linter fixes
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This commit is contained in:
2026-02-18 08:16:10 +01:00
parent f589b9bbca
commit 3dd6cfcdcb
18 changed files with 125 additions and 147 deletions

View File

@@ -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