From 3dd6cfcdcba541b66595994011001a0a184c2b8c Mon Sep 17 00:00:00 2001 From: Zsolt Tasnadi Date: Wed, 18 Feb 2026 08:16:10 +0100 Subject: [PATCH] linter fixes --- .luacheckrc | 44 ++++++++++++++++++++++ Makefile | 2 +- inc/data/data.songs.lua | 10 ----- inc/desition/desition.manager.lua | 3 +- inc/init/init.context.lua | 34 +++++++++++------ inc/init/init.modules.lua | 16 ++++---- inc/meta/meta.assets.lua | 1 + inc/screen/screen.manager.lua | 2 +- inc/system/system.input.lua | 1 - inc/system/system.main.lua | 1 - inc/system/system.ui.lua | 7 +--- inc/window/window.audiotest.lua | 22 ++++++++--- inc/window/window.configuration.lua | 8 ++-- inc/window/window.game.lua | 5 +-- inc/window/window.intro.lua | 6 +-- inc/window/window.minigame.ddr.lua | 53 +++++++-------------------- inc/window/window.minigame.mash.lua | 21 +---------- inc/window/window.minigame.rhythm.lua | 36 ++++-------------- 18 files changed, 125 insertions(+), 147 deletions(-) create mode 100644 .luacheckrc diff --git a/.luacheckrc b/.luacheckrc new file mode 100644 index 0000000..fa1e0e6 --- /dev/null +++ b/.luacheckrc @@ -0,0 +1,44 @@ +-- .luacheckrc +-- Configuration for luacheck + +globals = { + "Util", + "DesitionManager", + "ScreenManager", + "UI", + "Print", + "Input", + "Audio", + "Context", + "mset", + "mget", + "btnp", + "keyp", + "music", + "sfx", + "rect", + "rectb", + "circ", + "circb", + "cls", + "tri", + "Songs", + "frame_from_beat", + "beats_to_pattern", + "MapBedroom", + "TIC", + "exit", + "trace", + "index_menu", +} + + + +-- Exclude certain warnings globally +exclude_warnings = { + "undefined_global", -- Will be covered by 'globals' table + "redefined_loop_variable", -- Common in Lua for iterators +} + +-- Options for unused variables +std = "lua51" -- Assuming Lua 5.1, common for TIC-80 \ No newline at end of file diff --git a/Makefile b/Makefile index dd71419..3a65957 100644 --- a/Makefile +++ b/Makefile @@ -92,7 +92,7 @@ lint: line=$$((line + linecount + 1)); \ done < $(ORDER) @echo "==> luacheck..." - @luacheck $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \ + @luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \ BEGIN { \ NR_map = 0; \ while ((getline line < map) > 0) { \ diff --git a/inc/data/data.songs.lua b/inc/data/data.songs.lua index d52dc68..5adb592 100644 --- a/inc/data/data.songs.lua +++ b/inc/data/data.songs.lua @@ -8,7 +8,6 @@ Songs = { bpm = 120, -- Beats per minute (for reference) fps = 60, -- Frames per second (TIC-80 default) end_frame = 570, -- Frame when song ends (last note) - -- Arrow spawn pattern -- Each entry defines when (in frames) and which direction arrow spawns -- Formula: frame = (beat / bpm) * 60 * fps @@ -19,13 +18,11 @@ Songs = { {frame = 60, dir = "down"}, {frame = 90, dir = "up"}, {frame = 120, dir = "right"}, - -- Beat 5-8 (faster) {frame = 135, dir = "left"}, {frame = 150, dir = "right"}, {frame = 165, dir = "left"}, {frame = 180, dir = "right"}, - -- Beat 9-12 (complex pattern) {frame = 210, dir = "left"}, {frame = 210, dir = "right"}, -- simultaneous @@ -33,7 +30,6 @@ Songs = { {frame = 240, dir = "down"}, -- simultaneous {frame = 270, dir = "left"}, {frame = 300, dir = "right"}, - -- Beat 13-16 (rapid sequence) {frame = 330, dir = "left"}, {frame = 345, dir = "down"}, @@ -43,7 +39,6 @@ Songs = { {frame = 405, dir = "down"}, {frame = 420, dir = "up"}, {frame = 435, dir = "right"}, - -- Beat 17-20 (finale) {frame = 465, dir = "up"}, {frame = 465, dir = "down"}, @@ -60,7 +55,6 @@ Songs = { bpm = 120, -- Beats per minute (for reference) fps = 60, -- Frames per second (TIC-80 default) end_frame = 570, -- Frame when song ends (last note) - -- Arrow spawn pattern -- Each entry defines when (in frames) and which direction arrow spawns -- Formula: frame = (beat / bpm) * 60 * fps @@ -71,13 +65,11 @@ Songs = { {frame = 60, dir = "down"}, {frame = 90, dir = "up"}, {frame = 120, dir = "right"}, - -- Beat 5-8 (faster) {frame = 135, dir = "left"}, {frame = 150, dir = "right"}, {frame = 165, dir = "left"}, {frame = 180, dir = "right"}, - -- Beat 9-12 (complex pattern) {frame = 210, dir = "left"}, {frame = 210, dir = "right"}, -- simultaneous @@ -85,7 +77,6 @@ Songs = { {frame = 240, dir = "down"}, -- simultaneous {frame = 270, dir = "left"}, {frame = 300, dir = "right"}, - -- Beat 13-16 (rapid sequence) {frame = 330, dir = "left"}, {frame = 345, dir = "down"}, @@ -95,7 +86,6 @@ Songs = { {frame = 405, dir = "down"}, {frame = 420, dir = "up"}, {frame = 435, dir = "right"}, - -- Beat 17-20 (finale) {frame = 465, dir = "up"}, {frame = 465, dir = "down"}, diff --git a/inc/desition/desition.manager.lua b/inc/desition/desition.manager.lua index 1c43b7f..df82ea9 100644 --- a/inc/desition/desition.manager.lua +++ b/inc/desition/desition.manager.lua @@ -21,10 +21,9 @@ function DesitionManager.register(desition_object) if not desition_object.handle then desition_object.handle = function() end end - if _desitions[desition_object.id] then -- Optional: warning if overwriting an existing desition - -- trace("Warning: Overwriting desition with id: " .. desition_object.id) + trace("Warning: Overwriting desition with id: " .. desition_object.id) end _desitions[desition_object.id] = desition_object end diff --git a/inc/init/init.context.lua b/inc/init/init.context.lua index 6f3a949..44b8f21 100644 --- a/inc/init/init.context.lua +++ b/inc/init/init.context.lua @@ -5,17 +5,17 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6 -- Helper for deep copying tables -local function clone_table(t) - local copy = {} - for k, v in pairs(t) do - if type(v) == "table" then - copy[k] = clone_table(v) - else - copy[k] = v - end - end - return copy -end +-- local function clone_table(t) +-- local copy = {} +-- for k, v in pairs(t) do +-- if type(v) == "table" then +-- copy[k] = clone_table(v) +-- else +-- copy[k] = v +-- end +-- end +-- return copy +-- end -- This function returns a table containing only the initial *data* for Context local function get_initial_data() @@ -24,7 +24,17 @@ local function get_initial_data() intro = { y = Config.screen.height, speed = 0.5, - text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye." + text = [[Norman Reds’ everyday life +seems ordinary: work, +meetings, coffee, and +endless notifications. +But beneath the surface +— within him, or around +him — something is +constantly building, and +it soon becomes clear +that there is more going +on than meets the eye.]] }, current_screen = 1, splash_timer = Config.timing.splash_duration, diff --git a/inc/init/init.modules.lua b/inc/init/init.modules.lua index e98cb49..ef9735d 100644 --- a/inc/init/init.modules.lua +++ b/inc/init/init.modules.lua @@ -9,11 +9,11 @@ local MinigameButtonMashWindow = {} local MinigameRhythmWindow = {} local MinigameDDRWindow = {} -local Util = {} -local DesitionManager = {} -local ScreenManager = {} -- New declaration -local UI = {} -local Print = {} -local Input = {} -local Player = {} -local Audio = {} +Util = {} +DesitionManager = {} +ScreenManager = {} -- New declaration +UI = {} +Print = {} +Input = {} + +Audio = {} diff --git a/inc/meta/meta.assets.lua b/inc/meta/meta.assets.lua index eab0d79..d102c73 100644 --- a/inc/meta/meta.assets.lua +++ b/inc/meta/meta.assets.lua @@ -1,3 +1,4 @@ +--luacheck: ignore max_line_length -- -- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57 -- diff --git a/inc/screen/screen.manager.lua b/inc/screen/screen.manager.lua index 8a2a08f..8dd6c49 100644 --- a/inc/screen/screen.manager.lua +++ b/inc/screen/screen.manager.lua @@ -16,7 +16,7 @@ end function ScreenManager.register(screen_data) if _screens[screen_data.id] then -- Optional: warning if overwriting an existing screen - -- trace("Warning: Overwriting screen with id: " .. screen_data.id) + trace("Warning: Overwriting screen with id: " .. screen_data.id) end _screens[screen_data.id] = screen_data end diff --git a/inc/system/system.input.lua b/inc/system/system.input.lua index a4926b7..c812085 100644 --- a/inc/system/system.input.lua +++ b/inc/system/system.input.lua @@ -5,7 +5,6 @@ local INPUT_KEY_LEFT = 2 local INPUT_KEY_RIGHT = 3 local INPUT_KEY_A = 4 -- Z key local INPUT_KEY_B = 5 -- X key -local INPUT_KEY_X = 6 -- A key local INPUT_KEY_Y = 7 -- S key -- Keyboard keys diff --git a/inc/system/system.main.lua b/inc/system/system.main.lua index 6bd5da4..a30da75 100644 --- a/inc/system/system.main.lua +++ b/inc/system/system.main.lua @@ -53,7 +53,6 @@ end function TIC() init_game() - cls(Config.colors.black) local handler = STATE_HANDLERS[Context.active_window] if handler then diff --git a/inc/system/system.ui.lua b/inc/system/system.ui.lua index d3e4694..f8a51d1 100644 --- a/inc/system/system.ui.lua +++ b/inc/system/system.ui.lua @@ -37,7 +37,6 @@ end function UI.word_wrap(text, max_chars_per_line) if text == nil then return {""} end local lines = {} - for input_line in (text .. "\n"):gmatch("(.-)\n") do local current_line = "" local words_in_line = 0 @@ -52,18 +51,15 @@ function UI.word_wrap(text, max_chars_per_line) current_line = word end end - if words_in_line > 0 then table.insert(lines, current_line) else table.insert(lines, "") end end - if #lines == 0 then return {""} end - return lines end @@ -91,7 +87,6 @@ end function UI.draw_desition_selector(desitions, selected_desition_index) local bar_height = 16 local bar_y = Config.screen.height - bar_height - rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey) if #desitions > 0 then @@ -121,4 +116,4 @@ function UI.update_desition_selector(desitions, selected_desition_index) selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1) end return selected_desition_index -end +end \ No newline at end of file diff --git a/inc/window/window.audiotest.lua b/inc/window/window.audiotest.lua index 3ea5e5d..8a29b97 100644 --- a/inc/window/window.audiotest.lua +++ b/inc/window/window.audiotest.lua @@ -58,7 +58,9 @@ function AudioTestWindow.init() AudioTestWindow.index_menu = 1 AudioTestWindow.index_func = 1 AudioTestWindow.list_func = AudioTestWindow.generate_listfunc() - AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func) + AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems( + AudioTestWindow.list_func, AudioTestWindow.index_func + ) end function AudioTestWindow.draw() @@ -72,11 +74,21 @@ function AudioTestWindow.update() elseif Input.down() then AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1) elseif Input.left() then - AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func - 1) - AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func) + AudioTestWindow.index_func = Util.safeindex( + AudioTestWindow.list_func, + AudioTestWindow.index_func - 1 + ) + AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems( + AudioTestWindow.list_func, AudioTestWindow.index_func + ) elseif Input.right() then - AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func + 1) - AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func) + AudioTestWindow.index_func = Util.safeindex( + AudioTestWindow.list_func, + AudioTestWindow.index_func + 1 + ) + AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems( + AudioTestWindow.list_func, AudioTestWindow.index_func + ) elseif Input.menu_confirm() then AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition() elseif Input.menu_back() then diff --git a/inc/window/window.configuration.lua b/inc/window/window.configuration.lua index 77acd11..e437b6e 100644 --- a/inc/window/window.configuration.lua +++ b/inc/window/window.configuration.lua @@ -27,15 +27,14 @@ function ConfigurationWindow.draw() for i, control in ipairs(ConfigurationWindow.controls) do local current_y = y_start + (i - 1) * 12 local color = Config.colors.green - if control.type == "numeric_stepper" then local value = control.get() local label_text = control.label local value_text = string.format(control.format, value) - + -- Calculate x position for right-aligned value local value_x = x_value_right_align - (#value_text * char_width) - + if i == ConfigurationWindow.selected_control then color = Config.colors.item Print.text("<", x_start -8, current_y, color) @@ -58,7 +57,6 @@ function ConfigurationWindow.draw() end end end - Print.text("Press B to go back", x_start, 120, Config.colors.light_grey) end @@ -97,4 +95,4 @@ function ConfigurationWindow.update() end end end -end +end \ No newline at end of file diff --git a/inc/window/window.game.lua b/inc/window/window.game.lua index 4bede42..c04e455 100644 --- a/inc/window/window.game.lua +++ b/inc/window/window.game.lua @@ -1,8 +1,6 @@ function GameWindow.draw() local currentScreenData = Context.screens[Context.current_screen] - UI.draw_top_bar(currentScreenData.name) - if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then local available_desitions = {} for _, desition_id in ipairs(currentScreenData.decisions) do @@ -41,7 +39,6 @@ function GameWindow.update() end local currentScreenData = Context.screens[Context.current_screen] - if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then local available_desitions = {} for _, desition_id in ipairs(currentScreenData.decisions) do @@ -79,4 +76,4 @@ end function GameWindow.set_state(new_state) Context.active_window = new_state -- Add any state-specific initialization/cleanup here later if needed -end +end \ No newline at end of file diff --git a/inc/window/window.intro.lua b/inc/window/window.intro.lua index d18f3e2..0ab33a4 100644 --- a/inc/window/window.intro.lua +++ b/inc/window/window.intro.lua @@ -1,9 +1,9 @@ -function IntroWindow.draw() +function IntroWindow.draw() local x = (Config.screen.width - 132) / 2 -- Centered text - Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green) + Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green) end -function IntroWindow.update() +function IntroWindow.update() Context.intro.y = Context.intro.y - Context.intro.speed -- Count lines in intro text to determine when scrolling is done diff --git a/inc/window/window.minigame.ddr.lua b/inc/window/window.minigame.ddr.lua index 1b52cb7..77f2ec4 100644 --- a/inc/window/window.minigame.ddr.lua +++ b/inc/window/window.minigame.ddr.lua @@ -4,7 +4,6 @@ function MinigameDDRWindow.init() local arrow_spacing = 30 local total_width = (4 * arrow_size) + (3 * arrow_spacing) local start_x = (Config.screen.width - total_width) / 2 - Context.minigame_ddr = { -- Progress bar (matching button mash style) bar_fill = 0, -- 0 to 100 @@ -15,14 +14,12 @@ function MinigameDDRWindow.init() bar_y = 10, bar_width = 200, bar_height = 12, - -- Arrow settings arrow_size = arrow_size, arrow_spawn_timer = 0, arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode) arrow_fall_speed = 1.5, -- Pixels per frame arrows = {}, -- Active falling arrows {dir, x, y} - -- Target arrows at bottom (evenly spaced, centered on screen) target_y = 115, -- Y position of target arrows target_arrows = { @@ -31,12 +28,10 @@ function MinigameDDRWindow.init() {dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2}, {dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3} }, - -- Hit detection hit_threshold = 8, -- Pixels of tolerance for perfect hit button_pressed_timers = {}, -- Visual feedback per arrow button_press_duration = 8, - -- Input cooldown per direction input_cooldowns = { left = 0, @@ -45,13 +40,11 @@ function MinigameDDRWindow.init() right = 0 }, input_cooldown_duration = 10, - -- Song/Pattern system frame_counter = 0, -- Tracks frames since start current_song = nil, -- Current song data pattern_index = 1, -- Current position in pattern use_pattern = false, -- If true, use song pattern; if false, use random spawning - return_window = WINDOW_GAME } end @@ -59,10 +52,8 @@ end function MinigameDDRWindow.start(return_window, song_key) MinigameDDRWindow.init() Context.minigame_ddr.return_window = return_window or WINDOW_GAME - -- Debug: Store song_key for display Context.minigame_ddr.debug_song_key = song_key - -- Load song pattern if specified if song_key and Songs and Songs[song_key] then Context.minigame_ddr.current_song = Songs[song_key] @@ -78,7 +69,6 @@ function MinigameDDRWindow.start(return_window, song_key) Context.minigame_ddr.debug_status = "Random mode" end end - Context.active_window = WINDOW_MINIGAME_DDR end @@ -126,7 +116,6 @@ end local function draw_arrow(x, y, direction, color) local size = 12 local half = size / 2 - -- Draw arrow shape based on direction if direction == "left" then -- Triangle pointing left @@ -149,16 +138,13 @@ end function MinigameDDRWindow.update() local mg = Context.minigame_ddr - -- Check for completion (bar filled to 100%) if mg.bar_fill >= mg.max_fill then Context.active_window = mg.return_window return end - -- Increment frame counter mg.frame_counter = mg.frame_counter + 1 - -- Check if song has ended (pattern mode only) if mg.use_pattern and mg.current_song and mg.current_song.end_frame then -- Song has ended if we've passed the end frame AND all arrows are cleared @@ -168,16 +154,13 @@ function MinigameDDRWindow.update() return end end - -- Spawn arrows based on mode (pattern or random) if mg.use_pattern and mg.current_song and mg.current_song.pattern then -- Pattern-based spawning (synced to song) local pattern = mg.current_song.pattern - -- Check if current frame matches any pattern entry while mg.pattern_index <= #pattern do local spawn_entry = pattern[mg.pattern_index] - if mg.frame_counter >= spawn_entry.frame then -- Time to spawn this arrow! spawn_arrow_dir(spawn_entry.dir) @@ -195,12 +178,10 @@ function MinigameDDRWindow.update() mg.arrow_spawn_timer = 0 end end - -- Update falling arrows local arrows_to_remove = {} for i, arrow in ipairs(mg.arrows) do arrow.y = arrow.y + mg.arrow_fall_speed - -- Check if arrow went off-screen (miss) if check_miss(arrow) then table.insert(arrows_to_remove, i) @@ -211,26 +192,22 @@ function MinigameDDRWindow.update() end end end - -- Remove off-screen arrows (iterate backwards to avoid index issues) for i = #arrows_to_remove, 1, -1 do table.remove(mg.arrows, arrows_to_remove[i]) end - -- Update input cooldowns for dir, _ in pairs(mg.input_cooldowns) do if mg.input_cooldowns[dir] > 0 then mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1 end end - -- Update button press timers for dir, _ in pairs(mg.button_pressed_timers) do if mg.button_pressed_timers[dir] > 0 then mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1 end end - -- Check for arrow key inputs local input_map = { left = Input.left(), @@ -238,12 +215,10 @@ function MinigameDDRWindow.update() up = Input.up(), right = Input.right() } - for dir, pressed in pairs(input_map) do if pressed and mg.input_cooldowns[dir] == 0 then mg.input_cooldowns[dir] = mg.input_cooldown_duration mg.button_pressed_timers[dir] = mg.button_press_duration - -- Check if any arrow matches this direction and is in hit range local hit = false for i, arrow in ipairs(mg.arrows) do @@ -258,7 +233,6 @@ function MinigameDDRWindow.update() break end end - -- If pressed but no arrow to hit, apply small penalty if not hit then mg.bar_fill = mg.bar_fill - 2 @@ -272,7 +246,6 @@ end function MinigameDDRWindow.draw() local mg = Context.minigame_ddr - -- Safety check if not mg then cls(0) @@ -283,19 +256,15 @@ function MinigameDDRWindow.draw() end return end - -- Draw the underlying window first (for overlay effect) if mg.return_window == WINDOW_GAME then GameWindow.draw() end - -- Draw semi-transparent overlay background rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) - -- Draw progress bar background rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) - -- Draw progress bar fill local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width if fill_width > 0 then @@ -306,14 +275,11 @@ function MinigameDDRWindow.draw() elseif mg.bar_fill > 33 then bar_color = Config.colors.bar end - rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color) end - -- Draw progress percentage local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100) Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black) - -- Draw target arrows at bottom (light grey when not pressed) if mg.target_arrows then for _, target in ipairs(mg.target_arrows) do @@ -322,17 +288,14 @@ function MinigameDDRWindow.draw() draw_arrow(target.x, mg.target_y, target.dir, color) end end - -- Draw falling arrows (blue) if mg.arrows then for _, arrow in ipairs(mg.arrows) do draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.bar) -- blue color end end - -- Draw instruction text Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) - -- Debug info (large and visible) local debug_y = 60 if mg.debug_status then @@ -340,11 +303,21 @@ function MinigameDDRWindow.draw() debug_y = debug_y + 10 end if mg.use_pattern then - Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green) + Print.text_center( + "PATTERN MODE - Frame:" .. mg.frame_counter, + Config.screen.width / 2, + debug_y, + Config.colors.green + ) if mg.current_song and mg.current_song.pattern then - Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green) + Print.text_center( + "Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, + Config.screen.width / 2, + debug_y + 10, + Config.colors.green + ) end else Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar) end -end +end \ No newline at end of file diff --git a/inc/window/window.minigame.mash.lua b/inc/window/window.minigame.mash.lua index abae6e2..a2ddc6c 100644 --- a/inc/window/window.minigame.mash.lua +++ b/inc/window/window.minigame.mash.lua @@ -26,33 +26,27 @@ end function MinigameButtonMashWindow.update() local mg = Context.minigame_button_mash - -- Check for Z button press if Input.select() then mg.bar_fill = mg.bar_fill + mg.fill_per_press mg.button_pressed_timer = mg.button_press_duration - -- Clamp to max if mg.bar_fill > mg.max_fill then mg.bar_fill = mg.max_fill end end - -- Check if bar is full (completed) if mg.bar_fill >= mg.max_fill then Context.active_window = mg.return_window return end - -- Automatic degradation (increases with bar fill level) local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier) mg.bar_fill = mg.bar_fill - degradation - -- Clamp to minimum if mg.bar_fill < 0 then mg.bar_fill = 0 end - -- Update button press timer if mg.button_pressed_timer > 0 then mg.button_pressed_timer = mg.button_pressed_timer - 1 @@ -61,20 +55,16 @@ end function MinigameButtonMashWindow.draw() local mg = Context.minigame_button_mash - -- Draw the underlying window first (for overlay effect) if mg.return_window == WINDOW_GAME then GameWindow.draw() end - -- Draw semi-transparent overlay background -- Draw darker rectangles to create overlay effect rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) - -- Draw progress bar background rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) - -- Draw progress bar fill local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width if fill_width > 0 then @@ -85,29 +75,22 @@ function MinigameButtonMashWindow.draw() elseif mg.bar_fill > 33 then bar_color = Config.colors.bar -- medium color end - - rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color) + rect(mg.bar_x, mg.bar_y, fill_width, bar_color) end - -- Draw button indicator local button_color = Config.colors.light_grey if mg.button_pressed_timer > 0 then button_color = Config.colors.green -- Highlight when pressed end - - -- Draw button as circle (approximated with rect for TIC-80) circb(mg.button_x, mg.button_y, mg.button_size, button_color) if mg.button_pressed_timer > 0 then circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) end - -- Draw Z text in the button Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey) - -- Draw instruction text Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) - -- Draw progress percentage local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100) Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black) -end +end \ No newline at end of file diff --git a/inc/window/window.minigame.rhythm.lua b/inc/window/window.minigame.rhythm.lua index 91f965a..d24ad56 100644 --- a/inc/window/window.minigame.rhythm.lua +++ b/inc/window/window.minigame.rhythm.lua @@ -13,18 +13,15 @@ function MinigameRhythmWindow.init() button_pressed_timer = 0, button_press_duration = 10, return_window = WINDOW_GAME, - -- Visual layout (match button mash minigame dimensions) bar_x = 20, bar_y = 10, bar_width = 200, bar_height = 12, - -- Button indicator button_x = 210, button_y = 110, button_size = 10, - -- Cooldown to prevent multiple presses in one frame press_cooldown = 0, press_cooldown_duration = 15 @@ -39,10 +36,8 @@ end function MinigameRhythmWindow.update() local mg = Context.minigame_rhythm - -- Move the line across the bar (bidirectional) mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction) - -- Reverse direction when reaching either end if mg.line_position > 1 then mg.line_position = 1 @@ -51,21 +46,17 @@ function MinigameRhythmWindow.update() mg.line_position = 0 mg.line_direction = 1 end - -- Decrease cooldown timer if mg.press_cooldown > 0 then mg.press_cooldown = mg.press_cooldown - 1 end - -- Check for Z button press (only if cooldown expired) if Input.select() and mg.press_cooldown == 0 then mg.button_pressed_timer = mg.button_press_duration mg.press_cooldown = mg.press_cooldown_duration - -- Calculate if line is within target area local target_left = mg.target_center - (mg.target_width / 2) local target_right = mg.target_center + (mg.target_width / 2) - if mg.line_position >= target_left and mg.line_position <= target_right then -- HIT! Award point mg.score = mg.score + 1 @@ -76,7 +67,6 @@ function MinigameRhythmWindow.update() mg.score = 0 end end - -- Calculate target width dynamically based on score -- Each point shrinks by 10%, so reverse the formula mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score) @@ -84,13 +74,11 @@ function MinigameRhythmWindow.update() mg.target_width = mg.min_target_width end end - -- Check win condition if mg.score >= mg.max_score then Context.active_window = mg.return_window return end - -- Update button press timer if mg.button_pressed_timer > 0 then mg.button_pressed_timer = mg.button_pressed_timer - 1 @@ -99,56 +87,46 @@ end function MinigameRhythmWindow.draw() local mg = Context.minigame_rhythm - -- Draw the underlying window first (for overlay effect) if mg.return_window == WINDOW_GAME then GameWindow.draw() end - -- Draw semi-transparent overlay background rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) - -- Calculate actual pixel positions - local bar_center_x = mg.bar_x + mg.bar_width / 2 - -- Draw bar container background rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) - -- Draw bar background (empty area) rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey) - -- Draw target area (highlighted section in middle) local target_left = mg.target_center - (mg.target_width / 2) - local target_right = mg.target_center + (mg.target_width / 2) local target_x = mg.bar_x + (target_left * mg.bar_width) local target_width_pixels = mg.target_width * mg.bar_width - rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green) - -- Draw the moving line local line_x = mg.bar_x + (mg.line_position * mg.bar_width) rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line - -- Draw score text local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey) - -- Draw instruction text - Print.text_center("Press Z when line is in green!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 20, Config.colors.light_grey) - + Print.text_center( + "Press Z when line is in green!", + Config.screen.width / 2, + mg.bar_y + mg.bar_height + 20, + Config.colors.light_grey + ) -- Draw button indicator in bottom-right corner local button_color = Config.colors.light_grey if mg.button_pressed_timer > 0 then button_color = Config.colors.green -- Highlight when pressed end - -- Draw button circle circb(mg.button_x, mg.button_y, mg.button_size, button_color) if mg.button_pressed_timer > 0 then circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color) end - -- Draw Z text in the button Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color) -end +end \ No newline at end of file