feat: added minigames (button_mash, rhythm, ddr), correction in makefiles readline, placed games in init.context
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113
inc/window/window.minigame.mash.lua
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113
inc/window/window.minigame.mash.lua
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function MinigameButtonMashWindow.init()
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Context.minigame_button_mash = {
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bar_fill = 0, -- 0 to 100
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max_fill = 100,
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fill_per_press = 8,
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base_degradation = 0.15, -- Base degradation per frame
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degradation_multiplier = 0.006, -- Increases with bar fill
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button_pressed_timer = 0, -- Visual feedback timer
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button_press_duration = 8, -- Frames to show button press
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return_window = WINDOW_GAME, -- Window to return to after completion
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bar_x = 20,
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bar_y = 10,
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bar_width = 200,
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bar_height = 12,
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button_x = 20,
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button_y = 110,
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button_size = 12
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}
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end
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function MinigameButtonMashWindow.start(return_window)
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MinigameButtonMashWindow.init()
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Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
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Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
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end
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function MinigameButtonMashWindow.update()
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local mg = Context.minigame_button_mash
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-- Check for Z button press
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if Input.select() then
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mg.bar_fill = mg.bar_fill + mg.fill_per_press
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mg.button_pressed_timer = mg.button_press_duration
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-- Clamp to max
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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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end
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end
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-- Check if bar is full (completed)
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if mg.bar_fill >= mg.max_fill then
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Context.active_window = mg.return_window
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return
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end
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-- Automatic degradation (increases with bar fill level)
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local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
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mg.bar_fill = mg.bar_fill - degradation
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-- Clamp to minimum
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if mg.bar_fill < 0 then
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mg.bar_fill = 0
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end
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-- Update button press timer
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if mg.button_pressed_timer > 0 then
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mg.button_pressed_timer = mg.button_pressed_timer - 1
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end
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end
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function MinigameButtonMashWindow.draw()
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local mg = Context.minigame_button_mash
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-- Draw the underlying window first (for overlay effect)
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if mg.return_window == WINDOW_GAME then
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GameWindow.draw()
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end
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-- Draw semi-transparent overlay background
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-- Draw darker rectangles to create overlay effect
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rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
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-- Draw progress bar background
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rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
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rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
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-- Draw progress bar fill
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local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
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if fill_width > 0 then
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-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
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local bar_color = Config.colors.green
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if mg.bar_fill > 66 then
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bar_color = Config.colors.item -- yellow
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elseif mg.bar_fill > 33 then
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bar_color = Config.colors.npc -- medium color
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end
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rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
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end
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-- Draw button indicator
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local button_color = Config.colors.light_grey
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if mg.button_pressed_timer > 0 then
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button_color = Config.colors.green -- Highlight when pressed
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end
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-- Draw button as circle (approximated with rect for TIC-80)
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circb(mg.button_x, mg.button_y, mg.button_size, button_color)
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if mg.button_pressed_timer > 0 then
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circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
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end
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-- Draw Z text in the button
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Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
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-- Draw instruction text
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Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
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-- Draw progress percentage
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local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
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Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
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end
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