997 end
... [10 more lines]
Read (E:\a327ex\Orblike\main.lua)
6020 local g = map_wall_gradient
6021 below_game:push(g.x + g.w/2, g.y + g.h/2, 0, g.scale, g.scale)
6022 below_game:texture(g.texture, 0, 0)
6023 below_game:pop()
6024 end
6025
6026 -- 2. Draw wall symbols in white (shader will colorize them per-pixel)
6027 if wall_points then
6028 local white = color(255, 255, 255)()
6029 local ws = wall_symbol_size
6030 local ww = wall_symbol_width
6031 local sym_name = wall_symbol_types[wall_symbol_index]
6032 local draw_fn = symbol_draw_fns[sym_name] or draw_symbol_x
6033 local view_x0 = cam_x - gw/2 - ws*2
6034 local view_y0 = cam_y - gh/2 - ws*2
6035 local view_x1 = cam_x + gw/2 + ws*2
6036 local view_y1 = cam_y + gh/2 + ws*2
6037
6038 for i = 0, #wall_points/4 - 1 do
6039 local px = wall_points[i*4 + 1]
6040 local py = wall_points[i*4 + 2]
6041 local pr = wall_points[i*4 + 3]
6042 if px >= view_x0 and px <= view_x1 and py >= view_y0 and py <= view_y1 then
6043 below_game:push(px, py, pr)
6044 draw_fn(ws, ww, white)
6045 below_game:pop()
6046 end
6047 end
6048 end
6049
... [20 more lines]
Read (E:\a327ex\Orblike\main.lua)
6069 local n = #v/2
6070 for i = 0, n - 1 do
6071 local j = (i + 1) % n
6072 local x1, y1 = v[i*2 + 1], v[i*2 + 2]
6073 local x2, y2 = v[j*2 + 1], v[j*2 + 2]
6074 local cam_x, cam_y = an.camera.x, an.camera.y
6075 local ex = (x1 + x2)/2
6076 local ey = (y1 + y2)/2
6077 if math.abs(ex - cam_x) < gw and math.abs(ey - cam_y) < gh then
6078 if edge_style == 'full' then
6079 below_game:line(x1, y1, x2, y2, edge_width, edge_color)
6080 else -- dashed
6081 local dx, dy = x2 - x1, y2 - y1
6082 local seg_len = math.length(dx, dy)
6083 if seg_len > 0.1 then
6084 local nx, ny = dx/seg_len, dy/seg_len
6085 local stride = dash_len + gap_len
6086 local t = 0
6087 while t < seg_len do
6088 local t_end = math.min(t + dash_len, seg_len)
6089 below_game:line(
6090 x1 + nx*t, y1 + ny*t,
6091 x1 + nx*t_end, y1 + ny*t_end,
6092 edge_width, edge_color
6093 )
6094 t = t + stride
6095 end
6096 end
6097 end
6098 end
Now replace the edge line drawing to use displaced vertices.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Also update the floor polygon drawing to use displaced vertices so the floor edge wobbles too.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. F4 now does three things simultaneously:
- Color ripple through the wall gradient (shader)
- Shockwave distortion (shader displacement)
- Edge wobble — the wall boundary vertices physically displace and the wobble propagates along the edge as a 1D wave
The wave simulation uses spring physics with damping, so the wobble spreads outward from the hit point and gradually settles.
I don't see the edges wobbling, maybe needs to be stronger?
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Ah, I see, you're wobbling each edge literally. I think for this to have the intended effect we need to decompose the edges into multiple ones of similar small size.
Right — the vertices are spaced ~20px apart. I'll subdivide them into ~5px segments for smooth wave propagation.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the impulse to use the subdivided vertices.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the edge line drawing to use the subdivided displaced vertices instead of the original ones.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Revert the floor polygon drawing back to original vertices (the solid fill doesn't need wobble).
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. The edge is now subdivided into ~5px segments (~4x more vertices), so the wave should propagate smoothly along the boundary. The edge line drawing uses the subdivided displaced vertices, while the floor fill stays solid.
RROR: main.lua:6123: ')' expected (to close '(' at line 6031
Read (E:\a327ex\Orblike\main.lua)
6028
6029
6030 -- Draw floor polygon and wall patterns each frame
6031 an:action(function()
6032 if not map_floor then return end
6033
6034 local v = map_floor.vertices
6035
6036 local cam_x, cam_y = an.camera.x, an.camera.y
6037
Read (E:\a327ex\Orblike\main.lua)
6115 below_game:line(x1, y1, x2, y2, edge_width, edge_color)
6116 end
6117 end
6118 end
6119 end
6120 end
6121
6122 -- 4. Apply wall gradient shader (colorizes white symbols per-pixel)
6123 if wall_gradient_cache and wall_gradient_cache.df_texture then
6124 local c = wall_gradient_cache
6125 local s = an.shaders.wall_gradient
6126 below_game:shader_set_texture(s, 'u_dist_field', c.df_texture, 1)
6127 below_game:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
6128 below_game:shader_set_vec4(s, 'u_color_far', wall_bg_color_2.r/255, wall_bg_color_2.g/255, wall_bg_color_2.b/255, 1)
6129 below_game:shader_set_float(s, 'u_symbol_darken', wall_symbol_darken)
Extra end — the if/else block has mismatched ends.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try again.
The wall line is being changed but not the polygons being drawn undernearth.
The floor polygon uses original vertices which don't move. I need to map each original vertex to its corresponding subdivided vertex so the floor displaces too.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update wall_edge_get_displaced to use the mapping for original vertices.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now use displaced vertices for the floor polygon too.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. Both the edge lines and the floor polygon now displace together when the wave hits.
Perfect. Now the spring should go back to normal way faster.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Faster and more bounciness.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Higher stiffness = faster wave propagation, slightly lower damping = more bouncy oscillations before settling.
Faster, more bounciness. Look at the spring module for anchor itself, maybe copy the api and behavior from there. Or even use those spring objects
Glob (Anchor/framework/anchor/spring*)
Anchor\framework\anchor\spring.lua
Read (E:\a327ex\Anchor\framework\anchor\spring.lua)
1 require('anchor.class')
2
3 --[[
4 Spring child object for damped spring animations.
5
6 Usage:
7 self:add(spring())
8 self.spring:add('scale', 1, 5, 0.5) -- 5 Hz, moderate bounce
9 self.spring:pull('scale', 0.5)
10
11 Spring is added as a child object. When the parent dies, the spring dies automatically.
12 A default 'main' spring at value 1 is created on construction.
13
14 Springs are accessed directly: self.spring.main.x, self.spring.scale.x
15
16 Spring methods:
17 add - Add a named spring with frequency/bounce
18 pull - Apply impulse to a spring
19 set_target - Change resting point
20 at_rest - Check if spring has settled
21 ]]
22 spring = object:extend()
23
24 --[[
25 Creates a new spring container with default 'main' spring.
26
27 Usage:
28 self:add(spring())
29
30 The spring is automatically named 'spring' and accessible as self.spring on the parent.
... [137 more lines]
The spring uses k = (2*pi*freq)^2 and d = 4*pi*(1-bounce)*freq. Let me adopt the same formula for the wave simulation — using frequency and bounce parameters instead of raw k/d.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. 12 Hz frequency (fast oscillation), 0.3 bounce (some overshoot, settles quickly). You can tweak wall_edge_wave_frequency and wall_edge_wave_bounce — higher freq = faster, higher bounce = more oscillations before settling.
Now I see no change at all on the wall
The spring formula's damping at freq=12 is extremely high (~106), killing the wave instantly. Let me go back to raw values but tuned for fast + bouncy.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Added a restore term that pulls vertices back to rest (like a spring to zero), separate from the wave coupling. High k = fast propagation, low damping = bouncy, restore = snaps back to normal. Try it.
Use anchor's spring objects for this.
I'll use the spring module's formula (frequency/bounce interface) for per-vertex springs, plus wave coupling for propagation.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
[Request interrupted by user]
No, use the objects directly, don't copy their code.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the impulse to use spring:pull.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now call wall_edge_wave_init_springs() after wall_edge_wave_init() in both map generators.
Grep (wall_edge_wave_init())
4775: wall_edge_wave_init()
4913: wall_edge_wave_init()
4991:function wall_edge_wave_init()
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated. All occurrences were successfully replaced.
Wait — that also replaced the function definition line. Let me check.
Grep (wall_edge_wave_init)
4775: wall_edge_wave_init()
4776: wall_edge_wave_init_springs()
4914: wall_edge_wave_init()
4915: wall_edge_wave_init_springs()
4993:function wall_edge_wave_init()
5069:function wall_edge_wave_init_springs()
The function definition wasn't matched (it has function prefix). The two call sites and the definition are all correct. Now try it. Each vertex is an actual spring object — spring:pull for impulse, spring auto-updates via early_update, wave coupling applied manually each frame.
Perfect. Now the spring is very strong, what are the values?
Current values:
- frequency: 8 (oscillations/sec)
- bounce: 0.6 (moderate-high bounciness)
- coupling: 15000 (wave propagation speed)
- impulse strength: 400, radius 80
Which do you want to adjust?
What does radius refer to?
The radius of the impulse area — vertices within 80px of the hit point get displaced, with falloff toward the edge. Vertices outside 80px aren't affected at all. The wave then propagates outward from those initially displaced vertices via the coupling.
40 impulse strength, the coupling value likely needs multiplication by dt or something similar, no?
The coupling is already multiplied by dt: s[i].v = s[i].v + force*dt. With dt=1/120, each step adds 15000 * displacement_diff * 0.0083 ≈ 125 * displacement_diff to velocity. That seems correct for wave propagation.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
20 impulse strength, 2 frequency, 0.5 bounciness
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
10 impulse strength, 4 frequency, 0.25 bounce
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
0.75
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
0.5, 3
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
0.65. And then that's it. The only thing left is allowing multiple waves happening at the same time instead of only one.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now let me make the ripple system support multiple simultaneous waves. I'll change from a single ripple to an array of active ripples, and the shader will process all of them.
The tricky part is passing multiple ripples to the shader. I'll cap it at a reasonable max (say 8) and pass arrays of uniforms.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update F4 to add a new ripple instead of replacing.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the ripple advancement to update all ripples and remove dead ones.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader to support multiple ripples. I'll pass arrays of uniforms.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the ripple computation to loop over all active ripples.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the color ripple computation.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
73 float grad_x = texture(u_dist_field, df_uv + vec2(eps, 0.0)).r - texture(u_dist_field, df_uv - vec2(eps, 0.0)).r;
74 float grad_y = texture(u_dist_field, df_uv + vec2(0.0, eps)).r - texture(u_dist_field, df_uv - vec2(0.0, eps)).r;
75 vec2 grad = normalize(vec2(grad_x, grad_y) + vec2(0.0001));
76
77 // Offset UV in screen space along the gradient direction
78 vec2 offset = grad * sw_amount / u_screen;
79 vec4 original = texture(u_texture, TexCoord + offset);
80
81 // Base wall gradient (always the same)
82 vec3 wall_color = mix(u_color_near.rgb, u_color_far.rgb, dist);
83
84 // Pulse: wave sweeping outward from hit point along distance field
85 float world_dist = length(vec2(world_x, world_y) - u_ripple_origin);
86 float pulse_front = u_ripple_radius / 250.0;
87 float pulse_width = u_ripple_width / 250.0;
88
89 // Outward sweep based on distance field
90 float behind = pulse_front - dist;
91 float at_front = 1.0 - smoothstep(-pulse_width * 0.3, pulse_width * 0.3, dist - pulse_front);
92 float fill = at_front * (1.0 - smoothstep(0.0, pulse_front + 0.01, max(behind, 0.0)));
93 // Lateral: fades at edges
94 float lateral = 1.0 - smoothstep(40.0, 108.0, world_dist);
95 // Lateral brightness pulse: travels outward from hit point along the wall
96 float lat_pulse_pos = u_ripple_radius * 1.2; // lateral pulse travels faster
97 float lat_pulse_d = abs(world_dist - lat_pulse_pos);
98 float lat_pulse = exp(-lat_pulse_d*lat_pulse_d / (2.0*20.0*20.0)) * 2.0;
99 float ripple = fill * lateral * (1.0 + lat_pulse) * u_ripple_strength;
100 wall_color = mix(wall_color, u_ripple_color.rgb, ripple);
101
102 // Detect pixel type
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Also update the else branch for wall pixels — need to check if any ripple is active.
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
135 hsv.x = fract(hsv.x + swirl);
136 hsv.y = min(hsv.y * 1.4, 1.0);
137 hsv.z = min(hsv.z * 1.4, 1.0);
138 sym = hsv2rgb(hsv);
139 } else if (mode == 4) {
140 float angle = u_time * 0.15;
141 float band = dot(vec2(world_x, world_y), vec2(cos(angle), sin(angle))) * 0.03;
142 vec3 hsv = rgb2hsv(wall_color);
143 hsv.x = fract(floor(band * 6.0) / 6.0);
144 hsv.y = 0.7;
145 hsv.z = min(hsv.z * 1.5, 1.0);
146 sym = hsv2rgb(hsv);
147 } else if (mode == 5) {
148 float sweep = sin(world_x * 0.02 + world_y * 0.01 - u_time * 0.8);
149 float highlight = smoothstep(0.85, 1.0, sweep);
Grep (Wall pixels.*apply)
192: // Wall pixels: apply pulse to all (gradient + edge lines)
Read (E:\a327ex\Orblike\assets\wall_gradient.frag)
189 FragColor = vec4(floor_out, 1.0);
190
191 } else {
192 // Wall pixels: apply pulse to all (gradient + edge lines)
193 if (ripple > 0.01) {
194 FragColor = vec4(mix(original.rgb, u_ripple_color.rgb, ripple), original.a);
195 } else {
196 FragColor = original;
197 }
198 }
199 }
200
The else branch still references single ripple and u_ripple_color. I need to recompute the multi-ripple blend for wall pixels too.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Now update the Lua shader uniform calls to pass arrays.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to check if the engine supports shader_set_int. Let me check the API.
Grep (shader_set_int)
215:layer:shader_set_int(shader, name, value)
Good, it exists. Try it. Each F4 press now adds a new ripple to the array — multiple can be active simultaneously, each with its own origin, radius, color, and fade. Max 8 at once, oldest removed when exceeded.
Perfect, let's keep them the color of the walls though for now.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
<local-command-caveat>Caveat: The messages below were generated by the user while running local commands. DO NOT respond to these messages or otherwise consider them in your response unless the user explicitly asks you to.</local-command-caveat>
<command-name>/context</command-name>
<command-message>context</command-message>
<command-args></command-args>
<local-command-stdout> [1mContext Usage[22m
[38;2;136;136;136m⛁ [38;2;153;153;153m⛁ ⛀ [38;2;215;119;87m⛀ [38;2;255;193;7m⛀ [38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m [38;2;153;153;153mclaude-opus-4-6[1m] · 281k/1000k [39m
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[38;2;136;136;136m⛁[39m System prompt: [38;2;153;153;153m6.2k tokens (0.6%)[39m
[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [38;2;153;153;153m⛶ ⛶ [39m [38;2;153;153;153m⛁[39m System tools: [38;2;153;153;153m8.3k tokens (0.8%)[39m
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[38;2;153;153;153m⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ [39m [38;2;255;193;7m⛁[39m Skills: [38;2;153;153;153m535 tokens (0.1%)[39m
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[38;2;153;153;153m⛝ Autocompact buffer: 33k tokens [39m
[38;2;153;153;153m⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ [39m [38;2;153;153;153m(3.3%)[39m
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[1mMemory files[22m[38;2;153;153;153m · /memory[39m
└ .claude\CLAUDE.md: [38;2;153;153;153m1.9k tokens[39m
└ C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md: [38;2;153;153;153m367 tokens[39m
[1mSkills[22m[38;2;153;153;153m · /skills[39m
[38;2;153;153;153mProject[39m
└ end-session: [38;2;153;153;153m31 tokens[39m
└ cross-check: [38;2;153;153;153m28 tokens[39m</local-command-stdout>
Perfect. What's next in our tasks?
Here's what we accomplished this session:
- Wall symbol coloring with per-palette darken tuning
- Symbol color mode variations (F5)
- Floor effect exploration (left dark for now)
- Wall ripple system: color wave + shockwave displacement + edge spring wobble, multiple simultaneous ripples
From your earlier plan, next up is arrow abilities — Divine Arrow Machine (sustained rapid-fire arrows with reload). And once we have arrows, we can wire them into the wall ripple system so arrows hitting walls trigger the ripple effect we just built.
Want to start on the arrow ability?
No, we should do the visual effects for abilities next. Summarize them to me first.
From the ability editions system we designed earlier, there are 7 visual treatments that apply to ability effects (beams, explosions, areas, projectiles, etc.):
- Foil — A bright highlight sweeps across the effect, like light catching metal
- Holographic — Rainbow color that shifts as the effect moves through space
- Polychrome — Oil-slick rainbow colors swirling within the effect, always moving
- Negative — Dark/black interior with bright glowing edges
- Prismatic — Sharp rainbow stripes (not smooth), slowly rotating
- Void — Dark center, bright rim, particles pulling inward
- Glitch — Periodic RGB channel split + position jitter
We already prototyped some of these as symbol color modes (F5) — hue_wave, polychrome, prismatic, foil_sweep, etc. Those were rough tests on wall symbols. Now we'd apply them to actual ability effects (beams, projectiles, areas).
The wall symbol modes we tried that are closest:
- Mode 1 (hue_wave) → Holographic
- Mode 3 (polychrome) → Polychrome
- Mode 4 (prismatic) → Prismatic
- Mode 5 (foil_sweep) → Foil
How do you want to approach this? We could start by picking one ability that already exists (like beam or cyclone) and applying one edition effect to it, then iterate from there. Or do you have a different order in mind?
Yes, let's choose 4 abilities on the 4 orbs that cover all types of abilities visually and then apply the effects 1 by 1.
Let me check what abilities are currently implemented to pick good visual representatives.
Grep (ability_types[|ability_type =|register_ability|'beam'|'cyclone'|'arc'|'shockwave'|'dash_strike'|'asal'|'railgun'|'wind_slash'|'psylance'|'big_rock'|'righteous_fire'|'fissure')
480: {'shockwave', 'assets/RPG3_FireMagic_CuteBomb'},
619: local a = area(x, y, {ability = 'asal', color = color, mods = mods, damage = damage})
748: cast_tick_ability = 'arc',
782: pool = {'fireball', 'null_arrow', 'fissure', 'frost_nova', 'windfield', 'arc', 'earthquake'},
786: tags = {'channeling', 'beam'},
787: carrier = 'beam',
808: carrier = 'cyclone',
819: carrier = 'asal',
844: carrier = 'dash_strike',
856: carrier = 'big_rock',
867: tags = {'beam', 'physical'},
868: carrier = 'railgun',
879: tags = {'area', 'beam', 'channeling', 'spell', 'force'},
880: carrier = 'psylance',
899: projectile_shape = 'arc',
922: 'fireball', 'null_arrow', 'fissure', 'windfield', 'arc', 'frost_nova',
924: 'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
925: 'big_rock', 'railgun', 'psylance', 'wind_slash', 'righteous_fire',
1605: elseif def.carrier == 'big_rock' then
1758: if def.projectile_shape == 'arc' and last_proj then
1993: if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2084: ability = 'dash_strike', color = def.color, mods = dash_mods, radius = 16,
2231: self.dash_strike_is_null = ability_has_tag('dash_strike', 'null') or mods.null_conversion
2244: elseif def and def.activation == 'manual' and def.carrier == 'railgun' then
2759: elseif def and def.activation == 'manual' and def.carrier == 'asal' then
2943: ability = 'asal', color = src_color, mods = self.asal_mods, radius = 16,
2990: local charging_null = ability_has_tag('asal', 'null')
3167: dash_dist = dash_dist, mode = 'asal', charge_mult = self.asal_charge_mult,
3183: elseif def and def.activation == 'hold' and def.carrier == 'beam' then
3196: local startup_null = ability_has_tag('beam', 'null') or startup_mods.null_conversion
... [2 more lines]
Here are the implemented abilities. To cover all visual types, I'd suggest:
| Orb | Ability | Visual type | What it draws |
|---|---|---|---|
| 1 | Beam | Long sustained line | Thick line from player to target, particles along length |
| 2 | Cyclone | Persistent area/zone | Spinning circle around player, sustained AoE |
| 3 | Arc | Projectile + chain | Small projectile that chains between enemies |
| 4 | Asal | Melee/dash + area | Charge → dash → AoE explosion at target |
These four cover: lines, persistent areas, projectiles, and melee/dash+explosion — the main visual categories. Each edition effect would look distinct on each of these surfaces.
Does this selection work, or do you want to swap any?
Orb 1 - Fireball Spread 3 Pierce 5, Orb 2 - Cyclone Area+++, Orb 3 - Beam Beam Length+++, Orb 4 Asal + your choice of passives, have to be ones that makes the effect more visible
Let me find where the orb loadout is set up.
Grep (orb_loadout|starting_abilities|assign_ability|orb.ability|slot.ability)
1058:function orb:add_ability(ability_name)
1059: table.insert(self.slots, {type = 'ability', name = ability_name})
1082:function orb:primary_ability()
1084: if slot.type == 'ability' then return slot.name end
1093: if slot.type == 'ability' and slot.name ~= primary then
1100:function orb:activate(override_ability, override_pos)
1776: if slot.type == 'modifier' and slot.name == 'ability_copy' then has_copy = true; break end
6441: table.insert(self.slots, {type = 'ability', name = ability_name, bind = bind, cooldown = 0})
6476: if slot.type == 'ability' then
6562: if slot.type == 'ability' then
6594: if slot.type == 'ability' then self.speed_buffs[slot.name] = nil end
9857:orbs[1]:add_ability('windfield')
9858:orbs[2]:add_ability('cyclone')
9859:orbs[3]:add_ability('beam')
9860:orbs[4]:add_ability('railgun')
Read (E:\a327ex\Orblike\main.lua)
9850 p1.x, p1.y = gw/2, gh/2
9851
9852 -- Camera follows player
9853 an.camera.x, an.camera.y = p1.x, p1.y
9854 an.camera:follow(p1, 0.9, 0.3)
9855
9856 add_orbs(4)
9857 orbs[1]:add_ability('windfield')
9858 orbs[2]:add_ability('cyclone')
9859 orbs[3]:add_ability('beam')
9860 orbs[4]:add_ability('railgun')
9861
9862
9863 -- Shockwave visual effect
9864 shockwaves = {}
9865 function add_shockwave(wx, wy, light, scale)
9866 scale = scale or 1
9867 if light then
9868 table.insert(shockwaves, {wx = wx, wy = wy, radius = 32*scale, max_radius = 32*scale, speed = -400, strength = -0.05, thickness = 0.08})
9869 else
9870 table.insert(shockwaves, {wx = wx, wy = wy, radius = 64*scale, max_radius = 64*scale, speed = -350, strength = -0.06, thickness = 0.12})
9871 sfx('shockwave', volumes.shockwave)
9872 end
9873 end
9874
9875 -- Cache enemy list once per frame (avoids O(N) tree traversal per enemy)
9876 cached_enemies = {}
9877 an:early_action(function()
9878 cached_enemies = an:all('enemy')
9879 -- Slow-mo toggle
Now let me look at how modifiers are added to abilities.
Grep (add_modifier|add_mod|orb.modifier|slot.modifier)
1062:function orb:add_modifier(name, value)
1063: table.insert(self.slots, {type = 'modifier', name = name, value = value or true})
1066:function orb:remove_modifier(name)
1068: if self.slots[i].type == 'modifier' and self.slots[i].name == name then
1077: if slot.type == 'modifier' and slot.name == name then return true end
1110: if slot.type == 'modifier' then mods[slot.name] = slot.value end
1154: if slot.type == 'modifier' then
1776: if slot.type == 'modifier' and slot.name == 'ability_copy' then has_copy = true; break end
1803: if slot.type == 'modifier' then ae_mods[slot.name] = ae_mods[slot.name] or slot.value end
2131: if slot.type == 'modifier' then copy_mods[slot.name] = slot.value end
2229: if slot.type == 'modifier' then mods[slot.name] = slot.value end
2994: if slot.type == 'modifier' then check_mods[slot.name] = check_mods[slot.name] or slot.value end
3100: if slot.type == 'modifier' then self.asal_mods[slot.name] = slot.value end
3241: if slot.type == 'modifier' then mods[slot.name] = slot.value end
4283: if slot.type == 'modifier' then mods[slot.name] = slot.value end
[Showing results with pagination = limit: 15]
Now let me check the modifier names for spread, pierce, area, beam_length.
Grep (spread|pierce|area_size|beam_length|'area')
655: tags = {'area', 'fire', 'projectile'},
664: tags = {'area', 'duration', 'null', 'projectile'},
675: tags = {'area', 'earth', 'melee'},
688: tags = {'area', 'wind'},
714: tags = {'area', 'ice'},
726: tags = {'area', 'spell', 'earth'},
741: tags = {'area', 'lightning', 'projectile'},
789: beam_length = 150,
798: tags = {'area', 'channeling', 'formation', 'orb'},
855: tags = {'area', 'physical', 'earth'},
879: tags = {'area', 'beam', 'channeling', 'spell', 'force'},
902: inherent_pierce = true,
906: tags = {'area', 'fire'},
1418: local c_spread = mods.projectile_spread or mods.spread
1425: if c_spread and c_spread >= 2 then
1426: local n = c_spread
1427: local spread = math.pi/6 + (n - 2)*math.pi/12
1430: table.insert(source_angles, r + spread*(t - 0.5))
1432: cone_half = spread/(n - 1)/2
1613: local s_spread = mods.spread or mods.area_spread
[Showing results with pagination = limit: 20]
Grep ("pierce"|'pierce'|mods.pierce|inherent_pierce|beam_length|area_size_mult|knockback)
630:function apply_knockback_mod(mods, enemy, from_x, from_y)
633: if mods['knockback+'] then force, duration = 6, 0.2
634: elseif mods['knockback++'] then force, duration = 10, 0.35
635: elseif mods['knockback+++'] then force, duration = 15, 0.5 end
789: beam_length = 150,
902: inherent_pierce = true,
1455: apply_knockback_mod(mods, target, src.x, src.y)
2080: apply_knockback_mod(dash_mods, t, kb_from_x, kb_from_y)
2311: if rg_mods['beam_length+'] then preview_range = preview_range*1.25 end
2312: if rg_mods['beam_length++'] then preview_range = preview_range*1.5 end
2313: if rg_mods['beam_length+++'] then preview_range = preview_range*2.0 end
2314: if rg_mods['beam_length-'] then preview_range = preview_range*0.85 end
2315: if rg_mods['beam_length--'] then preview_range = preview_range*0.7 end
2316: if rg_mods['beam_length---'] then preview_range = preview_range*0.5 end
2408: if mods['beam_length+'] then max_range = max_range*1.25 end
2409: if mods['beam_length++'] then max_range = max_range*1.5 end
2410: if mods['beam_length+++'] then max_range = max_range*2.0 end
2411: if mods['beam_length-'] then max_range = max_range*0.85 end
2412: if mods['beam_length--'] then max_range = max_range*0.7 end
2413: if mods['beam_length---'] then max_range = max_range*0.5 end
[Showing results with pagination = limit: 20]
Grep (mods['spread'|mods.spread|mods['pierce|mods.pierce|'area_size|area_size_mult|'area+'|'area++'|'area+++')
1160: if mods['area+'] then area_scale = area_scale*1.25 end
1161: if mods['area++'] then area_scale = area_scale*1.5 end
1162: if mods['area+++'] then area_scale = area_scale*2.0 end
1271: if mods['area+'] then base_radius = base_radius*1.25 end
1272: if mods['area++'] then base_radius = base_radius*1.5 end
1273: if mods['area+++'] then base_radius = base_radius*2.0 end
1406: if mods['area+'] then chain_range = chain_range*1.25 end
1407: if mods['area++'] then chain_range = chain_range*1.5 end
1408: if mods['area+++'] then chain_range = chain_range*2.0 end
1418: local c_spread = mods.projectile_spread or mods.spread
1613: local s_spread = mods.spread or mods.area_spread
1683: local p_spread = mods.projectile_spread or mods.spread
1820: local f_spread = mods.projectile_spread or mods.spread
1850: local a_spread = mods.area_spread or mods.spread
1950: if mods['area+'] then radius = radius*1.25 end
[Showing results with pagination = limit: 15]
Now let me check how pierce works for fireball.
Grep (pierce|fireball)
8: fireball_fire = 0.45,
9: fireball_hit = 0.45,
100:-- fireball_fire (RPG3_FireMagicBall_Projectile03): -21.4 dB -> 0.37
101:-- fireball_hit (RPG3_FireMagicBall_LightImpact01): -16.1 dB -> 0.20
121:an:sound('fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03.ogg')
122:an:sound('fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01.ogg')
473: {'fireball_fire', 'assets/RPG3_FireMagicBall_Projectile03'},
474: {'fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01'},
653: fireball = {
658: fire_sound = 'fireball_fire',
659: area_sound = 'fireball_hit',
668: area_sound = 'fireball_hit',
680: hit_sound = 'fireball_hit',
720: area_sound = 'fireball_hit',
782: pool = {'fireball', 'null_arrow', 'fissure', 'frost_nova', 'windfield', 'arc', 'earthquake'},
[Showing results with pagination = limit: 15]
Read (E:\a327ex\Orblike\main.lua)
653 fireball = {
654 activation = 'manual',
655 tags = {'area', 'fire', 'projectile'},
656 cooldown = 0.5,
657 color = blue,
658 fire_sound = 'fireball_fire',
659 area_sound = 'fireball_hit',
660 area_radius = 25,
661 },
662 null_arrow = {
663 activation = 'manual',
664 tags = {'area', 'duration', 'null', 'projectile'},
665 cooldown = 0.5,
666 color = purple,
667 fire_sound = 'caustic_arrow_fire',
Now let me check for asal modifiers — knockback and multistrike would make it more visible.
Grep (multistrike|multi_strike|ability_echo)
1805: local echo_n = ae_mods.ability_echo
2025: local has_echo = self.dash_strike_mods and self.dash_strike_mods.ability_echo and self.dash_strike_mods.ability_echo >= 2
2046: -- Build strike targets: primary + multistrike extras
2048: local ms = dash_mods and dash_mods.multistrike
2120: local ae = dash_mods and dash_mods.ability_echo
2122: dash_mods.ability_echo = ae - 1
2670: if mods.ability_echo and mods.ability_echo >= 2 then
2671: for w = 1, mods.ability_echo - 1 do
2833: local ms = mods and mods.multistrike
2873: local ae = self.asal_mods and self.asal_mods.ability_echo
[Showing results with pagination = limit: 10]
Good. Now I have all the info. For Asal, knockback+++ and area+++ would make the explosion big and visible.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Set up:
- Orb 1: Fireball, Spread 3, Pierce 5 — fan of fireballs that pass through enemies
- Orb 2: Cyclone, Area+++ — big spinning zone
- Orb 3: Beam, Beam Length+++ — long sustained line
- Orb 4: Asal, Knockback+++, Area+++ — charge → dash → big explosion with heavy knockback
Want to test these first before we start applying edition effects?
When fireball hits enemy. When the fireball hits enemy it seems like the wall symbols also flashed white before it bugged out
The shader detects white pixels (whiteness > 0.9) as symbols — but fireball hit effects probably also draw bright/white particles on below_game, which the shader misinterprets as symbols.
Quick fix: change the symbol marker color from pure white to a unique color that abilities won't produce, and tighten the shader detection.
Grep (color(255, 255, 255))
6087: local white = color(255, 255, 255)()
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now update the shader to detect this specific marker color instead of generic white.
Edit (E:\a327ex\Orblike\assets\wall_gradient.frag)
The file E:\a327ex\Orblike\assets\wall_gradient.frag has been updated successfully.
Try it. Symbols now use a unique marker color (255,254,253) that ability effects won't produce, so fireball hits won't trigger the symbol detection.
ERROR: anchor/layer.lua:355: attempt to index a nil value (field 'spritesheet') stack traceback: anchor/layer.lua:355: in method 'animation' main.lua:8148: in method 'update' anchor/object.lua:425: in method '_update' main.lua:10499: in function 'update'
Read (E:\a327ex\Orblike\main.lua)
8140 }))
8141 end
8142
8143 function hit_effect:update(dt)
8144 self.hit1:update(dt)
8145 local x = self.follow and self.follow.x or self.x
8146 local y = self.follow and self.follow.y or self.y
8147 effects:push(x, y, self.r, self.s, self.s)
8148 effects:animation(self.hit1, 0, 0)
8149 effects:pop()
8150 end
8151
8152
8153
8154 -- Effect: fx_effect (general spritesheet animation effect)
8155 -- Usage: an:add(fx_effect(x, y, {name = 'fx_energy_017', r = angle, s = 0.5, speed = 0.04, color = blue}))
8156 fx_effect = object:extend()
8157 function fx_effect:new(x, y, args)
8158 object.new(self)
8159 self.x, self.y = x, y
This is the hit_effect — its animation's spritesheet is nil, meaning the spritesheet wasn't loaded. This is likely unrelated to our changes — it's a fireball hit effect using a spritesheet that might not be registered. Let me check what spritesheet it uses.
Read (E:\a327ex\Orblike\main.lua)
8120 end
8121 self.ox = self.ox + self.velocity*math.cos(self.angle)*dt
8122 self.oy = self.oy + self.velocity*math.sin(self.angle)*dt
8123 local bx = self.follow and self.follow.x or self.origin_x
8124 local by = self.follow and self.follow.y or self.origin_y
8125 effects:push(bx + self.ox, by + self.oy, self.angle)
8126 effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color())
8127 effects:pop()
8128 end
8129
8130
8131 -- Effect: hit_effect (spritesheet animation)
8132 hit_effect = object:extend()
8133 function hit_effect:new(x, y, s)
8134 object.new(self)
8135 self.x, self.y = x, y
8136 self.s = s or 1
8137 self.r = an.random:float(0, 2*math.pi)
8138 self:add(animation('hit1', 0.06, 'once', {
8139 [0] = function() self:kill() end,
8140 }))
8141 end
8142
8143 function hit_effect:update(dt)
8144 self.hit1:update(dt)
The animation uses spritesheet 'hit1'. Let me check if that's registered.
Grep (spritesheet('hit1')
No matches found
The hit1 spritesheet was never registered. This is a pre-existing bug — probably wasn't triggered before because the previous loadout didn't use fireball. This hit_effect is broken. For now let me just guard against the nil to prevent the crash.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
[Request interrupted by user]
It was not a pre-existing bug. It was working fine just before we started on these visual changes. So something about the changes must have changed this.
Let me search more broadly for 'hit1' to understand what's happening.
Grep (hit1)
8138: self:add(animation('hit1', 0.06, 'once', {
8144: if not self.hit1 then self:kill(); return end
8145: self.hit1:update(dt)
8149: effects:animation(self.hit1, 0, 0)
8166: self.fx_name = args.name or 'hit1'
Grep (an:spritesheet)
6193:an:spritesheet('fx_energy_122', 'assets/fx_energy_122.png', 96, 96)
6194:an:spritesheet('fx_sparks_019', 'assets/fx_sparks_019.png', 96, 96)
6195:an:spritesheet('fx_sparks_070', 'assets/fx_sparks_070.png', 96, 96)
6196:an:spritesheet('fx_sparks_072', 'assets/fx_sparks_072.png', 96, 96)
6197:an:spritesheet('fx_smoke_005', 'assets/fx_smoke_005.png', 96, 96)
6198:an:spritesheet('fx_sparks_022', 'assets/fx_sparks_022.png', 96, 96)
6199:an:spritesheet('fx_sparks_032', 'assets/fx_sparks_032.png', 96, 96)
6342: an:spritesheet(fx.name, fx.file, fx.size, fx.size)
There's no an:spritesheet('hit1', ...) registered anywhere. Let me check git to see if it was removed during our changes.
Bash (cd E:/a327ex && git diff Orblike/main.lua | grep -i "hit1|spritesheet" | head -...)
warning: Not a git repository. Use --no-index to compare two paths outside a working tree
usage: git diff --no-index [<options>] <path> <path> [<pathspec>...]
Diff output format options
-p, --patch generate patch
-s, --no-patch suppress diff output
-u generate patch
-U, --unified[=<n>] generate diffs with <n> lines context
-W, --[no-]function-context
generate diffs with <n> lines context
--raw generate the diff in raw format
--patch-with-raw synonym for '-p --raw'
--patch-with-stat synonym for '-p --stat'
--numstat machine friendly --stat
--shortstat output only the last line of --stat
-X, --dirstat[=<param1>,<param2>...]
output the distribution of relative amount of changes for each sub-directory
--cumulative synonym for --dirstat=cumulative
--dirstat-by-file[=<param1>,<param2>...]
synonym for --dirstat=files,<param1>,<param2>...
--check warn if changes introduce conflict markers or whitespace errors
--summary condensed summary such as creations, renames and mode changes
--name-only show only names of changed files
--name-status show only names and status of changed files
--stat[=<width>[,<name-width>[,<count>]]]
generate diffstat
--stat-width <width> generate diffstat with a given width
--stat-name-width <width>
generate diffstat with a given name width
--stat-graph-width <width>
... [100 more lines]
Not a git repo. Let me check if there's a hit1 spritesheet asset.
Glob (Orblike/assets/hit1*)
Orblike\assets\hit1.png
The asset exists but it's not being registered. The spritesheet registration probably existed before but was either in the commented-out fx_list block or elsewhere. Since the previous loadout (windfield, cyclone, beam, railgun) didn't use hit_effect, this never triggered. It's not our change that removed it — it was just never called with fireball before.
Let me register it.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Also revert the nil guard since it should work now.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
I guessed 96x96 for the frame size — it might be different. Try it and let me know if it crashes or the hit effect looks wrong.
The hit effect is all wrong from what it was before. Is it possible the new shaders are affecting them somehow?
Let me check the actual image dimensions — I guessed the frame size.
Bash (cd E:/a327ex/Orblike && file assets/hit1.png)
assets/hit1.png: PNG image data, 480 x 48, 8-bit colormap, non-interlaced
480x48 — so frames are 48x48, not 96x96 (480/48 = 10 frames).
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it.
I believe they are 96 48 since it's 5 sprites
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Remove increased area from asal
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
OK, now let's try each effect, 1 by 1.
Let me start with Foil — the simplest. First I need to understand where ability effects draw.
Grep (game:line|game:circle|game:rectangle|effects:line|effects:circle|effects:animation|game:push)
610: effects:line(sx, sy, ex, ey, 2, trail_color())
2278: effects:line(
3031: effects:line(
3452: effects:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3453: effects:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3467: effects:line(sx, sy, ex, ey, center_width, c)
3468: effects:circle(sx, sy, center_cap, c)
3469: effects:circle(ex, ey, center_cap, c)
3489: effects:circle(tip.x, tip.y, tip_radius, tip_color)
4366: effects:line(sx, sy, ex, ey, 2, trail_color())
4377: game:circle(self.x, self.y, self.rs*s, c)
5523: below_game:line(-xs, -xs, xs, xs, w, c)
5524: below_game:line(xs, -xs, -xs, xs, w, c)
5535: below_game:circle_line(0, 0, s, c, w)
5540: below_game:line(0, -d, d, 0, w, c)
5541: below_game:line(d, 0, 0, d, w, c)
5542: below_game:line(0, d, -d, 0, w, c)
5543: below_game:line(-d, 0, 0, -d, w, c)
5548: below_game:line(-h, -h, h, -h, w, c)
5549: below_game:line(h, -h, h, h, w, c)
5550: below_game:line(h, h, -h, h, w, c)
5551: below_game:line(-h, h, -h, -h, w, c)
5555: below_game:line(-s, 0, s, 0, w*1.5, c)
5560: below_game:circle(-d, 0, w, c)
5561: below_game:circle(d, 0, w, c)
[Showing results with pagination = limit: 25]
Ability effects draw on both effects and game layers. For a clean test, I'll apply the edition shader to the effects layer as a post-process — that's where beams, particles, and most ability visuals go.
Grep (effects:render|effects:draw|effects:apply_shader|effects.*layer|an:layer('effects)
4432:effects = an:layer('effects')
6378: effects:render()
6383: effects:draw()
Read (E:\a327ex\Orblike\main.lua)
6370 layer:apply_shader(an.shaders.shockwave)
6371 end
6372 ::continue::
6373 end
6374
6375 bg:render()
6376 below_game:render()
6377 game:render()
6378 effects:render()
6379
6380 bg:draw()
6381 below_game:draw()
6382 game:draw()
6383 effects:draw()
6384 if recording then
6385 -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
6386 local steps_elapsed = an.step - recording_last_step
6387 local frames_to_capture = math.max(1, math.floor(steps_elapsed/2))
6388 for i = 1, frames_to_capture do
6389 engine_record_frame()
Good. I'll create an edition shader, apply it to the effects layer between render and draw, and cycle through editions with F2.
Write (E:\a327ex\Orblike\assets\edition.frag)
File created successfully at: E:\a327ex\Orblike\assets\edition.frag
Now register the shader and apply it to the effects layer.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now add F2 cycling (replace the old ripple mode cycling).
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now apply the edition shader to the effects layer before draw.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. F2 cycles through editions:
| # | Name | Effect |
|---|---|---|
| 0 | none | Normal |
| 1 | foil | Bright highlight sweeps across effects |
| 2 | holographic | Hue shifts with screen position |
| 3 | polychrome | Oil-slick swirling rainbow |
| 4 | negative | Dark interior, bright glowing edges |
| 5 | prismatic | Hard rainbow stripe bands, rotating |
| 6 | void | Dark center, bright corona |
| 7 | glitch | Periodic RGB split + position jitter |
Applied to the effects layer where beams, particles, and ability visuals draw.
Most ability visuals do not go to the effects layer. Do they? If you look at area objects I don't think they're there, nor projectiles, nor the beam lines.
You're right — projectiles, areas, and beams draw on game. Let me apply it to game layer instead. It'll affect everything there (player, enemies too) but for testing we can see the effect.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. The edition effect now applies to both game (projectiles, areas, beams, enemies, player) and effects (particles, hit animations).
None of the effects are applying even in the game layer
Read (E:\a327ex\Orblike\main.lua)
6375 layer:apply_shader(an.shaders.shockwave)
6376 end
6377 ::continue::
6378 end
6379
6380 bg:render()
6381 below_game:render()
6382 game:render()
6383 effects:render()
6384
6385 -- Apply edition shader to game + effects layers
6386 if edition_mode > 0 then
6387 local es = an.shaders.edition
6388 game:shader_set_float(es, 'u_time', an.time)
6389 game:shader_set_float(es, 'u_edition', edition_mode)
6390 game:shader_set_vec2(es, 'u_screen', gw, gh)
6391 game:apply_shader(es)
6392 effects:shader_set_float(es, 'u_time', an.time)
6393 effects:shader_set_float(es, 'u_edition', edition_mode)
6394 effects:shader_set_vec2(es, 'u_screen', gw, gh)
6395 effects:apply_shader(es)
6396 end
6397
6398 bg:draw()
6399 below_game:draw()
6400 game:draw()
6401 effects:draw()
6402 if recording then
6403 -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
6404 local steps_elapsed = an.step - recording_last_step
The shader application looks correct — it's after render and before draw. Let me check if the shader compiled properly. Maybe there's a silent compilation error.
Read (E:\a327ex\Orblike\assets\edition.frag)
1 in vec2 TexCoord;
2 out vec4 FragColor;
3 uniform sampler2D u_texture;
4 uniform float u_time;
5 uniform float u_edition; // 0=none, 1=foil, 2=holo, 3=polychrome, 4=negative, 5=prismatic, 6=void, 7=glitch
6 uniform vec2 u_screen;
7
8 vec3 rgb2hsv(vec3 c) {
9 vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
10 vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
Are you seeing any error on startup about the shader? Also, can you confirm F2 prints "Edition: foil" etc. in the console? If the shader loads but has no visible effect, maybe the apply_shader isn't working on the game layer. Let me try a more obvious test — force all pixels red.
Edit (E:\a327ex\Orblike\assets\edition.frag)
The file E:\a327ex\Orblike\assets\edition.frag has been updated successfully.
Actually, let me add a debug mode to the cycling list instead of using mode 99.
Edit (E:\a327ex\Orblike\assets\edition.frag)
The file E:\a327ex\Orblike\assets\edition.frag has been updated successfully.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Edit (E:\a327ex\Orblike\assets\edition.frag)
The file E:\a327ex\Orblike\assets\edition.frag has been updated successfully.
And update the rest of the mode numbers since I shifted them.
Read (E:\a327ex\Orblike\assets\edition.frag)
35
36 // Skip transparent pixels
37 if (original.a < 0.01) {
38 FragColor = original;
39 return;
40 }
41
42 vec3 col = original.rgb;
43 float screen_x = TexCoord.x * u_screen.x;
44 float screen_y = TexCoord.y * u_screen.y;
45
46 if (mode == 0) {
47 // None
48 FragColor = original;
49 return;
50
51 } else if (mode == 1) {
52 // Debug: force everything red
53 FragColor = vec4(1.0, 0.0, 0.0, original.a);
54 return;
55
56 } else if (mode == 2) {
57 // Foil: bright highlight sweeps across
58 float sweep = sin(screen_x * 0.03 + screen_y * 0.015 - u_time * 1.5);
59 float highlight = smoothstep(0.88, 1.0, sweep);
60 col = col + vec3(highlight * 0.6);
61
62 } else if (mode == 2) {
63 // Holographic: hue shifts based on screen position
64 vec3 hsv = rgb2hsv(col);
... [50 more lines]
I see the bug — there are two mode == 2 blocks (Foil and Holographic both say 2). Let me fix all the numbers.
Write (E:\a327ex\Orblike\assets\edition.frag)
The file E:\a327ex\Orblike\assets\edition.frag has been updated successfully.
Try it. Press F2 to debug_red (mode 1) first — if the game layer turns red, the shader is working and the other effects should too. If nothing happens, the issue is in how apply_shader works on the game layer.
debug_red doesn't do anything either
The shader might need to be applied before render(), not after. Let me check how the shockwave shader is applied — that one works.
Read (E:\a327ex\Orblike\main.lua)
6345 {name = 'fx_energy_130', file = 'assets/fx_energy_130.png', size = 480, label = 'Energy 130 Hit Rays Radial'},
6346 }
6347 for _, fx in ipairs(fx_list) do
6348 an:spritesheet(fx.name, fx.file, fx.size, fx.size)
6349 end
6350 --]]
6351
6352
6353 -- Profiler
6354 require('profiler')
6355 an:font('pf', 'assets/LanaPixel.ttf', 11)
6356 profiler:init({font = 'pf', layer = effects})
6357
6358 -- Render and composite layers
6359 draw = function()
6360 profiler:draw()
6361
6362 -- Queue shockwave shader commands before render so they're processed during render
6363 for _, sw in ipairs(shockwaves) do
6364 if sw.delay and sw.delay > 0 then goto continue end
6365 local u = (sw.wx - an.camera.x + gw/2)/gw
6366 local v = 1 - (sw.wy - an.camera.y + gh/2)/gh
6367 local r_uv = sw.radius/gh
6368 for _, layer in ipairs({bg, game}) do
6369 layer:shader_set_vec2(an.shaders.shockwave, 'u_center', u, v)
6370 layer:shader_set_float(an.shaders.shockwave, 'u_radius', r_uv)
6371 layer:shader_set_float(an.shaders.shockwave, 'u_thickness', sw.thickness)
6372 layer:shader_set_float(an.shaders.shockwave, 'u_strength', sw.strength)
6373 layer:shader_set_float(an.shaders.shockwave, 'u_aspect', gw/gh)
6374 layer:shader_set_float(an.shaders.shockwave, 'u_max_radius', sw.max_radius/gh)
... [30 more lines]
The shockwave applies shaders BEFORE render(). The edition shader is applied AFTER render() — that's probably why it's not working. Let me move it before render, alongside the shockwave.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. The edition shader now queues before render(), same as the shockwave.
Great, the effects are being applied now. But we need to create a layer specific for the abilities since we want the effects to apply to abilities + effects layer. The player itself, enemies, etc shouldn't be in the same layer and should be affected by those effects. First, tell me what you'll place in which layers.
Let me check what draws on game to figure out the split.
Grep (game:(circle|line|rectangle|push|image|animation|triangle))
4377: game:circle(self.x, self.y, self.rs*s, c)
4613: below_game:triangle(
5523: below_game:line(-xs, -xs, xs, xs, w, c)
5524: below_game:line(xs, -xs, -xs, xs, w, c)
5531: below_game:triangle_line(-side/2, h/3, side/2, h/3, 0, -2*h/3, c, w)
5535: below_game:circle_line(0, 0, s, c, w)
5540: below_game:line(0, -d, d, 0, w, c)
5541: below_game:line(d, 0, 0, d, w, c)
5542: below_game:line(0, d, -d, 0, w, c)
5543: below_game:line(-d, 0, 0, -d, w, c)
5548: below_game:line(-h, -h, h, -h, w, c)
5549: below_game:line(h, -h, h, h, w, c)
5550: below_game:line(h, h, -h, h, w, c)
5551: below_game:line(-h, h, -h, -h, w, c)
5555: below_game:line(-s, 0, s, 0, w*1.5, c)
5560: below_game:circle(-d, 0, w, c)
5561: below_game:circle(d, 0, w, c)
5566: below_game:circle(-d, 0, w, c)
5567: below_game:circle(0, 0, w, c)
5568: below_game:circle(d, 0, w, c)
5572: below_game:line(-s, 0, s, 0, w, c)
5573: below_game:line(0, -s, 0, s, w, c)
5582: below_game:line(r*math.cos(a1), r*math.sin(a1), r*math.cos(a2), r*math.sin(a2), w*0.7, c)
5596: below_game:line(x1, y1, x2, y2, w*1.3, c)
5603: below_game:line(-s*0.7, h, 0, -h, w, c)
5604: below_game:line(0, -h, s*0.7, h, w, c)
5615: below_game:line(r*math.cos(a1), -r*0.5 + r*math.sin(a1), r*math.cos(a2), -r*0.5 + r*math.sin(a2), w*0.7, c)
5622: below_game:line(r2*math.cos(a1), r*0.7 + r2*math.sin(a1), r2*math.cos(a2), r*0.7 + r2*math.sin(a2), w*0.7, c)
5629: below_game:line(-e, -d, e, -d, w, c)
5630: below_game:line(-e, d, e, d, w, c)
... [114 more lines]
Only one thing draws on game at line 4377 — let me check what that is.
Read (E:\a327ex\Orblike\main.lua)
4370 end
4371 -- Clear trail once all points expired
4372 if #self.null_trail == 0 then self.null_trail = nil end
4373 end
4374
4375 local s = self.spring.main.x
4376 local c = self.flashing and fg_color() or fg_color()
4377 game:circle(self.x, self.y, self.rs*s, c)
4378 end
4379
4380 -- Orb management
4381 orbs = {}
4382 function add_orb()
4383 local o = orb({slot = #orbs + 1, orbit_offset = an.random:float(0, 2*math.pi)})
4384 an:add(o)
That's the orb drawing. The rest on game is at lines 6760, 7117-7211, 8026-8037, 9722-9853. Let me check those.
Read (E:\a327ex\Orblike\main.lua)
6755 local draw_y = self.y
6756 if self.charge_shake then
6757 draw_x = draw_x + an.random:float(-self.charge_shake, self.charge_shake)
6758 draw_y = draw_y + an.random:float(-self.charge_shake, self.charge_shake)
6759 end
6760 game:push(draw_x, draw_y, self.r + self.visual_r, self.sx*s, self.sy*s)
6761 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
6762 game:pop()
6763 end
6764
Read (E:\a327ex\Orblike\main.lua)
7110 -- end
7111
7112 -- Draw
7113 local s = self.spring.main.x
7114 local c = self.flashing and fg_color() or self.color()
7115 if self.is_ball_lightning then
7116 -- Core orb only; zone visuals handled by the area object
7117 game:push(self.x, self.y, 0, s, s)
7118 game:circle(0, 0, 3, c)
7119 game:pop()
Read (E:\a327ex\Orblike\main.lua)
8020 self.r = self.r + self.spin*dt
8021 end
8022
8023 -- Draw
8024 local s = self.spring.main.x
8025 local c = self.flashing and fg_color() or self.draw_color()
8026 game:push(self.x, self.y, self.r, s, s)
8027 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c)
8028 game:pop()
8029
8030
8031 -- HP bar
8032 if self.show_hp_bar then
8033 local bar_y = self.y - self.h
8034 local bar_w = self.w
8035 local fill = math.remap(self.hp, 0, self.max_hp, 0, bar_w)
8036 game:line(self.x - bar_w*0.5, bar_y, self.x + bar_w*0.5, bar_y, 2, color(30, 30, 30)())
8037 game:line(self.x - bar_w*0.5, bar_y, self.x - bar_w*0.5 + fill, bar_y, 2, red())
8038 end
8039 end
Read (E:\a327ex\Orblike\main.lua)
9715 end
9716 end
9717 end
9718 -- Draw
9719 trail_draw(self.trail, self.trail_duration, self.color)
9720 if not self.done then
9721 local s = self.spring.main.x
9722 game:push(self.x, self.y, self.r, s, s)
9723 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, self.color())
9724 game:pop()
9725 elseif #self.trail > 0 then
9726 local c = self.color:clone()
9727 local oldest_age = an.time - self.trail[1].t
9728 local ft = oldest_age/self.trail_duration
9729 if ft < 0.5 then c.a = 255 else c.a = math.remap(ft, 0.5, 1, 255, 0) end
9730 game:push(self.x, self.y, self.r, 1, 1)
9731 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())
9732 game:pop()
9733 end
9734 return
Read (E:\a327ex\Orblike\main.lua)
9845 local t = oldest_age/self.trail_duration
9846 if t < 0.5 then
9847 c.a = 255
9848 else
9849 c.a = math.remap(t, 0.5, 1, 255, 0)
9850 end
9851 end
9852 if not self.done or #self.trail > 0 then
9853 game:push(self.x, self.y, self.r, s, s)
9854 game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())
9855 game:pop()
9856 end
9857 end
9858
9859
Here's what draws on game:
| Line | What | Category |
|---|---|---|
| 4377 | Orb circles | Entity (no edition) |
| 6760 | Player rectangle | Entity (no edition) |
| 7117-7211 | Projectile (circles, arcs, cyclone zones) | Ability |
| 8026-8037 | Enemy rectangle + HP bar | Entity (no edition) |
| 9540-9542 | Fissure lines (below_game) | Ability |
| 9722-9732 | Dash strike projectile | Ability |
| 9853 | Area object rectangle | Ability |
My proposed split:
game layer (no edition): Player (6760), Enemies (8026), Orbs (4377), HP bars
New ability_layer (edition shader): Projectiles (7117+), Cyclone/area zones, Dash strike, Area objects (9853)
effects layer (edition shader): Beam lines, particles, hit animations, trails
Want me to proceed with this split?
Do a review of what's drawn in every layer that exists currently in the code and tell it to me
Grep (an:layer()
4428:bg = an:layer('bg')
4430:below_game = an:layer('below_game')
4431:game = an:layer('game')
4432:effects = an:layer('effects')
Agent
[
{
"type": "text",
"text": "Perfect! Now I have a clear picture. Let me compile the comprehensive list organized by layer and grouped by the drawing function/object. Let me create a detailed mapping:\n\n## Draw Calls by Layer\n\n### **BG Layer**\n\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 10062 | `bg:rectangle(0, 0, gw, gh, wall_bg_color_2())` | Wall Background |\n\n---\n\n### **BELOW_GAME Layer**\n\n#### Symbol Drawing Functions\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 5523 | `below_game:line(-xs, -xs, xs, xs, w, c)` | draw_symbol_x |\n| 5524 | `below_game:line(xs, -xs, -xs, xs, w, c)` | draw_symbol_x |\n| 5531 | `below_game:triangle_line(-side/2, h/3, side/2, h/3, 0, -2*h/3, c, w)` | draw_symbol_triangle |\n| 5535 | `below_game:circle_line(0, 0, s, c, w)` | draw_symbol_circle |\n| 5540 | `below_game:line(0, -d, d, 0, w, c)` | draw_symbol_diamond |\n| 5541 | `below_game:line(d, 0, 0, d, w, c)` | draw_symbol_diamond |\n| 5542 | `below_game:line(0, d, -d, 0, w, c)` | draw_symbol_diamond |\n| 5543 | `below_game:line(-d, 0, 0, -d, w, c)` | draw_symbol_diamond |\n| 5548 | `below_game:line(-h, -h, h, -h, w, c)` | draw_symbol_rect |\n| 5549 | `below_game:line(h, -h, h, h, w, c)` | draw_symbol_rect |\n| 5550 | `below_game:line(h, h, -h, h, w, c)` | draw_symbol_rect |\n| 5551 | `below_game:line(-h, h, -h, -h, w, c)` | draw_symbol_rect |\n| 5555 | `below_game:line(-s, 0, s, 0, w*1.5, c)` | draw_symbol_dash |\n| 5560 | `below_game:circle(-d, 0, w, c)` | draw_symbol_dot2 |\n| 5561 | `below_game:circle(d, 0, w, c)` | draw_symbol_dot2 |\n| 5566 | `below_game:circle(-d, 0, w, c)` | draw_symbol_dot3 |\n| 5567 | `below_game:circle(0, 0, w, c)` | draw_symbol_dot3 |\n| 5568 | `below_game:circle(d, 0, w, c)` | draw_symbol_dot3 |\n| 5572 | `below_game:line(-s, 0, s, 0, w, c)` | draw_symbol_plus |\n| 5573 | `below_game:line(0, -s, 0, s, w, c)` | draw_symbol_plus |\n| 5582 | `below_game:line(r*math.cos(a1), r*math.sin(a1), r*math.cos(a2), r*math.sin(a2), w*0.7, c)` | draw_symbol_ring (loop) |\n| 5596 | `below_game:line(x1, y1, x2, y2, w*1.3, c)` | draw_symbol_tilde (loop) |\n| 5603 | `below_game:line(-s*0.7, h, 0, -h, w, c)` | draw_symbol_caret |\n| 5604 | `below_game:line(0, -h, s*0.7, h, w, c)` | draw_symbol_caret |\n| 5615 | `below_game:line(r*math.cos(a1), -r*0.5 + r*math.sin(a1), r*math.cos(a2), -r*0.5 + r*math.sin(a2), w*0.7, c)` | draw_symbol_ampersand (loop) |\n| 5622 | `below_game:line(r2*math.cos(a1), r*0.7 + r2*math.sin(a1), r2*math.cos(a2), r*0.7 + r2*math.sin(a2), w*0.7, c)` | draw_symbol_ampersand (loop) |\n| 5629 | `below_game:line(-e, -d, e, -d, w, c)` | draw_symbol_hash |\n| 5630 | `below_game:line(-e, d, e, d, w, c)` | draw_symbol_hash |\n| 5631 | `below_game:line(-d, -e, -d, e, w, c)` | draw_symbol_hash |\n| 5632 | `below_game:line(d, -e, d, e, w, c)` | draw_symbol_hash |\n| 5641 | `below_game:line(r*math.cos(a1), r*math.sin(a1), r*math.cos(a2), r*math.sin(a2), w*0.6, c)` | draw_symbol_at (loop) |\n| 5643 | `below_game:circle(0, 0, s*0.3, c)` | draw_symbol_at |\n| 5655 | `below_game:line(-sl - d, -sl, sl - d, sl, w, c)` | draw_symbol_dslash |\n| 5656 | `below_game:line(sl - d, sl, sl - d + px*kick1, sl + py*kick1, w, c)` | draw_symbol_dslash |\n| 5658 | `below_game:line(-sl + d, -sl, sl + d, sl, w, c)` | draw_symbol_dslash |\n| 5659 | `below_game:line(sl + d, sl, sl + d + px*kick2, sl + py*kick2, w, c)` | draw_symbol_dslash |\n| 5665 | `below_game:line(-s*0.8, -d, s*0.8, -d, w*1.2, c)` | draw_symbol_bars |\n| 5666 | `below_game:line(-s*0.8, d, s*0.8, d, w*1.2, c)` | draw_symbol_bars |\n| 5672 | `below_game:circle(-d, -d, w, c)` | draw_symbol_quaddot |\n| 5673 | `below_game:circle(d, -d, w, c)` | draw_symbol_quaddot |\n| 5674 | `below_game:circle(-d, d, w, c)` | draw_symbol_quaddot |\n| 5675 | `below_game:circle(d, d, w, c)` | draw_symbol_quaddot |\n| 5681 | `below_game:line(-xs, -xs, xs, xs, w, c)` | draw_symbol_asterisk |\n| 5682 | `below_game:line(xs, -xs, -xs, xs, w, c)` | draw_symbol_asterisk |\n| 5683 | `below_game:line(0, -s, 0, s, w, c)` | draw_symbol_asterisk |\n| 5684 | `below_game:line(-s, 0, s, 0, w, c)` | draw_symbol_asterisk |\n| 5699 | `below_game:line(x1, y1 - d, x2, y2 - d, w*1.1, c)` | draw_symbol_dtilde (loop) |\n| 5700 | `below_game:line(x1, y1 + d, x2, y2 + d, w*1.1, c)` | draw_symbol_dtilde (loop) |\n| 5708 | `below_game:line(-hw, -hh, -hw*0.33, hh, w, c)` | draw_symbol_zigzag |\n| 5709 | `below_game:line(-hw*0.33, hh, hw*0.33, -hh, w, c)` | draw_symbol_zigzag |\n| 5710 | `below_game:line(hw*0.33, -hh, hw, hh, w, c)` | draw_symbol_zigzag |\n| 5717 | `below_game:line(-sz*0.9, sz*0.5, -sz*0.7, sz*0.35, w, c)` | draw_symbol_hito |\n| 5718 | `below_game:line(-sz*0.7, sz*0.35, -sz*0.4, sz*0.05, w, c)` | draw_symbol_hito |\n| 5719 | `below_game:line(-sz*0.4, sz*0.05, -sz*0.15, -sz*0.4, w, c)` | draw_symbol_hito |\n| 5720 | `below_game:line(-sz*0.15, -sz*0.4, 0, -sz*0.7, w, c)` | draw_symbol_hito |\n| 5722 | `below_game:line(sz*0.9, sz*0.5, sz*0.7, sz*0.35, w, c)` | draw_symbol_hito |\n| 5723 | `below_game:line(sz*0.7, sz*0.35, sz*0.4, sz*0.05, w, c)` | draw_symbol_hito |\n| 5724 | `below_game:line(sz*0.4, sz*0.05, sz*0.15, -sz*0.4, w, c)` | draw_symbol_hito |\n| 5725 | `below_game:line(sz*0.15, -sz*0.4, 0, -sz*0.7, w, c)` | draw_symbol_hito |\n| 5727 | `below_game:line(0, -sz*0.7, 0, -sz*1.3, w, c)` | draw_symbol_hito |\n| 5733 | `below_game:circle(0, -d, w, c)` | draw_symbol_vdots |\n| 5734 | `below_game:circle(0, 0, w, c)` | draw_symbol_vdots |\n| 5735 | `below_game:circle(0, d, w, c)` | draw_symbol_vdots |\n| 5740 | `below_game:line(-s*0.6, s*0.8, s*0.6, -s*0.8, w, c)` | draw_symbol_slash |\n| 5776 | `below_game:line(x1, math.sin(t1*math.pi*2)*sz*0.35, x2, math.sin(t2*math.pi*2)*sz*0.35, w, c)` | draw_symbol_siggar (loop) |\n| 5779 | `below_game:line(sz*0.2, 0, sz*1.0, 0, w, c)` | draw_symbol_siggar |\n| 5780 | `below_game:line(sz*0.65, -sz*0.3, sz*1.0, 0, w, c)` | draw_symbol_siggar |\n| 5781 | `below_game:line(sz*0.65, sz*0.3, sz*1.0, 0, w, c)` | draw_symbol_siggar |\n| 5789 | `below_game:line(-sz*0.55, -sz*0.7, -sz*0.55, sz*0.0, w, c)` | draw_symbol_zapgar |\n| 5790 | `below_game:circle(-sz*0.55, sz*0.5, w*0.7, c)` | draw_symbol_zapgar |\n| 5792 | `below_game:line(sz*0.05, -sz*0.45, sz*0.7, 0, w, c)` | draw_symbol_zapgar |\n| 5793 | `below_game:line(sz*0.05, sz*0.45, sz*0.7, 0, w, c)` | draw_symbol_zapgar |\n| 5802 | `below_game:line(-d, -sz*0.7, -d, sz*0.0, w, c)` | draw_symbol_zapzap |\n| 5803 | `below_game:circle(-d, sz*0.5, w*0.7, c)` | draw_symbol_zapzap |\n| 5805 | `below_game:line(d, -sz*0.7, d, sz*0.0, w, c)` | draw_symbol_zapzap |\n| 5806 | `below_game:circle(d, sz*0.5, w*0.7, c)` | draw_symbol_zapzap |\n| 5821 | `below_game:line(x1, math.sin(t1*math.pi*2)*sz*0.2, x2, math.sin(t2*math.pi*2)*sz*0.2, w, c)` | draw_symbol_sigtar (loop) |\n| 5826 | `below_game:line(cx - sr*0.7, -sr*0.7, cx + sr*0.7, sr*0.7, w*0.8, c)` | draw_symbol_sigtar |\n| 5827 | `below_game:line(cx + sr*0.7, -sr*0.7, cx - sr*0.7, sr*0.7, w*0.8, c)` | draw_symbol_sigtar |\n| 5828 | `below_game:line(cx, -sr, cx, sr, w*0.8, c)` | draw_symbol_sigtar |\n| 5843 | `below_game:line(x1, sz*0.15 + math.sin(t1*math.pi*2)*sz*0.35, x2, sz*0.15 + math.sin(t2*math.pi*2)*sz*0.35, w, c)` | draw_symbol_sigket (loop) |\n| 5847 | `below_game:line(cx - sz*0.4, sz*0.3, cx, -sz*0.4, w, c)` | draw_symbol_sigket |\n| 5848 | `below_game:line(cx, -sz*0.4, cx + sz*0.4, sz*0.3, w, c)` | draw_symbol_sigket |\n| 5863 | `below_game:line(x1, math.sin(t1*math.pi*2)*sz*0.35, x2, math.sin(t2*math.pi*2)*sz*0.35, w, c)` | draw_symbol_siglus (loop) |\n| 5868 | `below_game:line(cx - pr, 0, cx + pr, 0, w, c)` | draw_symbol_siglus |\n| 5869 | `below_game:line(cx, -pr, cx, pr, w, c)` | draw_symbol_siglus |\n| 5877 | `below_game:line(-sz*0.5, -sz*0.7, -sz*0.5, sz*0.7, w, c)` | draw_symbol_bartis |\n| 5880 | `below_game:line(-sz*0.05, -d, sz*0.7, -d, w, c)` | draw_symbol_bartis |\n| 5881 | `below_game:line(-sz*0.05, d, sz*0.7, d, w, c)` | draw_symbol_bartis |\n| 5889 | `below_game:line(-sz*0.45, -sz*0.7, -sz*0.45, sz*0.7, w, c)` | draw_symbol_barcol |\n| 5893 | `below_game:circle(cx, -d, w*0.8, c)` | draw_symbol_barcol |\n| 5894 | `below_game:circle(cx, d, w*0.8, c)` | draw_symbol_barcol |\n| 5901 | `below_game:line(-sz*0.9, 0, sz*0.1, 0, w, c)` | draw_symbol_hepdot |\n| 5902 | `below_game:circle(sz*0.7, 0, w*0.5, c)` | draw_symbol_hepdot |\n| 5913 | `below_game:line(sz*0.8*math.cos(a1), sz*0.65*math.sin(a1), sz*0.8*math.cos(a2), sz*0.65*math.sin(a2), w, c)` | draw_symbol_u_arc (loop) |\n| 5915 | `below_game:line(-sz*0.8, -sz*0.55, -sz*0.8, 0, w, c)` | draw_symbol_u_arc |\n| 5916 | `below_game:line(sz*0.8, -sz*0.55, sz*0.8, 0, w, c)` | draw_symbol_u_arc |\n| 5927 | `below_game:line(sz*0.8*math.cos(a1), -sz*0.65*math.sin(a1), sz*0.8*math.cos(a2), -sz*0.65*math.sin(a2), w, c)` | draw_symbol_n_arc (loop) |\n| 5929 | `below_game:line(-sz*0.8, 0, -sz*0.8, sz*0.55, w, c)` | draw_symbol_n_arc |\n| 5930 | `below_game:line(sz*0.8, 0, sz*0.8, sz*0.55, w, c)` | draw_symbol_n_arc |\n| 5938 | `below_game:line(-sz*0.6, -sz*0.7, -sz*0.6, sz*0.7, w, c)` | draw_symbol_barket |\n| 5940 | `below_game:line(-sz*0.6, 0, sz*0.3, -sz*0.7, w, c)` | draw_symbol_barket |\n| 5941 | `below_game:line(-sz*0.6, 0, sz*0.3, sz*0.7, w, c)` | draw_symbol_barket |\n| 5948 | `below_game:line(0, -sz*0.9, 0, sz*0.4, w, c)` | draw_symbol_yama |\n| 5949 | `below_game:line(-sz*0.7, -sz*0.3, -sz*0.7, sz*0.4, w, c)` | draw_symbol_yama |\n| 5950 | `below_game:line(sz*0.7, -sz*0.3, sz*0.7, sz*0.4, w, c)` | draw_symbol_yama |\n| 5951 | `below_game:line(-sz*0.7, sz*0.4, sz*0.7, sz*0.4, w, c)` | draw_symbol_yama |\n| 5958 | `below_game:line(0, -sz*0.9, 0, sz*0.9, w, c)` | draw_symbol_ki |\n| 5959 | `below_game:line(-sz*0.7, -sz*0.15, sz*0.7, -sz*0.15, w, c)` | draw_symbol_ki |\n| 5960 | `below_game:line(0, -sz*0.15, -sz*0.7, sz*0.55, w, c)` | draw_symbol_ki |\n| 5961 | `below_game:line(0, -sz*0.15, sz*0.7, sz*0.55, w, c)` | draw_symbol_ki |\n| 5968 | `below_game:line(0, -sz*0.8, 0, sz*0.5, w, c)` | draw_symbol_tsuchi |\n| 5969 | `below_game:line(-sz*0.5, -sz*0.15, sz*0.5, -sz*0.15, w, c)` | draw_symbol_tsuchi |\n| 5970 | `below_game:line(-sz*0.8, sz*0.5, sz*0.8, sz*0.5, w, c)` | draw_symbol_tsuchi |\n| 5977 | `below_game:line(-sz*0.1, -sz*0.8, -sz*0.1, sz*0.3, w, c)` | draw_symbol_chikara |\n| 5978 | `below_game:line(-sz*0.1, sz*0.3, -sz*0.6, sz*0.7, w, c)` | draw_symbol_chikara |\n| 5979 | `below_game:line(-sz*0.5, -sz*0.2, sz*0.6, -sz*0.2, w, c)` | draw_symbol_chikara |\n| 5980 | `below_game:line(sz*0.6, -sz*0.2, sz*0.3, sz*0.8, w, c)` | draw_symbol_chikara |\n\n#### Map/Wall Drawing\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 6080 | `below_game:push(g.x + g.w/2, g.y + g.h/2, 0, g.scale, g.scale)` | Map wall gradient (push) |\n| 6081 | `below_game:texture(g.texture, 0, 0)` | Map wall gradient (texture) |\n| 6102 | `below_game:push(px, py, pr)` | Wall symbols (push in loop) |\n| 6116 | `below_game:triangle(ix, iy, jx, jy, kx, ky, fc)` | Floor polygon (triangle in loop) |\n| 6139 | `below_game:line(x1, y1, x2, y2, edge_width, edge_color)` | Floor polygon edges (line in loop) |\n| 6152 | `below_game:line(x1, y1, x2, y2, edge_width, edge_color)` | Floor polygon edges (line in loop) |\n\n---\n\n### **GAME Layer**\n\n#### Player (Null)\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 4377 | `game:circle(self.x, self.y, self.rs*s, c)` | Null:update |\n\n#### Enemy (Seeker)\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 7117 | `game:push(self.x, self.y, 0, s, s)` | Seeker:update (push) |\n| 7118 | `game:circle(0, 0, 3, c)` | Seeker:update (circle) |\n| 7129 | `game:push(self.x, self.y, 0, s, s)` | Seeker:update (push for ability display) |\n| 7140 | `game:line(arc_r*math.cos(a1), arc_r*math.sin(a1), arc_r*math.cos(a2), arc_r*math.sin(a2), 2, c)` | Seeker:update - Secondary ability arc (line in loop) |\n| 7149 | `game:rectangle(-extent, -extent, extent*2, extent*2, fill_color())` | Seeker:update - Primary ability area (rectangle) |\n| 7177 | `game:line((arc_r + half_w1)*math.cos(a1), (arc_r + half_w1)*math.sin(a1), (arc_r - half_w1)*math.cos(a1), (arc_r - half_w1)*math.sin(a1), 2, c)` | Seeker:update - Secondary ability arc thick (line in loop) |\n| 7194 | `game:line(x1, y1, x2, y2, 2, c)` | Seeker:update - Secondary ability arc thick radial (line in loop) |\n| 7205 | `game:line((arc_r - half_w1)*math.cos(a1), (arc_r - half_w1)*math.sin(a1), (arc_r + half_w1)*math.cos(a2), (arc_r + half_w1)*math.sin(a2), 2, c)` | Seeker:update - Secondary ability arc thick bottom (line in loop) |\n| 7211 | `game:push(self.x, self.y, self.r + (self.visual_spin or 0), s, s)` | Seeker:update (push for rotation) |\n| 7212 | `game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)` | Seeker:update (rounded_rectangle) |\n\n#### Projectile\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 6760 | `game:push(draw_x, draw_y, self.r + self.visual_r, self.sx*s, self.sy*s)` | Projectile:update (push) |\n| 6761 | `game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)` | Projectile:update (rounded_rectangle) |\n\n#### Attack Indicator (Player)\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9722 | `game:push(self.x, self.y, self.r, s, s)` | Attack indicator - circle (push) |\n| 9723 | `game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, self.color())` | Attack indicator - circle (rounded_rectangle) |\n| 9730 | `game:push(self.x, self.y, self.r, 1, 1)` | Attack indicator - rect (push) |\n| 9731 | `game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())` | Attack indicator - rect (rounded_rectangle) |\n\n#### Attack Indicator (Generic)\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9853 | `game:push(self.x, self.y, self.r, s, s)` | Attack indicator variant (push) |\n| 9854 | `game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())` | Attack indicator variant (rounded_rectangle) |\n\n---\n\n### **EFFECTS Layer**\n\n#### Trail Effects\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 610 | `effects:line(sx, sy, ex, ey, 2, trail_color())` | trail_draw (dash trail) |\n| 2278 | `effects:line(...)` | (context needed - dash/ability trail) |\n| 3031 | `effects:line(...)` | (context needed - trail effect) |\n| 3452 | `effects:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)` | Area multi-segment line (offset positive) |\n| 3453 | `effects:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)` | Area multi-segment line (offset negative) |\n| 3467 | `effects:line(sx, sy, ex, ey, center_width, c)` | Area segment line (center) |\n| 3468 | `effects:circle(sx, sy, center_cap, c)` | Area segment circle (start cap) |\n| 3469 | `effects:circle(ex, ey, center_cap, c)` | Area segment circle (end cap) |\n| 3489 | `effects:circle(tip.x, tip.y, tip_radius, tip_color)` | Area tip circle |\n| 4366 | `effects:line(sx, sy, ex, ey, 2, trail_color())` | Projectile trail (dash) |\n\n#### Single Target Attack\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 10205 | `effects:push(self.x, self.y, self.r)` | single_target:update (push) |\n| 10206 | `effects:line(-hw, 0, hw, 0, lw, c)` | single_target:update (horizontal line) |\n| 10207 | `effects:line(0, -hw, 0, hw, lw, c)` | single_target:update (vertical line) |\n\n#### Area Rect Attack\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 7786 | `effects:push(self.x, self.y, self.r)` | area_rect:update (push) |\n| 7787 | `effects:rectangle(-hw, -hh, w, h, self.fill_color())` | area_rect:update (rectangle) |\n| 7788 | `effects:line(-hw, -hh, -hw + bracket, -hh, 2, c)` | area_rect:update (top-left corner bracket 1) |\n| 7789 | `effects:line(-hw, -hh, -hw, -hh + bracket, 2, c)` | area_rect:update (top-left corner bracket 2) |\n| 7790 | `effects:line(hw, -hh, hw - bracket, -hh, 2, c)` | area_rect:update (top-right corner bracket 1) |\n| 7791 | `effects:line(hw, -hh, hw, -hh + bracket, 2, c)` | area_rect:update (top-right corner bracket 2) |\n| 7792 | `effects:line(-hw, hh, -hw + bracket, hh, 2, c)` | area_rect:update (bottom-left corner bracket 1) |\n| 7793 | `effects:line(-hw, hh, -hw, hh - bracket, 2, c)` | area_rect:update (bottom-left corner bracket 2) |\n| 7794 | `effects:line(hw, hh, hw - bracket, hh, 2, c)` | area_rect:update (bottom-right corner bracket 1) |\n| 7795 | `effects:line(hw, hh, hw, hh - bracket, 2, c)` | area_rect:update (bottom-right corner bracket 2) |\n| 7810 | `effects:triangle(...)` | area_rect:update (triangle indicator) |\n| 7821 | `effects:line(self.x, self.y, self.x + bracket*math.cos(edge_l), self.y + bracket*math.sin(edge_l), 2, c)` | area_rect:update (left edge bracket) |\n| 7822 | `effects:line(self.x, self.y, self.x + bracket*math.cos(edge_r), self.y + bracket*math.sin(edge_r), 2, c)` | area_rect:update (right edge bracket) |\n| 7828 | `effects:line(lx, ly, self.x + r*math.cos(edge_l + arc_step), self.y + r*math.sin(edge_l + arc_step), 2, c)` | area_rect:update (left edge arc 1) |\n| 7829 | `effects:line(lx, ly, self.x + (r - bracket)*math.cos(edge_l), self.y + (r - bracket)*math.sin(edge_l), 2, c)` | area_rect:update (left edge arc 2) |\n| 7834 | `effects:line(rx, ry, self.x + r*math.cos(edge_r - arc_step), self.y + r*math.sin(edge_r - arc_step), 2, c)` | area_rect:update (right edge arc 1) |\n| 7835 | `effects:line(rx, ry, self.x + (r - bracket)*math.cos(edge_r), self.y + (r - bracket)*math.sin(edge_r), 2, c)` | area_rect:update (right edge arc 2) |\n| 7850 | `effects:circle(self.x, self.y, r*0.85, self.fill_color())` | area_rect:update (inner circle) |\n| 7860 | `effects:line(x1, y1, x2, y2, 2, c)` | area_rect:update (arc line in loop) |\n| 7865 | `effects:circle(self.x, self.y, r, self.fill_color())` | area_rect:update (outer circle) |\n| 7878 | `effects:line(...)` | area_rect:update (arc final line) |\n\n#### Area Circle Attack\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 10263 | `effects:push(self.x, self.y, self.r)` | area_circle:update (push) |\n| 10264 | `effects:rectangle(-hw, -hh, w, h, self.fill_color())` | area_circle:update (rectangle) |\n| 10267 | `effects:line(-hw, -hh, -hw + bracket, -hh, lw, c)` | area_circle:update (top-left corner bracket 1) |\n| 10268 | `effects:line(-hw, -hh, -hw, -hh + bracket, lw, c)` | area_circle:update (top-left corner bracket 2) |\n| 10269 | `effects:line(hw, -hh, hw - bracket, -hh, lw, c)` | area_circle:update (top-right corner bracket 1) |\n| 10270 | `effects:line(hw, -hh, hw, -hh + bracket, lw, c)` | area_circle:update (top-right corner bracket 2) |\n| 10271 | `effects:line(-hw, hh, -hw + bracket, hh, lw, c)` | area_circle:update (bottom-left corner bracket 1) |\n| 10272 | `effects:line(-hw, hh, -hw, hh - bracket, lw, c)` | area_circle:update (bottom-left corner bracket 2) |\n| 10273 | `effects:line(hw, hh, hw - bracket, hh, lw, c)` | area_circle:update (bottom-right corner bracket 1) |\n| 10274 | `effects:line(hw, hh, hw, hh - bracket, lw, c)` | area_circle:update (bottom-right corner bracket 2) |\n| 10333 | `effects:circle(self.x, self.y, r, self.fill_color())` | area_circle:update (circle) |\n| 10343 | `effects:line(...)` | area_circle:update (arc line in loop) |\n\n#### Hit Effects (Particle & Circle)\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 8064 | `effects:circle(x, y, self.radius, self.draw_color())` | hit_circle:update |\n\n#### Hit Effects (Visual)\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 8142 | `effects:push(bx + self.ox, by + self.oy, self.angle)` | hit_particle:update (push) |\n| 8143 | `effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, self.draw_color())` | hit_particle:update (rounded_rectangle) |\n\n#### FX Effects (Animation)\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 8164 | `effects:push(x, y, self.r, self.s, self.s)` | hit_effect:update (push) |\n| 8165 | `effects:animation(self.hit1, 0, 0)` | hit_effect:update (animation) |\n| 8196 | `effects:push(x, y, self.r, self.sx, self.sy)` | fx_effect:update (push) |\n| 8197 | `effects:animation(self[self.fx_name], 0, 0, c, self.flash)` | fx_effect:update (animation) |\n\n#### Lightning Effects\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 8268 | `effects:line(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, self.line_width, c)` | lightning_line:update (line in loop) |\n| 8299 | `effects:line(...)` | lightning_line:update (secondary path) |\n\n#### Cyclone Particle Effects\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 8428 | `effects:line(x1, y1, x2, y2, line_w, color)` | cyclone_particle:update (line in loop) |\n| 8465 | `effects:line(x1, y1, x2, y2, line_w, dc())` | cyclone_particle:update (line variant) |\n\n#### Psylance Effects\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 8887 | `effects:line(self.target_x - xsize, self.target_y - xsize, self.target_x + xsize, self.target_y + xsize, 2, xc)` | psylance_effect:update (X line 1) |\n| 8888 | `effects:line(self.target_x + xsize, self.target_y - xsize, self.target_x - xsize, self.target_y + xsize, 2, xc)` | psylance_effect:update (X line 2) |\n\n#### Big Rock Effect\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 8983 | `effects:line(x1, y1, x2, y2, 2, c)` | big_rock_effect:update (line in loop) |\n\n#### Rock Fragment\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9220 | `effects:line(x1, y1, x2, y2, 2, c)` | rock_fragment:update (line in loop) |\n\n#### Rock Debris\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9264 | `effects:line(x1, y1, x2, y2, 1, c)` | rock_debris:update (line) |\n\n#### Railgun Flash\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9355 | `effects:line(sx, sy, ex, ey, 2, c)` | railgun_flash:update (line in loop) |\n| 9368 | `effects:line(...)` | railgun_flash:update (secondary line) |\n\n#### Beam Particle\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9397 | `effects:push(self.x, self.y, self.r)` | beam_particle:update (push) |\n| 9398 | `effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 1, self.draw_color())` | beam_particle:update (rounded_rectangle) |\n| 9439 | `effects:push(self.x, self.y, self.beam_r)` | beam_particle (secondary, push) |\n| 9440 | `effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 1, self.draw_color())` | beam_particle (secondary, rounded_rectangle) |\n\n#### Slightly Jagged Line\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9514 | `effects:circle(ex, ey, self.hit_circle_radius, self.hit_circle_color())` | slightly_jagged_line:update (end circle) |\n\n#### Dash Clone\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 9540 | `below_game:line(sx, sy, ex, ey, self.line_width, c)` | dash_clone:update (trail line) |\n| 9541 | `below_game:circle(sx, sy, cap_r, c)` | dash_clone:update (trail start cap) |\n| 9542 | `below_game:circle(ex, ey, cap_r, c)` | dash_clone:update (trail end cap) |\n\n#### Line Attack\n| Line | Draw Call | System |\n|------|-----------|--------|\n| 10433 | `effects:line(self.x1, self.y1, self.x2, self.y2, w, c)` | line_attack:update |"
}
]
Here's the full breakdown:
bg layer
- Wall background fill (solid color rectangle)
below_game layer
- Wall gradient texture
- Wall symbols (30+ symbol types, drawn in marker color)
- Floor polygon (triangulated)
- Wall edge lines (dashed/full)
- Dash clone trail lines
- Wall gradient shader applied here
game layer
- Player — circle (line 4377)
- Projectiles — rounded rectangles (line 6760)
- Enemies (seekers) — circles, rounded rectangles, ability display arcs (lines 7117-7212)
- Enemy HP bars — lines (lines 8036-8037)
- Area objects — rounded rectangles (lines 9722, 9853) — these are the moving area hitboxes like cyclone's core
effects layer
- Beam lines — multi-segment lines with caps and offsets (lines 3452-3489)
- Trail lines — dash trails, projectile trails (lines 610, 2278, 4366)
- Area rect visuals — rectangles with corner brackets, arcs, fill circles (lines 7786-7878)
- Area circle visuals — circles with brackets (lines 10263-10343)
- Lightning lines (line 8268)
- Cyclone particles (line 8428)
- Hit effects — circles, particles, animations (lines 8064, 8142, 8164)
- FX animations (line 8196)
- Psylance X marks (line 8887)
- Big rock / rock fragment / debris (lines 8983, 9220, 9264)
- Railgun flash (line 9355)
- Beam particles (line 9397)
- Line attacks (line 10433)
- Single target indicators (line 10205)
So for ability editions: the effects layer has most ability visuals (beams, areas, particles, lightning, cyclone). The game layer has projectile bodies and area hitbox cores. The edition shader should apply to both game and effects, but we need to move player, enemies, orbs, and HP bars off game to a separate entity layer.
Want me to create an entity layer for player/enemies/orbs and leave game for ability-related objects only?
game: player, projectiles, enemies abilities: orb, area (rect, circle, everything area related), beam, trail, lightning lines, rock everything, what is railgun flash exactly?, line attacks, single target indicators effects: cyclone particles, fx animations, hit effects, beam particles, any particles and other visual effects ui: hp bars
Let me check what railgun flash is.
Read (E:\a327ex\Orblike\main.lua)
9340 local t = (d - path_dists[i - 1])/seg_len
9341 return self.path[i - 1].x + t*(self.path[i].x - self.path[i - 1].x),
9342 self.path[i - 1].y + t*(self.path[i].y - self.path[i - 1].y)
9343 end
9344 end
9345 return self.path[#self.path].x, self.path[#self.path].y
9346 end
9347 for _, clump in ipairs(self.clumps) do
9348 if clump.visible_end - clump.visible_start > 0.3 then
9349 for _, seg in ipairs(clump.segs) do
9350 local sd = math.max(seg.start_d, clump.visible_start)
9351 local ed = math.min(seg.end_d, clump.visible_end)
9352 if ed - sd > 0.3 then
9353 local sx, sy = path_point(sd)
9354 local ex, ey = path_point(ed)
9355 effects:line(sx, sy, ex, ey, 2, c)
9356 end
9357 end
9358 end
9359 end
9360 else
9361 local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
9362 for _, clump in ipairs(self.clumps) do
9363 if clump.visible_end - clump.visible_start > 0.3 then
9364 for _, seg in ipairs(clump.segs) do
9365 local sd = math.max(seg.start_d, clump.visible_start)
9366 local ed = math.min(seg.end_d, clump.visible_end)
9367 if ed - sd > 0.3 then
9368 effects:line(
9369 self.x + cos_r*sd, self.y + sin_r*sd,
... [10 more lines]
Railgun flash is the visual line segments of the railgun shot — the bright line that appears when railgun fires, drawn as clumped segments along the path. It's the main railgun ability visual, so it belongs in abilities.
Now let me also check where psylance draws and the dash clone.
Read (E:\a327ex\Orblike\main.lua)
9535 local c = sc()
9536 local sx = x1 + dash_start*ux
9537 local sy = y1 + dash_start*uy
9538 local ex = x1 + dash_end*ux
9539 local ey = y1 + dash_end*uy
9540 below_game:line(sx, sy, ex, ey, self.line_width, c)
9541 below_game:circle(sx, sy, cap_r, c)
9542 below_game:circle(ex, ey, cap_r, c)
9543 end
9544 d = d + stride
9545 end
9546 end
Dash clone draws on below_game — that's the dashed trail left behind during dash_strike. Should that go to abilities too, or stay on below_game since it's behind everything?
Actually, let me just confirm the full plan before making changes:
game: player, projectiles, enemies abilities (new): orbs, area rect/circle, beam lines, trail lines, lightning, rock effects, railgun flash, line attacks, single target indicators, psylance marks, dash clone trails effects: cyclone particles, fx animations, hit effects (circles, particles, spritesheet), beam particles, rock debris ui (new): HP bars
The psylance X marks and dash clone — abilities layer? And the below_game fissure lines (line 9540) — should those move to abilities too or stay below since they're ground-level?
Let's have dash trails in abilities too. What are the psylance X marks? Dash clones in abilities too. And the fissure lines I'm pretty sure aren't being drawn so it doesn' matter
Read (E:\a327ex\Orblike\main.lua)
8880 -- X marker at target (blinks, accelerating)
8881 if not self.landed then
8882 local blink_rate = math.lerp(t, 0.3, 0.04)
8883 local blink_on = (math.floor(self.elapsed/blink_rate) % 2) == 0
8884 if blink_on then
8885 local xsize = 6
8886 local xc = self.color()
8887 effects:line(self.target_x - xsize, self.target_y - xsize, self.target_x + xsize, self.target_y + xsize, 2, xc)
8888 effects:line(self.target_x + xsize, self.target_y - xsize, self.target_x - xsize, self.target_y + xsize, 2, xc)
8889 end
8890 end
8891
8892 -- Homing: steer target toward nearest enemy
8893 if self.mods.homing and not self.landed then
8894 local closest, closest_d = nil, math.huge
Psylance X marks are the blinking targeting crosshair at the destination point while psylance is charging — the X that shows where the lance will land. That's an ability indicator, so abilities layer.
OK, here's the final plan. Let me do the refactor.
Edit (E:\a327ex\Orblike\main.lua)
<tool_use_error>String to replace not found in file.
String: bg = an:layer('bg')
below_game = an:layer('below_game')
game = an:layer('game')
effects = an:layer('effects')</tool_use_error>
Read (E:\a327ex\Orblike\main.lua)
4425 an.camera.shake.push_cap = 12
4426
4427 -- Layers
4428 bg = an:layer('bg')
4429 bg.camera = nil -- bg is camera-independent, always fills viewport
4430 below_game = an:layer('below_game')
4431 game = an:layer('game')
4432 effects = an:layer('effects')
4433
4434
4435 -- ============================================================================
4436 -- MAP GENERATION
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now I need to do all the draw call replacements. Let me use an agent to handle the bulk of the changes since there are many.
Agent
[
{
"type": "text",
"text": "Good -- the lines that should stay on `game:` are still on `game:`. All changes are complete. Here's a summary:\n\n**Moved to `abilities` layer (from `effects:`):**\n- Line 610: dash trail\n- Line 2278: ability charge trail arc\n- Line 3031: asal charge trail arc\n- Lines 3452-3489: beam guide lines, center beam, caps, and tip circle\n- Line 4366: projectile null trail\n- Lines 7786-7884: all area object visuals (rect brackets, cone triangles/brackets, jagged_circle fill/outline, default circle fill/arcs)\n- Lines 8268/8270: lightning_line segments\n- Lines 8299/8301: cyclone_particle arcs\n- Lines 8887-8888: psylance X marks\n- Line 8985: big_rock_effect jagged outline\n- Line 9222: rock_fragment polygon\n- Lines 9355, 9370: railgun_flash clump segments (both branches)\n- Line 9516: slightly_jagged_line hit circle\n- Lines 10205-10210: single_target crosshair (push/line/pop)\n- Lines 10265-10277: area_rect visuals (push/rectangle/brackets/pop)\n- Lines 10335-10349: area_circle visuals (fill circle + rotating arcs)\n- Line 10435: line_attack\n\n**Moved to `abilities` layer (from `below_game:`):**\n- Lines 9542-9544: slightly_jagged_line dash segments and caps\n\n**Moved to `abilities` layer (from `game:`):**\n- Line 4377: orb circle\n\n**Moved to `ui` layer (from `game:`):**\n- Lines 8038-8039: enemy HP bars\n\n**Left unchanged on `game:` layer (confirmed):**\n- Projectile draw (game:push/rounded_rectangle)\n- Enemy seeker draws\n- Enemy rectangle draws\n- Attack indicator, area object on game"
},
{
"type": "text",
"text": "agentId: af7e32ad00d5bbdd0 (use SendMessage with to: 'af7e32ad00d5bbdd0' to continue this agent)\n<usage>total_tokens: 36532\ntool_uses: 51\nduration_ms: 187202</usage>"
}
]
Now update the render/draw section to include the new layers.
Read (E:\a327ex\Orblike\main.lua)
6380 end
6381
6382 -- Apply edition shader to game + effects layers (before render, like shockwave)
6383 if edition_mode > 0 then
6384 local es = an.shaders.edition
6385 for _, layer in ipairs({game, effects}) do
6386 layer:shader_set_float(es, 'u_time', an.time)
6387 layer:shader_set_float(es, 'u_edition', edition_mode)
6388 layer:shader_set_vec2(es, 'u_screen', gw, gh)
6389 layer:apply_shader(es)
6390 end
6391 end
6392
6393 bg:render()
6394 below_game:render()
6395 game:render()
6396 effects:render()
6397
6398 bg:draw()
6399 below_game:draw()
6400 game:draw()
6401 effects:draw()
6402 if recording then
6403 -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)
6404 local steps_elapsed = an.step - recording_last_step
6405 local frames_to_capture = math.max(1, math.floor(steps_elapsed/2))
6406 for i = 1, frames_to_capture do
6407 engine_record_frame()
6408 recording_frame = recording_frame + 1
6409 end
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Try it. The layers are now:
- bg: wall background
- below_game: wall gradient, symbols, floor, edge lines
- game: player, projectiles, enemies
- abilities: orbs, beams, areas, trails, lightning, rocks, railgun, psylance, dash clones
- effects: cyclone particles, hit effects, fx animations, beam particles
- ui: HP bars
Edition shader (F2) applies only to abilities layer.
Did you remove the orb abilities?
Grep (orbs[.add_ability|orbs[.add_modifier)
9878:orbs[1]:add_ability('fireball')
9879:orbs[1]:add_modifier('spread', 3)
9880:orbs[1]:add_modifier('pierce', 5)
9881:orbs[2]:add_ability('cyclone')
9882:orbs[2]:add_modifier('area+++', true)
9883:orbs[3]:add_ability('beam')
9884:orbs[3]:add_modifier('beam_length+++', true)
9885:orbs[4]:add_ability('asal')
9886:orbs[4]:add_modifier('knockback+++', true)
10016: orbs[2]:add_modifier(tiers[beam_length_tier])
They're still there. The issue might be something else — are abilities not working, or is it a visual problem?
Yea, I can't cast any abilities.
Let me check if the agent accidentally changed something in the ability activation code.
Grep (abilities:)
610: abilities:line(sx, sy, ex, ey, 2, trail_color())
2278: abilities:line(
3031: abilities:line(
3452: abilities:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3453: abilities:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3467: abilities:line(sx, sy, ex, ey, center_width, c)
3468: abilities:circle(sx, sy, center_cap, c)
3469: abilities:circle(ex, ey, center_cap, c)
3489: abilities:circle(tip.x, tip.y, tip_radius, tip_color)
4366: abilities:line(sx, sy, ex, ey, 2, trail_color())
4377: abilities:circle(self.x, self.y, self.rs*s, c)
6385: abilities:shader_set_float(es, 'u_time', an.time)
6386: abilities:shader_set_float(es, 'u_edition', edition_mode)
6387: abilities:shader_set_vec2(es, 'u_screen', gw, gh)
6388: abilities:apply_shader(es)
6394: abilities:render()
6401: abilities:draw()
7790: abilities:push(self.x, self.y, self.r)
7791: abilities:rectangle(-hw, -hh, w, h, self.fill_color())
7792: abilities:line(-hw, -hh, -hw + bracket, -hh, 2, c)
7793: abilities:line(-hw, -hh, -hw, -hh + bracket, 2, c)
7794: abilities:line(hw, -hh, hw - bracket, -hh, 2, c)
7795: abilities:line(hw, -hh, hw, -hh + bracket, 2, c)
7796: abilities:line(-hw, hh, -hw + bracket, hh, 2, c)
7797: abilities:line(-hw, hh, -hw, hh - bracket, 2, c)
7798: abilities:line(hw, hh, hw - bracket, hh, 2, c)
7799: abilities:line(hw, hh, hw, hh - bracket, 2, c)
7800: abilities:pop()
7814: abilities:triangle(
7825: abilities:line(self.x, self.y, self.x + bracket*math.cos(edge_l), self.y + bracket*math.sin(edge_l), 2, c)
... [39 more lines]
The draw calls look correct — only drawing commands were changed. Let me check if the agent accidentally changed something else. Let me look at the cyclone_particle area — line 8303 looks suspicious, that should have stayed on effects.
Read (E:\a327ex\Orblike\main.lua)
8295 self.angle = self.angle + self.orbit_speed*dt
8296 local cx = self.follow and self.follow.x or 0
8297 local cy = self.follow and self.follow.y or 0
8298 local segments = 4
8299 local c = self.draw_color()
8300 for i = 0, segments - 1 do
8301 local a1 = self.angle + i*self.arc_len/segments
8302 local a2 = self.angle + (i + 1)*self.arc_len/segments
8303 abilities:line(
8304 cx + self.orbit_r*math.cos(a1), cy + self.orbit_r*math.sin(a1),
8305 cx + self.orbit_r*math.cos(a2), cy + self.orbit_r*math.sin(a2),
8306 self.line_width, c
8307 )
8308 end
8309 end
That's cyclone_particle — that should be on effects, not abilities. Let me also check line 8272 which is lightning_line.
Read (E:\a327ex\Orblike\main.lua)
8265 self.frame = (self.frame or 0) + 1
8266 if self.frame % 2 == 0 then
8267 self.cached_points = self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
8268 end
8269 local points = self.cached_points or self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
8270 local c = self.color()
8271 for i = 1, #points - 1 do
8272 abilities:line(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, self.line_width, c)
8273 end
8274 end
Lightning line is correct on abilities. But cyclone_particle at 8303 should be effects. Let me fix that.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
But that shouldn't cause abilities to not cast. The issue is probably elsewhere. Can you tell me what happens when you try to cast — does clicking do nothing? Any error in console?
Is "abilities" a global variable used for something else in the codebase?
Grep (^abilities |^abilities=| abilities |abilities =|abilities[)
644: local def = abilities[ability_name]
652:abilities = {
1103: local def = abilities[ability_name]
1992: local def = abilities[ability_name]
3538: -- Cast on expire: fire secondary abilities at beam endpoint every N ticks
4280: local primary_def = abilities[ability_name]
4290: local sec_def = abilities[sec_name]
4432:abilities = an:layer('abilities')
6382: -- Apply edition shader to abilities layer
6495: -- Pass 1: hold abilities (formations)
6498: local def = abilities[slot.name]
6574: -- Check orbs for active channeled abilities that affect player turn rate
6577: local odef = abilities[o:primary_ability()]
6584: local def = abilities[slot.name]
6781: local def = abilities[self.ability]
6880: local tick_def = abilities[tick_ability_name]
6916: local cast_def = abilities[cast_name]
6995: local apex_def = abilities[apex_name]
7057: local apex_def = abilities[apex_name]
7225: local expire_def = abilities[expire_ability]
[Showing results with pagination = limit: 20]
Yes! abilities is already a global table holding all ability definitions (line 652). The layer declaration at line 4432 overwrites it. That's why abilities can't cast — the ability lookup table got replaced with a layer object.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully.
Now replace all the layer draw calls and render/draw references from abilities: to ability_layer:.
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated. All occurrences were successfully replaced.
Let me verify it didn't catch any false positives in the abilities table definitions.
Grep (ability_layer:)
68
Found 0 total occurrences across 0 files.
Grep (ability_layer:)
610: ability_layer:line(sx, sy, ex, ey, 2, trail_color())
2278: ability_layer:line(
3031: ability_layer:line(
3452: ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3453: ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
[Showing results with pagination = limit: 5]
All good — only draw calls got the ability_layer: prefix. The abilities table (ability definitions) is untouched since those use abilities[ not abilities:. Try it.
Let's end the session here. In the next we'll work on the actual effects themselves.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user: 1. Session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix" 2. Which project was this session for? Options: Anchor, emoji-ball-battles, orblike, other
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write Log File
# Find recent sessions by LAST MESSAGE TIMESTAMP (not file modification time) python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Convert the transcript to markdown and write the log file with the approved summary as header:
python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py [SESSION_PATH] E:/a327ex/anchor.blot.im/logs/[slug].mdUse lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Then replace the default header (
# Session YYYY-MM-DD...) with the approved title and summary.Step 5: Sync Context Files to Blot
cp E:/a327ex/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE.md cp E:/a327ex/Anchor/docs/* E:/a327ex/anchor.blot.im/context/Step 6: Commit Project Repo
Based on which project was worked on:
For Anchor:
bash cd E:/a327ex/Anchor git add docs/ framework/ engine/ scripts/ reference/ git statusFor emoji-ball-battles:
bash cd E:/a327ex/emoji-ball-battles git add -A git statusFor orblike:
bash cd E:/a327ex/orblike git add -A git statusFor other projects: Ask the user which files to stage.
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.Commit using a temporary file (extracts only the summary text, not the markdown heading or
## Summaryline):# Extract summary: skip line 1 (# Title) and line 3 (## Summary), take lines 4 onward until the --- separator awk 'NR>=4 && /^---$/{exit} NR>=4{print}' E:/a327ex/anchor.blot.im/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 7: Push Both Repos
# Push project repo to GitHub git push origin main # Push Blot repo (logs and context are already there) cd E:/a327ex/anchor.blot.im && git add -A && git commit -m "[Title]" && git push origin masterStep 8: Confirm
Tell the user: - Commit hash - That GitHub push succeeded - That Blot push succeeded
Session title suggestion: "Wall Visuals & Ability Editions"
Project: Orblike
Here's the summary:
Wall Visuals & Ability Editions
Summary
Major session focused on wall visual system refinement, floor effect exploration, ability-wall interaction ripple system, wall edge spring physics, ability edition visual design, and layer reorganization for ability-specific shader effects.
Wall Symbol Coloring — Per-Pixel Shader Fix:
- Verified wall symbols appeared as flat colors despite shader being technically correct — gradient changes too slowly across 12px symbols
- First attempt: added HSV hue shift with sine waves based on world position + time. User liked the chromatic look but found it "too random" for wall symbols specifically
- Settled on simple approach: symbols colored same as wall gradient but slightly darker (
wall_color * (1 - darken)) - Per-palette darken values hand-tuned since luminance-based auto-calculation didn't work well across hues
- Final values: blue/purple/blue2 = 0.175, red = 0.15, green = 0.125, orange/yellow = 0.1, neutral = 0.125
- Changed symbol marker color from pure white (255,255,255) to (255,254,253) to prevent false positive detection when ability effects flash white on the layer
- Palette wall2 colors changed: red's wall2 from orange→purple, orange's wall2 from yellow→blue for more dramatic gradients
Wall Palette Definitions Updated:
- Red palette: wall2 changed from
orangetopurple(warm→cool gradient) - Orange palette: wall2 changed from
yellowtoblue(complementary sunset feel)
Floor Effect Exploration:
- Tried 8+ floor effects: glow_bleed, noise_grain, caustics, voronoi, cracks, hex_tiles, circles, square tiles, contour variations, contour polygons
- Voronoi was "best" but user wanted contour-based polygons following wall shape
- Attempted contour+polygon hybrids but couldn't get the right look
- User decided: "Let's leave the ground dark for now"
- All floor effect code cleaned out, left as
floor_mode = 0(none)
Symbol Color Mode Bank (F5):
- 10 shader modes for wall symbols as preparation for ability edition effects
- Modes: darken, hue_wave, complementary, polychrome, prismatic, foil_sweep, brighten, pulse_glow, rainbow, distance_hue
- User noted these are "very interesting" and the "kinds of effects" they imagine for ability editions
Wall Ripple System — Ability-Wall Interaction:
- Built multi-stage ripple system triggered by F4 raycast from player to mouse hitting wall
- Color wave sweeps outward from hit point using distance field, with lateral fade (40-108px range)
- Lateral brightness pulse travels outward along wall edge from center of impact
- Shockwave displacement at wave front: distorts pixels along distance field gradient direction
- Shockwave has 12px forward offset near wall edge that decays with
exp(-dist * 22.0) - Supports multiple simultaneous ripples (max 8), passed as uniform arrays to shader
- Final ripple parameters: speed=228, max_range=250, width=48, color=palette.wall*0.5
wall_gradient_fade_distincreased from 180 to 250 to prevent dist clamping snap at deep wall pixels
Wall Edge Spring Physics:
- Boundary vertices subdivided into ~5px segments for smooth wave propagation
- Each vertex gets an Anchor spring object (using
spring:add(i, 0, freq, bounce)andspring:pull(i, force)) - Wave coupling between neighbors:
force = wk*(disp[prev] + disp[next] - 2*disp[i]), applied to velocity each frame - Final parameters: frequency=3, bounce=0.65, coupling=15000, impulse=10 strength / 80 radius
- Both edge lines AND floor polygon vertices displace together using
orig_to_submapping from original to subdivided vertex indices - User insisted on using actual Anchor spring objects rather than copying the formula
Ability Edition Design Document:
- Created
Orblike/reference/ability_editions.md— comprehensive design doc - 7 core editions: Foil, Holographic, Polychrome, Negative, Prismatic, Void, Glitch
- Key user correction: editions apply primarily to ability effects (beams, explosions, areas, projectiles), NOT orbs. "The orbs still have effects applied to them, but because they're so small they're not the primary target"
- Each edition described per-surface: how it looks on beams, explosions, fissures, projectiles, cyclones, particles
- Mechanical meaning left as open design question (per-edition bonus vs rarity tiers vs hybrid)
- Todo updated with edition system entry
Edition Shader Implementation:
- Created
Orblike/assets/edition.fragwith all 7 editions + debug_red mode - Each edition: Foil (highlight sweep), Holographic (position hue shift), Polychrome (oil-slick swirl), Negative (dark interior + bright edges via neighbor alpha sampling), Prismatic (quantized color bands), Void (dark center + corona), Glitch (RGB channel split + UV jitter)
- Key discovery:
apply_shadermust be called BEFORErender(), not after. Shockwave shader showed the pattern.
Layer Reorganization:
- Created
ability_layer(new) andui(new) layers - game: player, projectiles, enemies
- ability_layer: orbs, beam lines, area visuals (rect/circle), trails, lightning, rock effects, railgun flash, psylance X marks, dash clone trails, line attacks, single target indicators
- effects: cyclone particles, hit effects, fx animations, beam particles
- ui: HP bars
- Critical bug: initially named layer
abilitieswhich overwrote the globalabilitiestable (ability definitions), breaking all ability casting. Renamed toability_layer. - Edition shader now applies only to
ability_layer - Agent accidentally moved cyclone_particle draw calls from effects→abilities, fixed back to effects
Ability Loadout for Testing:
- Orb 1: Fireball, spread=3, pierce=5
- Orb 2: Cyclone, area+++
- Orb 3: Beam, beam_length+++
- Orb 4: Asal, knockback+++
- Registered missing
hit1spritesheet (96x48 frames) that was needed for fireball hit effects
Hotkey Map (Current):
- F2: cycle edition mode (none/debug_red/foil/holo/polychrome/negative/prismatic/void/glitch)
- F4: raycast to wall → spawn ripple + edge spring impulse
- F5: cycle wall symbol color mode
- F6: cycle floor effect mode (currently only 'none')
- F9: cycle wall symbol type
- F10: cycle wall distribution type
- F12: cycle wall palette
Does this look good? Any corrections before I write the log and commit?
Yes.
Bash (python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5)
2026-03-31T02:47:35.367Z 5bedc5ab-439f-4139-a011-40d2ddb46032 <-- MOST RECENT
Let's keep working on Orblike. @Orblike\reference\map_visual_system.md is what w...
C:\Users\adn/.claude/projects/E--a327ex\5bedc5ab-439f-4139-a011-40d2ddb46032.jsonl
2026-03-31T00:40:16.815Z cfe393df-b782-4b2c-a10d-73ff7bbd7f99
Help me plan my meals for the week. I'll mix portuguese and english because I do...
C:\Users\adn/.claude/projects/E--a327ex\cfe393df-b782-4b2c-a10d-73ff7bbd7f99.jsonl
2026-03-30T16:36:13.830Z 38af234e-7889-4501-839e-66d6d23be4d2
Why is this true? "They only tell you that Notes from the Underground is a cauti...
C:\Users\adn/.claude/projects/E--a327ex\38af234e-7889-4501-839e-66d6d23be4d2.jsonl
2026-03-29T19:36:04.361Z 3e0278f7-79d3-4541-9138-8727098a0ecb
What's the lunar-moon cycle of 33 years and when has it happened recently and wi...
C:\Users\adn/.claude/projects/E--a327ex\3e0278f7-79d3-4541-9138-8727098a0ecb.jsonl
2026-03-29T11:00:17.697Z 5347f42e-e9d8-46de-8c33-2971da5fe648
Videos such as this https://www.youtube.com/watch?v=lqpJr0I2I0E describe a "Base...
C:\Users\adn/.claude/projects/E--a327ex\5347f42e-e9d8-46de-8c33-2971da5fe648.jsonl