- ddr special logic seems to be working in solation
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This commit is contained in:
mr.one
2026-03-21 17:26:39 +01:00
parent c41bf23a45
commit 9a3c9ee28c
7 changed files with 154 additions and 26 deletions

View File

@@ -9,7 +9,7 @@ function MinigameDDRWindow.init_context()
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
special_type = "normal", -- "normal", "only_special", "only_left", "only_nothing"
special_mode = "normal", -- "normal", "only_special", "only_left", "only_nothing"
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
@@ -39,14 +39,90 @@ function MinigameDDRWindow.init_context()
current_song = nil,
pattern_index = 1,
use_pattern = false,
generated_length = 60,
return_window = nil,
win_timer = 0,
on_win = nil,
special_condition_met = false,
total_misses = 0,
special_mode_condition = true,
special_mode_counter = 0
}
end
function MinigameDDRWindow.prepareSong(song, generated_length, special_mode)
local current_song = Util.deepcopy(song)
if current_song.generated then
local pattern = musicator_generate_pattern(generated_length, current_song.bpm, current_song.spd * 4)
current_song.pattern = pattern
current_song.end_frame = pattern[#pattern].frame
if special_mode == "only_special" then
local cntr = 1
for i, v in ipairs(current_song.pattern) do
current_song.pattern[i].special = (i % 5 == 0)
end
elseif special_mode == "" then
end
end
return current_song
end
function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context)
local special_mode = game_context.special_mode
if special_mode == "normal" then
Audio.sfx_arrowhit(arrow.note)
elseif special_mode == "only_special" then
if arrow.special then
Audio.sfx_arrowhit(arrow.note)
game_context.special_mode_counter = game_context.special_mode_counter + 1
else
if game_context.special_mode_condition then Audio.sfx_bloop() end
game_context.special_mode_condition = false
end
elseif special_mode == "only_left" then
if arrow.dir == "left" then
Audio.sfx_arrowhit(arrow.note)
game_context.special_mode_counter = game_context.special_mode_counter + 1
else
if game_context.special_mode_condition then Audio.sfx_bloop() end
game_context.special_mode_condition = false
end
elseif special_mode == "only_nothing" then
if game_context.special_mode_condition then Audio.sfx_bloop() end
game_context.special_mode_condition = false
end
end
function MinigameDDRWindow.on_end(game_context)
game_context.win_timer = Config.timing.minigame_win_duration
local num_special = 0
for i,v in ipairs(game_context.current_song.pattern) do
if game_context.special_mode == "only_left" then
num_special = num_special + ((v.dir == "left" and 1) or 0)
else
num_special = num_special + ((v.special and 1) or 0)
end
end
local was_ok = true
if game_context.special_mode == "normal" then
was_ok = game_context.special_mode_counter == num_special
elseif game_context.special_mode == "only_special" then
was_ok = game_context.special_mode_counter == num_special
elseif game_context.special_mode == "only_left" then
was_ok = game_context.special_mode_counter == num_special
elseif game_context.special_mode == "only_nothing" then
-- nothing to do here :D
end
game_context.special_mode_condition = game_context.special_mode_condition and was_ok
end
--- Initializes DDR minigame state.
--- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.<br/>
@@ -73,17 +149,16 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.return_window = return_window or "game"
Context.minigame_ddr.debug_song_key = song_key
if song_key and Songs and Songs[song_key] then
local current_song = Songs[song_key]
Context.minigame_ddr.current_song = current_song
Context.minigame_ddr.use_pattern = true
Context.minigame_ddr.pattern_index = 1
Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
if current_song.generated then
local pattern = musicator_generate_pattern(30, current_song.bpm, current_song.spd * 3)
current_song.pattern = pattern
current_song.end_frame = pattern[#pattern].frame
end
Context.minigame_ddr.current_song = MinigameDDRWindow.prepareSong(
Songs[song_key],
Context.minigame_ddr.generated_length,
Context.minigame_ddr.special_mode
)
else
Context.minigame_ddr.use_pattern = false
if song_key then
@@ -117,7 +192,7 @@ end
--- Spawns an arrow in a specific direction.
--- @within MinigameDDRWindow
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction, note)
local function spawn_arrow_dir(direction, note, special)
local mg = Context.minigame_ddr
for _, target in ipairs(mg.target_arrows) do
if target.dir == direction then
@@ -125,7 +200,8 @@ local function spawn_arrow_dir(direction, note)
dir = direction,
x = target.x,
y = mg.bar_y + mg.bar_height + 10,
note = note
note = note,
special = special
})
break
end
@@ -183,7 +259,6 @@ function MinigameDDRWindow.update()
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
mg.special_condition_met = (mg.total_misses == 0)
Audio.music_stop()
Meter.on_minigame_complete()
if mg.on_win then
@@ -197,7 +272,7 @@ function MinigameDDRWindow.update()
end
if mg.bar_fill >= mg.max_fill then
mg.win_timer = Config.timing.minigame_win_duration
MinigameDDRWindow.on_end(mg)
return
end
@@ -205,7 +280,7 @@ function MinigameDDRWindow.update()
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
mg.win_timer = Config.timing.minigame_win_duration
MinigameDDRWindow.on_end(mg)
return
end
end
@@ -216,7 +291,7 @@ function MinigameDDRWindow.update()
local spawn_entry = pattern[mg.pattern_index]
if mg.frame_counter >= spawn_entry.frame then
spawn_arrow_dir(spawn_entry.dir, spawn_entry.note)
spawn_arrow_dir(spawn_entry.dir, spawn_entry.note, spawn_entry.special)
mg.pattern_index = mg.pattern_index + 1
else
break
@@ -275,7 +350,7 @@ function MinigameDDRWindow.update()
local hit = false
for i, arrow in ipairs(mg.arrows) do
if arrow.dir == dir and check_hit(arrow) then
sfx(56, arrow.note)
MinigameDDRWindow.on_arrow_hit_special(arrow, mg)
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
if mg.bar_fill > mg.max_fill then
@@ -337,7 +412,8 @@ function MinigameDDRWindow.draw()
end
if mg.arrows then
for _, arrow in ipairs(mg.arrows) do
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
local arrow_color = arrow.special and Config.colors.white or Config.colors.blue
draw_arrow(arrow.x, arrow.y, arrow.dir, arrow_color)
end
end
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
@@ -365,6 +441,10 @@ function MinigameDDRWindow.draw()
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
if mg.special_mode_condition then
Minigame.draw_win_overlay("SUCCESS...?")
else
Minigame.draw_win_overlay()
end
end
end
end