feat: added game over screen, fixed bar filling on ddr, applied tamagochi logic to game
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@@ -1,6 +1,35 @@
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--- @section MinigameButtonMashWindow
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---@class MinigameButtonMashState
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---@field bar_fill number
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---@field target_points number
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---@field fill_per_press number
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---@field base_degradation number
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---@field degradation_multiplier number
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---@field button_pressed_timer number
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---@field button_press_duration number
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---@field instruction_text string
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---@field show_progress_text boolean
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---@field return_window string?
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---@field bar_x number
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---@field bar_y number
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---@field bar_width number
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---@field bar_height number
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---@field button_x number
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---@field button_y number
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---@field button_size number
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---@field focus_center_x number?
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---@field focus_center_y number?
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---@field focus_initial_radius number
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---@field win_timer number
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---@field on_win (fun())?
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---@field meter_on_complete (fun(elapsed_sec: number))?
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---@field start_ms number?
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---@field elapsed_sec number?
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--- Gets initial button mash minigame configuration.
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--- @within MinigameButtonMashWindow
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--- @return result table The default button mash minigame configuration.
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---@return MinigameButtonMashState
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function MinigameButtonMashWindow.init_context()
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return {
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bar_fill = 0,
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@@ -24,7 +53,11 @@ function MinigameButtonMashWindow.init_context()
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focus_center_y = nil,
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focus_initial_radius = 0,
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win_timer = 0,
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on_win = nil
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on_win = nil,
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--- If set, called with elapsed_sec instead of Meter.on_minigame_complete()
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meter_on_complete = nil,
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start_ms = nil,
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elapsed_sec = nil,
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}
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end
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@@ -51,8 +84,10 @@ end
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function MinigameButtonMashWindow.start(return_window, params)
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Audio.music_stop()
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MinigameButtonMashWindow.init(params)
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---@type MinigameButtonMashState
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local mg = Context.minigame_button_mash
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mg.return_window = return_window or "game"
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mg.start_ms = time()
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if mg.focus_center_x then
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Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
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initial_radius = mg.focus_initial_radius
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@@ -64,12 +99,18 @@ end
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--- Updates button mash minigame logic.
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--- @within MinigameButtonMashWindow
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function MinigameButtonMashWindow.update()
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---@type MinigameButtonMashState
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local mg = Context.minigame_button_mash
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if mg.win_timer > 0 then
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mg.win_timer = mg.win_timer - 1
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if mg.win_timer == 0 then
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Meter.on_minigame_complete()
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if mg.meter_on_complete then
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mg.meter_on_complete(mg.elapsed_sec or 0)
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else
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Meter.on_minigame_complete(false)
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end
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if not Context.game_in_progress then return end
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if mg.focus_center_x then Focus.stop() end
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Context.home_norman_visible = true
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Context.have_done_work_today = false
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@@ -97,6 +138,7 @@ function MinigameButtonMashWindow.update()
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end
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if mg.bar_fill >= mg.target_points then
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Audio.sfx_select()
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mg.elapsed_sec = (time() - mg.start_ms) / 1000
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mg.win_timer = Config.timing.minigame_win_duration
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return
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end
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@@ -116,6 +158,7 @@ end
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--- Draws button mash minigame.
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--- @within MinigameButtonMashWindow
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function MinigameButtonMashWindow.draw()
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---@type MinigameButtonMashState
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local mg = Context.minigame_button_mash
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if mg.return_window == "game" then
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GameWindow.draw_with_underlay(function()
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