- musicator: generation + ddr operational
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- TODO: special logic, code cleanup
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@@ -9,6 +9,7 @@ function MinigameDDRWindow.init_context()
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local total_width = (4 * arrow_size) + (3 * arrow_spacing)
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local start_x = (Config.screen.width - total_width) / 2
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return {
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special_type = "normal", -- "normal", "only_special", "only_left", "only_nothing"
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bar_fill = 0,
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max_fill = 100,
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fill_per_hit = 10,
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@@ -66,13 +67,23 @@ end
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--- @param[opt] params table Optional parameters for minigame configuration.</br>
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function MinigameDDRWindow.start(return_window, song_key, params)
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MinigameDDRWindow.init(params)
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Audio.music_play_activity_work()
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Context.minigame_ddr.return_window = return_window or "game"
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Context.minigame_ddr.debug_song_key = song_key
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if song_key and Songs and Songs[song_key] then
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Context.minigame_ddr.current_song = Songs[song_key]
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local current_song = Songs[song_key]
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Context.minigame_ddr.current_song = current_song
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Context.minigame_ddr.use_pattern = true
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Context.minigame_ddr.pattern_index = 1
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Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
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if current_song.generated then
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local pattern = musicator_generate_pattern(30, current_song.bpm, current_song.spd * 3)
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current_song.pattern = pattern
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current_song.end_frame = pattern[#pattern].frame
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end
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else
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Context.minigame_ddr.use_pattern = false
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if song_key then
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@@ -81,12 +92,19 @@ function MinigameDDRWindow.start(return_window, song_key, params)
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Context.minigame_ddr.debug_status = "Random mode"
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end
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end
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if not Context.test_mode then
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Context.minigame_ddr.debug_status = ""
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end
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Window.set_current("minigame_ddr")
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end
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--- Spawns a random arrow.
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--- @within MinigameDDRWindow
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local function spawn_arrow()
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trace("random arrow")
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local mg = Context.minigame_ddr
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local target = mg.target_arrows[math.random(1, 4)]
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table.insert(mg.arrows, {
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@@ -99,14 +117,15 @@ end
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--- Spawns an arrow in a specific direction.
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--- @within MinigameDDRWindow
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--- @param direction string The direction of the arrow ("left", "down", "up", "right").
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local function spawn_arrow_dir(direction)
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local function spawn_arrow_dir(direction, note)
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local mg = Context.minigame_ddr
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for _, target in ipairs(mg.target_arrows) do
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if target.dir == direction then
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table.insert(mg.arrows, {
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dir = direction,
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x = target.x,
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y = mg.bar_y + mg.bar_height + 10
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y = mg.bar_y + mg.bar_height + 10,
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note = note
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})
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break
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end
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@@ -165,6 +184,7 @@ function MinigameDDRWindow.update()
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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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mg.special_condition_met = (mg.total_misses == 0)
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Audio.music_stop()
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Meter.on_minigame_complete()
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if mg.on_win then
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mg.on_win()
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@@ -180,19 +200,23 @@ function MinigameDDRWindow.update()
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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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mg.frame_counter = mg.frame_counter + 1
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if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
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if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
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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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end
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if mg.use_pattern and mg.current_song and mg.current_song.pattern then
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local pattern = mg.current_song.pattern
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while mg.pattern_index <= #pattern do
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local spawn_entry = pattern[mg.pattern_index]
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if mg.frame_counter >= spawn_entry.frame then
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spawn_arrow_dir(spawn_entry.dir)
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spawn_arrow_dir(spawn_entry.dir, spawn_entry.note)
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mg.pattern_index = mg.pattern_index + 1
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else
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break
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@@ -205,6 +229,8 @@ function MinigameDDRWindow.update()
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mg.arrow_spawn_timer = 0
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end
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end
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-- move arrow downwards
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local arrows_to_remove = {}
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for i, arrow in ipairs(mg.arrows) do
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arrow.y = arrow.y + mg.arrow_fall_speed
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@@ -217,26 +243,31 @@ function MinigameDDRWindow.update()
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mg.total_misses = mg.total_misses + 1
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end
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end
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-- iterate backwards to avoid index shift issues
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for i = #arrows_to_remove, 1, -1 do
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table.remove(mg.arrows, arrows_to_remove[i])
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end
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for dir, _ in pairs(mg.input_cooldowns) do
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if mg.input_cooldowns[dir] > 0 then
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mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
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end
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end
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for dir, _ in pairs(mg.button_pressed_timers) do
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if mg.button_pressed_timers[dir] > 0 then
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mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
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end
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end
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local input_map = {
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left = Input.left(),
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down = Input.down(),
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up = Input.up(),
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right = Input.right()
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}
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for dir, pressed in pairs(input_map) do
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if pressed and mg.input_cooldowns[dir] == 0 then
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mg.input_cooldowns[dir] = mg.input_cooldown_duration
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@@ -244,6 +275,8 @@ function MinigameDDRWindow.update()
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local hit = false
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for i, arrow in ipairs(mg.arrows) do
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if arrow.dir == dir and check_hit(arrow) then
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sfx(56, arrow.note)
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mg.bar_fill = mg.bar_fill + mg.fill_per_hit
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if mg.bar_fill > mg.max_fill then
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mg.bar_fill = mg.max_fill
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