From 8832b6c833eb904e0497856f86de2e683a75a03a Mon Sep 17 00:00:00 2001 From: Zoltan Timar Date: Wed, 18 Feb 2026 22:58:14 +0100 Subject: [PATCH] feat: added meters, changed colors, removed unnecessary comments --- impostor.inc | 1 + inc/decision/decision.play_button_mash.lua | 2 +- inc/decision/decision.play_ddr.lua | 2 +- inc/decision/decision.play_rhythm.lua | 2 +- inc/init/init.config.lua | 5 +- inc/init/init.context.lua | 3 +- inc/init/init.meters.lua | 75 ++++++++++++++++++++++ inc/init/init.modules.lua | 1 + inc/system/system.main.lua | 4 ++ inc/system/system.ui.lua | 32 +++++++++ inc/window/window.minigame.ddr.lua | 59 +++-------------- inc/window/window.minigame.mash.lua | 26 ++------ inc/window/window.minigame.rhythm.lua | 31 ++------- 13 files changed, 142 insertions(+), 101 deletions(-) create mode 100644 inc/init/init.meters.lua diff --git a/impostor.inc b/impostor.inc index ab191dd..9f86ad7 100644 --- a/impostor.inc +++ b/impostor.inc @@ -2,6 +2,7 @@ meta/meta.header.lua init/init.modules.lua init/init.config.lua init/init.minigames.lua +init/init.meters.lua system/system.util.lua init/init.windows.lua decision/decision.manager.lua diff --git a/inc/decision/decision.play_button_mash.lua b/inc/decision/decision.play_button_mash.lua index 6fc26ff..1d88a44 100644 --- a/inc/decision/decision.play_button_mash.lua +++ b/inc/decision/decision.play_button_mash.lua @@ -1,6 +1,6 @@ DecisionManager.register({ id = "play_button_mash", label = "Play Button Mash", - handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end, + handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end, condition = function() return true end }) diff --git a/inc/decision/decision.play_ddr.lua b/inc/decision/decision.play_ddr.lua index 4274832..d4d8cf9 100644 --- a/inc/decision/decision.play_ddr.lua +++ b/inc/decision/decision.play_ddr.lua @@ -1,6 +1,6 @@ DecisionManager.register({ id = "play_ddr", label = "Play DDR (Random)", - handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end, + handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end, condition = function() return true end }) diff --git a/inc/decision/decision.play_rhythm.lua b/inc/decision/decision.play_rhythm.lua index a0c9483..ccb465e 100644 --- a/inc/decision/decision.play_rhythm.lua +++ b/inc/decision/decision.play_rhythm.lua @@ -1,6 +1,6 @@ DecisionManager.register({ id = "play_rhythm", label = "Play Rhythm Game", - handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end, + handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end, condition = function() return true end }) diff --git a/inc/init/init.config.lua b/inc/init/init.config.lua index 0db916b..aee08cd 100644 --- a/inc/init/init.config.lua +++ b/inc/init/init.config.lua @@ -7,9 +7,12 @@ local DEFAULT_CONFIG = { black = 0, light_grey = 13, dark_grey = 14, + red = 2, green = 6, blue = 9, - item = 12 + white = 12, + item = 12, + meter_bg = 12 }, player = { sprite_id = 1 diff --git a/inc/init/init.context.lua b/inc/init/init.context.lua index 7a40c4a..36aac59 100644 --- a/inc/init/init.context.lua +++ b/inc/init/init.context.lua @@ -44,7 +44,8 @@ on than meets the eye.]] screens = {}, minigame_ddr = Minigames.get_default_ddr(), minigame_button_mash = Minigames.get_default_button_mash(), - minigame_rhythm = Minigames.get_default_rhythm() + minigame_rhythm = Minigames.get_default_rhythm(), + meters = Meters.get_initial() } end diff --git a/inc/init/init.meters.lua b/inc/init/init.meters.lua new file mode 100644 index 0000000..14c83de --- /dev/null +++ b/inc/init/init.meters.lua @@ -0,0 +1,75 @@ +local METER_MAX = 1000 +local METER_DEFAULT = 500 +local METER_DECAY_PER_FRAME = 0.02 +local METER_GAIN_PER_CHORE = 100 +local COMBO_BASE_BONUS = 0.02 +local COMBO_MAX_BONUS = 0.16 +local COMBO_TIMEOUT_FRAMES = 600 + +Meters.COLOR_ISM = Config.colors.red +Meters.COLOR_WPM = Config.colors.blue +Meters.COLOR_BM = Config.colors.black +Meters.COLOR_BG = Config.colors.meter_bg + +function Meters.get_initial() + return { + ism = METER_DEFAULT, + wpm = METER_DEFAULT, + bm = METER_DEFAULT, + combo = 0, + combo_timer = 0, + hidden = false, + } +end + +function Meters.hide() + if Context and Context.meters then Context.meters.hidden = true end +end + +function Meters.show() + if Context and Context.meters then Context.meters.hidden = false end +end + +function Meters.get_max() + return METER_MAX +end + +function Meters.get_combo_multiplier() + if not Context or not Context.meters then return 1 end + local combo = Context.meters.combo + if combo == 0 then return 1 end + return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1))) +end + +function Meters.update() + if not Context or not Context.game_in_progress or not Context.meters then return end + local m = Context.meters + m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME) + m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME) + m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME) + if m.combo > 0 then + m.combo_timer = m.combo_timer + 1 + if m.combo_timer >= COMBO_TIMEOUT_FRAMES then + m.combo = 0 + m.combo_timer = 0 + end + end +end + +function Meters.add(key, amount) + if not Context or not Context.meters then return end + local m = Context.meters + if m[key] ~= nil then + m[key] = math.min(METER_MAX, m[key] + amount) + end +end + +function Meters.on_minigame_complete() + local m = Context.meters + local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier()) + Meters.add("wpm", gain) + Meters.add("ism", gain) + Meters.add("bm", gain) + m.combo = m.combo + 1 + m.combo_timer = 0 +end diff --git a/inc/init/init.modules.lua b/inc/init/init.modules.lua index dc01748..0adcba2 100644 --- a/inc/init/init.modules.lua +++ b/inc/init/init.modules.lua @@ -9,6 +9,7 @@ local MinigameButtonMashWindow = {} local MinigameRhythmWindow = {} local MinigameDDRWindow = {} Util = {} +Meters = {} Minigames = {} DecisionManager = {} ScreenManager = {} diff --git a/inc/system/system.main.lua b/inc/system/system.main.lua index a30da75..aebb173 100644 --- a/inc/system/system.main.lua +++ b/inc/system/system.main.lua @@ -58,4 +58,8 @@ function TIC() if handler then handler() end + Meters.update() + if Context.game_in_progress then + UI.draw_meters() + end end diff --git a/inc/system/system.ui.lua b/inc/system/system.ui.lua index e950559..bc28d45 100644 --- a/inc/system/system.ui.lua +++ b/inc/system/system.ui.lua @@ -97,6 +97,38 @@ function UI.draw_decision_selector(decisions, selected_decision_index) Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end end +function UI.draw_meters() + if not Context or not Context.game_in_progress or not Context.meters then return end + if Context.meters.hidden then return end + + local m = Context.meters + local max = Meters.get_max() + local bar_w = 44 + local bar_h = 2 + local bar_x = 182 + local label_x = 228 + local line_h = 5 + local start_y = 11 + local bar_offset = math.floor((line_h - bar_h) / 2) + + local meter_list = { + { key = "wpm", label = "WPM", color = Meters.COLOR_WPM, row = 0 }, + { key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 }, + { key = "bm", label = "BM", color = Meters.COLOR_BM, row = 2 }, + } + + for _, meter in ipairs(meter_list) do + local label_y = start_y + meter.row * line_h + local bar_y = label_y + bar_offset + local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w)) + rect(bar_x, bar_y, bar_w, bar_h, Meters.COLOR_BG) + if fill_w > 0 then + rect(bar_x, bar_y, fill_w, bar_h, meter.color) + end + print(meter.label, label_x, label_y, meter.color, false, 1, true) + end +end + function UI.update_decision_selector(decisions, selected_decision_index) if Input.left() then Audio.sfx_beep() diff --git a/inc/window/window.minigame.ddr.lua b/inc/window/window.minigame.ddr.lua index 9b326ba..26a5f8d 100644 --- a/inc/window/window.minigame.ddr.lua +++ b/inc/window/window.minigame.ddr.lua @@ -5,16 +5,13 @@ end function MinigameDDRWindow.start(return_window, song_key, params) MinigameDDRWindow.init(params) 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] Context.minigame_ddr.use_pattern = true Context.minigame_ddr.pattern_index = 1 Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key else - -- Default to random spawning Context.minigame_ddr.use_pattern = false if song_key then Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key) @@ -25,21 +22,18 @@ function MinigameDDRWindow.start(return_window, song_key, params) Context.active_window = WINDOW_MINIGAME_DDR end --- Spawn a new arrow (random direction) local function spawn_arrow() local mg = Context.minigame_ddr local target = mg.target_arrows[math.random(1, 4)] table.insert(mg.arrows, { dir = target.dir, x = target.x, - y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar + y = mg.bar_y + mg.bar_height + 10 }) end --- Spawn an arrow with specific direction local function spawn_arrow_dir(direction) local mg = Context.minigame_ddr - -- Find the target arrow for this direction for _, target in ipairs(mg.target_arrows) do if target.dir == direction then table.insert(mg.arrows, { @@ -52,38 +46,30 @@ local function spawn_arrow_dir(direction) end end --- Check if arrow is close enough for a hit local function check_hit(arrow) local mg = Context.minigame_ddr local distance = math.abs(arrow.y - mg.target_y) return distance <= mg.hit_threshold end --- Check if arrow has passed the target local function check_miss(arrow) local mg = Context.minigame_ddr return arrow.y > mg.target_y + mg.hit_threshold end --- Draw a single arrow sprite 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 tri(x + half, y, x, y + half, x + half, y + size, color) rect(x + half, y + half - 2, half, 4, color) elseif direction == "right" then - -- Triangle pointing right tri(x + half, y, x + size, y + half, x + half, y + size, color) rect(x, y + half - 2, half, 4, color) elseif direction == "up" then - -- Triangle pointing up tri(x, y + half, x + half, y, x + size, y + half, color) rect(x + half - 2, y + half, 4, half, color) elseif direction == "down" then - -- Triangle pointing down tri(x, y + half, x + half, y + size, x + size, y + half, color) rect(x + half - 2, y, 4, half, color) end @@ -91,77 +77,64 @@ end function MinigameDDRWindow.update() local mg = Context.minigame_ddr - -- Check for completion (bar filled to 100%) if mg.bar_fill >= mg.max_fill then + Meters.on_minigame_complete() + Meters.show() 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 if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then - -- Song complete! Return to previous window + Meters.on_minigame_complete() + Meters.show() Context.active_window = mg.return_window 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) mg.pattern_index = mg.pattern_index + 1 else - -- Not time yet, break the loop break end end else - -- Random spawning mode (original behavior) mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1 if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then spawn_arrow() 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) - -- Penalty for missing mg.bar_fill = mg.bar_fill - mg.miss_penalty if mg.bar_fill < 0 then mg.bar_fill = 0 end end end - -- Remove off-screen arrows (iterate backwards to avoid index issues) + -- iterate backwards to avoid index shift 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(), down = Input.down(), @@ -172,11 +145,9 @@ function MinigameDDRWindow.update() 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 if arrow.dir == dir and check_hit(arrow) then - -- Perfect hit! mg.bar_fill = mg.bar_fill + mg.fill_per_hit if mg.bar_fill > mg.max_fill then mg.bar_fill = mg.max_fill @@ -186,7 +157,6 @@ 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 if mg.bar_fill < 0 then @@ -199,7 +169,6 @@ end function MinigameDDRWindow.draw() local mg = Context.minigame_ddr - -- Safety check if not mg then cls(0) print("DDR ERROR: Context not initialized", 10, 10, 12) @@ -209,31 +178,24 @@ 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 - -- Color changes as bar fills local bar_color = Config.colors.green if mg.bar_fill > 66 then - bar_color = Config.colors.item -- yellow + bar_color = Config.colors.item elseif mg.bar_fill > 33 then bar_color = Config.colors.blue 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 local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0 @@ -241,15 +203,12 @@ 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.blue) -- blue color + draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue) 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 Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item) @@ -273,4 +232,4 @@ function MinigameDDRWindow.draw() else Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue) end -end \ No newline at end of file +end diff --git a/inc/window/window.minigame.mash.lua b/inc/window/window.minigame.mash.lua index 65a754c..30d3f41 100644 --- a/inc/window/window.minigame.mash.lua +++ b/inc/window/window.minigame.mash.lua @@ -10,28 +10,24 @@ 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 + Meters.on_minigame_complete() + Meters.show() 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 end @@ -39,42 +35,32 @@ 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 - -- Color changes as bar fills (green -> yellow -> red analogy using available colors) local bar_color = Config.colors.green if mg.bar_fill > 66 then - bar_color = Config.colors.item -- yellow + bar_color = Config.colors.item elseif mg.bar_fill > 33 then bar_color = Config.colors.blue end - rect(mg.bar_x, mg.bar_y, fill_width, bar_color) + rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, 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 + button_color = Config.colors.green end 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 \ No newline at end of file +end diff --git a/inc/window/window.minigame.rhythm.lua b/inc/window/window.minigame.rhythm.lua index ee66728..9a4d186 100644 --- a/inc/window/window.minigame.rhythm.lua +++ b/inc/window/window.minigame.rhythm.lua @@ -10,9 +10,7 @@ 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 mg.line_direction = -1 @@ -20,40 +18,33 @@ 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 else - -- MISS! Deduct point (but not below 0) mg.score = mg.score - 1 if mg.score < 0 then 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) if mg.target_width < mg.min_target_width then mg.target_width = mg.min_target_width end end - -- Check win condition if mg.score >= mg.max_score then + Meters.on_minigame_complete() + Meters.show() 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 end @@ -61,46 +52,34 @@ 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 - -- 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_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 + rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) 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 ) - -- 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 + button_color = Config.colors.green 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 \ No newline at end of file +end