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feature/dd
| Author | SHA1 | Date | |
|---|---|---|---|
| 4e6590174a | |||
| 6a33be82e9 | |||
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9a3c9ee28c | ||
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c41bf23a45 |
@@ -17,6 +17,7 @@ logic/logic.glitch.lua
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logic/logic.discussion.lua
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system/system.ui.lua
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audio/audio.manager.lua
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audio/audio.generator.lua
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audio/audio.songs.lua
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sprite/sprite.manager.lua
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sprite/sprite.norman.lua
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@@ -1,4 +1,4 @@
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{
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local musicator_markov_model = {
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model = {
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["...|..."] = {
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next = {
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@@ -640,3 +640,105 @@
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},
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order = 2
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}
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local function musicator_unmake_key(k)
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local result = {}
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for t in string.gmatch(k, "[^|]+") do
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result[#result + 1] = t
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end
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return result
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end
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local function musicator_count_notes(sequence)
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local result = 0
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for _,v in ipairs(sequence) do
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if not (v == "...") then
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result = result + 1
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end
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end
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return result
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end
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local function musicator_generate_sequence(model_data, length)
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local order = model_data.order
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local model = model_data.model
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-- random start key
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local model_keys = {}
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for k,_ in pairs(model) do
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model_keys[#model_keys + 1] = k
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end
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local start_key = model_keys[math.ceil(math.random() * #model_keys)]
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-- sequence starts with the start key
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local seq = musicator_unmake_key(start_key)
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-- generation loop
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while musicator_count_notes(seq) < length do
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local current_key = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
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local chosen = "..."
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local key_data = model[current_key]
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if key_data then
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local r = math.random()
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local prob_sum = 0.0
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for new_note, new_prob in pairs(key_data.next) do
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prob_sum = prob_sum + new_prob
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if prob_sum < r then
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chosen = new_note
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end
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end
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end
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-- print(current_key .. " --> " .. chosen)
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seq[#seq+1] = chosen
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end
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return seq
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end
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local function musicator_row_to_frame(row, bpm, spd)
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local frames_per_row = (150 * spd) / bpm
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return math.floor(row * frames_per_row)
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end
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local function musicator_note_to_direction(note)
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local subnote = note:sub(1,1)
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local mapping = {
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C="left",
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D="up",
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E="up",
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F="right",
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G="right",
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A="down"
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}
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return mapping[subnote] or "up"
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end
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-- converts generated sequence to pattern that the ddr minigame can consume
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local function musicator_sequence_to_pattern(sequence, bpm, spd)
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local result = {}
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for i, note in ipairs(sequence) do
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if not (note == "...") then
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local at_ms = musicator_row_to_frame(i, bpm, spd)
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local direction = musicator_note_to_direction(note)
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result[#result + 1] = { frame=at_ms, dir=direction, note=note }
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end
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end
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return result
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end
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local function musicator_generate_pattern(length, bpm, spd)
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return musicator_sequence_to_pattern(musicator_generate_sequence(musicator_markov_model, length), bpm, spd)
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end
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@@ -1,48 +1,93 @@
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--- @section Audio
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Audio = {
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music_playing = nil
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}
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--- Stops current music.
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--- @within Audio
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function Audio.music_stop() music() end
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function Audio.music_stop()
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music()
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Audio.music_playing = nil
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end
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--- Plays track, doesn't restart if already playing.
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function Audio.music_play(track)
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if not (Audio.music_playing == track) then
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music(track)
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Audio.music_playing = track
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end
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end
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--- Plays main menu music.
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--- @within Audio
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function Audio.music_play_mainmenu() end
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--- Plays mystery man music.
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--- @within Audio
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function Audio.music_play_mystery() Audio.music_play(2) end
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--- Plays waking up music.
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--- @within Audio
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function Audio.music_play_wakingup() end
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--- Plays room morning music.
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--- @within Audio
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function Audio.music_play_room_morning() end
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--- Plays room street 1 music.
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--- @within Audio
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function Audio.music_play_room_street_1() end
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--- Plays room street 2 music.
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--- @within Audio
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function Audio.music_play_room_street_2() end
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--- Plays room music.
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--- @within Audio
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function Audio.music_play_room_() end
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--- Plays room work music.
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--- @within Audio
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function Audio.music_play_room_work() music(0) end
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function Audio.music_play_room_work() Audio.music_play(0) end
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--- Plays activity work music.
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--- @within Audio
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function Audio.music_play_activity_work() music(1) end
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function Audio.music_play_activity_work() Audio.music_play(1) end
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--- Plays select sound effect.
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--- @within Audio
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function Audio.sfx_select() sfx(17, 'C-7', 30) end
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--- Plays deselect sound effect.
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--- @within Audio
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function Audio.sfx_deselect() sfx(18, 'C-7', 30) end
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--- Plays beep sound effect.
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--- @within Audio
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function Audio.sfx_beep() sfx(19, 'C-6', 30) end
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--- Plays success sound effect.
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--- @within Audio
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function Audio.sfx_success() sfx(16, 'C-7', 60) end
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--- Plays bloop sound effect.
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--- @within Audio
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function Audio.sfx_bloop() sfx(21, 'C-3', 60) end
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--- Plays alarm sound effect.
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--- Plays alarm sound effect
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--- @within Audio
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function Audio.sfx_alarm() sfx(34, "C-5", 240) end
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--- Plays drum sound effect.
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--- @within Audio
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function Audio.sfx_alarm() sfx(61) end
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function Audio.sfx_drum_low() sfx(61, "C-2") end
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--- Plays drum sound effect.
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--- @within Audio
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function Audio.sfx_drum_high() sfx(61, "C-6") end
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--- Plays sound effect for arrow hit
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--- @within Audio
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--- @param note string The note for the sound to play
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function Audio.sfx_arrowhit(note) sfx(56, note) end
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@@ -105,6 +105,15 @@ Songs = {
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fps = 60,
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end_frame = nil, -- No end frame for random mode
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pattern = {} -- Empty, will spawn randomly in game
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},
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generated = {
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name = "Markov Mode",
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bpm = 150,
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spd = 6,
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fps = 60,
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end_frame = nil, -- calculated
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pattern = {}, -- generated
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generated = true
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}
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}
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@@ -162,40 +171,3 @@ Songs.custom_song = {
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}, 130)
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}
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]]
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--[[
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function generate_sequence(model_data, length)
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local order = model.order
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local model_data = model_data.model
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local model_keys = {}
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for k,_ in pairs(model) do
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model_keys[#model_keys + 1] = k
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end
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local start_key = model_keys[math.ceil(math.random() * #model_keys)]
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local seq = unmake_key(start_key)
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while #seq < length do
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local current_key = table.concat({unpack(seq, #seq - order + 1, #seq)}, "|")
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local chosen = "..."
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local key_data = model[current_key]
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if key_data then
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local r = math.random()
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local prob_sum = 0.0
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for new_note, new_prob in pairs(key_data.next) do
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prob_sum = prob_sum + new_prob
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if prob_sum < r then
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chosen = new_note
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end
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end
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end
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seq[#seq+1] = chosen
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end
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return seq
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end
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]]
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@@ -4,17 +4,31 @@ Decision.register({
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handle = function()
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Meter.hide()
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Util.go_to_screen_by_id("work")
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MinigameDDRWindow.start("game", nil, {
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on_win = function()
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if (Context.minigame_ddr.special_condition_met and Context.ascension.level == 1) then
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local modes_for_ascension_levels = {}
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modes_for_ascension_levels[0] = "normal"
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modes_for_ascension_levels[1] = "only_special"
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modes_for_ascension_levels[2] = "only_left"
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modes_for_ascension_levels[3] = "only_nothing"
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MinigameDDRWindow.start("game", "generated", {
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on_win = function(game_context)
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if (game_context.special_mode_condition and Context.ascension.level == 1) then
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Context.should_ascend = true
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elseif (game_context.special_mode_condition and Context.ascension.level == 2) then
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Context.should_ascend = true
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elseif (game_context.special_mode_condition and Context.ascension.level == 3) then
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Context.should_ascend = true
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elseif (game_context.special_mode_condition and Context.ascension.level == 4) then
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Context.should_ascend = true
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Context.minigame_ddr.special_condition_met = false
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end
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Meter.show()
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Util.go_to_screen_by_id("office")
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Window.set_current("game")
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Context.have_done_work_today = true
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end,
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special_mode = modes_for_ascension_levels[Ascension.get_level()]
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})
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end,
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})
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@@ -1,5 +1,8 @@
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Decision.register({
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id = "play_ddr",
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label = "Play DDR (Random)",
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handle = function() Meter.hide() MinigameDDRWindow.start("game", nil) end,
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handle = function()
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Meter.hide()
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MinigameDDRWindow.start("game", nil)
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end,
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})
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@@ -3,8 +3,8 @@
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--- Draws a unified win message overlay.
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--- @within Minigame
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function Minigame.draw_win_overlay()
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local text = "SUCCESS"
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function Minigame.draw_win_overlay(win_text)
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local text = win_text or "SUCCESS"
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local tw = #text * 6
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local th = 6
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local padding = 4
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@@ -396,26 +396,27 @@
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-- 016:ffffffffff0010201020766777001020102010201020102000fffffffffff3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f3f30b1b2b1b2b7667776777761b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b1b2b0b000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
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-- </MAP>
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-- <SFX>
|
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-- 000:060006400600064006000640060006400600060006000600060006000600060006000600060006000600060006000600060006000600060006000600300000000900
|
||||
-- 016:00000000000000400040004000700070007000400040004000700070007000c000c000c000c000c000c000c000c000c000c000c000c000c000c000c0470000000000
|
||||
-- 017:000000000000000000000000006000600060006000600060106020c030c050c060c080c0a0c0b0c0c0c0c0c0d0c0d0c0e0c0f0c0f0c0f0c0f0c0f0c0400000000000
|
||||
-- 018:00c000c000c000c000c000c0006000600060006000600060200030005000600080009000a000b000c000d000d000e000e000e000f000f000f000f000500000000000
|
||||
-- 019:0000000000000000000000d010d010d020d030d050d070d090d0b0d0c0d0e0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0f0d0500000000000
|
||||
-- 017:030003000300030003000300036003600360036003600360136023c033c053c063c083c0a3c0b3c0c3c0c3c0d3c0d3c0e3c0f3c0f3c0f3c0f3c0f3c0400000000000
|
||||
-- 018:03c003c003c003c003c003c0036003600360036003600360230033005300630083009300a300b300c300d300d300e300e300e300f300f300f300f300400000000000
|
||||
-- 019:0300030003000300030003d013d013d023d033d053d073d093d0b3d0c3d0e3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0f3d0400000000000
|
||||
-- 020:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900500000000000
|
||||
-- 021:01000100010001000100f10001100110011001100110f11001200120012001200120f1201130113011302130213021302130313041308130a130d130580000000000
|
||||
-- 022:03b003100300030003000300130063009300b300c300d300d300e300e300e300f300f300f300f300f300f300f300f300f300f300f300f300f300f300400000000000
|
||||
-- 032:010001100100011001000110010001100100010001000100010001000100010001000100010001000100010001000100010001000100010001000100400000000800
|
||||
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006004600000f0f00
|
||||
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000004600000f0f00
|
||||
-- 033:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000c40000000004
|
||||
-- 034:02000240020002000200020002000200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f200f2004700000f0200
|
||||
-- 044:0600f6000620f6000600f6000610f600f600f6000600f600f600f600f6000600060006000600060006000600060006000600060006000600060006001600000f0f00
|
||||
-- 045:0000f0000020f0000000f0000010f000f000f0000000f000f000f000f0000000000000000000000000000000000000000000000000000000000000005600000f0f00
|
||||
-- 048:090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900090009000900400000000000
|
||||
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f10058a000000600
|
||||
-- 057:000000010002000300000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000d40000000004
|
||||
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100500000080800
|
||||
-- 059:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000500000000000
|
||||
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200100000000000
|
||||
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00400000000000
|
||||
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100484000000000
|
||||
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000200000000000
|
||||
-- 056:4100510061406140717081709100b100c100d100e100e100e100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100f100480000000600
|
||||
-- 057:000000010002000300020001000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000840000000004
|
||||
-- 058:41004110410041104100411041004110c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100c100003000080800
|
||||
-- 059:03000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030003000300030000b000000000
|
||||
-- 060:220022002200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200820082008200500000000000
|
||||
-- 061:9f009f00bf00df00df00ef00ef00ef00ef00ef00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00ff00100000000000
|
||||
-- 062:00000100010001000100510081008100910091009100a100a100a100a100a100b100b100b100b100c100c100c100d100d100d100e100e100e100f100580000000000
|
||||
-- 063:00b000100000000000000000100060009000b000c000d000d000e000e000e000f000f000f000f000f000f000f000f000f000f000f000f000f000f000500000000000
|
||||
-- </SFX>
|
||||
-- <WAVES>
|
||||
-- 000:bcceefceedddddc84333121268abaa99
|
||||
@@ -433,10 +434,13 @@
|
||||
-- 000:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000008c10000000008c10000000000000000000000000000000000000000000000000000000000000000004008b50000000000000000001008c10000004008b50000001008c10000000008c1000000e008b30000004008b50000001008c10000000008c10000000008c10000000008c10000000008c10000000008c1000000000000000000000000000000
|
||||
-- 001:4008b50000000000000000001008c10000004008b50000001008c1000000000000000000e008b30000004008b50000001008c10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007008b50000007008b50000001008c10000007008b50000001008c10000000008c10000007008b50000009008b50000001008c10000009008b50000001008c10000009008b50000009008b50000001008c10000009008b50000001008c1000000
|
||||
-- 003:4008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000000000000000004008d90000000000000000000000000000000000000000004008d30000000000000000000000000000004008d30000004008d9000000000000000000000000000000000000000000
|
||||
-- 004:49998d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
|
||||
-- 005:400881000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
|
||||
-- 004:43398d000000e0088b000000b0088b000881e0088b00000040088d000000e0088b000881b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088d000000e0088b000000b0088b000000e0088b00000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e0088900000040088b000000e00889000000b00889000000e00889000000
|
||||
-- 005:455981000000000881000000000881000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000400881000000000000000000000000000000000000000000400883000000000000000000000000000000000000000000
|
||||
-- 008:4aa9b30000000000000000000000000000000000000000000000000000000000000000000000000000000000000000005008b30000000000000000000000000000000000000000000008b10000000000000000000008910000000000000000004008b30000000000000000000000000000000000000000000000000000000000000000000008b1000000000000000000f008b1000000000000000000000000000000000000000000000891000000000000000000000000000000000000000000
|
||||
-- 009:4779d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d30000000000000000004008d30000000000000000004008d30000000000000000004008db0000000000000000004008d3000000000000000000
|
||||
-- </PATTERNS>
|
||||
-- <TRACKS>
|
||||
-- 000:1000012000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000ff
|
||||
-- 001:581000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- 002:900082000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
|
||||
-- </TRACKS>
|
||||
|
||||
@@ -7,6 +7,9 @@ Screen.register({
|
||||
"go_to_sleep",
|
||||
"go_to_end",
|
||||
},
|
||||
init = function()
|
||||
Audio.music_play_room_work()
|
||||
end,
|
||||
background = "bedroom",
|
||||
draw = function()
|
||||
if Context.home_norman_visible and Window.get_current_id() == "game" then
|
||||
|
||||
@@ -191,6 +191,12 @@ Screen.register({
|
||||
name = "Mysterious Man",
|
||||
decisions = {},
|
||||
background_color = Config.colors.black,
|
||||
init = function()
|
||||
Audio.music_play_mystery()
|
||||
end,
|
||||
exit = function()
|
||||
Audio.music_stop()
|
||||
end,
|
||||
update = function()
|
||||
if state == STATE_TEXT then
|
||||
if not text_done then
|
||||
|
||||
@@ -9,6 +9,9 @@ Screen.register({
|
||||
situations = {
|
||||
"drink_coffee",
|
||||
},
|
||||
init = function()
|
||||
Audio.music_play_room_work()
|
||||
end,
|
||||
background = "office",
|
||||
draw = function()
|
||||
if Window.get_current_id() == "game" then
|
||||
|
||||
@@ -6,6 +6,7 @@ Screen.register({
|
||||
},
|
||||
background = "bedroom",
|
||||
init = function()
|
||||
Audio.music_play_mystery()
|
||||
Context.stat_screen_active = true
|
||||
Meter.hide()
|
||||
local cx = Config.screen.width * 0.75
|
||||
|
||||
@@ -5,6 +5,9 @@ Screen.register({
|
||||
"go_to_home",
|
||||
"go_to_office",
|
||||
},
|
||||
init = function()
|
||||
Audio.music_play_room_work()
|
||||
end,
|
||||
background = "street",
|
||||
draw = function()
|
||||
if Window.get_current_id() == "game" then
|
||||
|
||||
@@ -6,6 +6,9 @@ Screen.register({
|
||||
"go_to_office",
|
||||
"sumphore_discussion",
|
||||
},
|
||||
init = function()
|
||||
Audio.music_play_room_work()
|
||||
end,
|
||||
background = "street",
|
||||
draw = function()
|
||||
if Window.get_current_id() == "game" then
|
||||
|
||||
@@ -40,3 +40,30 @@ function Util.contains(t, value)
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
--- Deep copies tables
|
||||
--- @within Util
|
||||
--- @param orig any The value to deep copy.
|
||||
--- @param seen any Used for recursive calls to handle loops
|
||||
--- @return any any The copied object
|
||||
function Util.deepcopy(orig, seen)
|
||||
if type(orig) ~= "table" then
|
||||
return orig
|
||||
end
|
||||
|
||||
if seen and seen[orig] then
|
||||
return seen[orig] -- handle cycles / shared refs
|
||||
end
|
||||
|
||||
local copy = {}
|
||||
seen = seen or {}
|
||||
seen[orig] = copy
|
||||
|
||||
for k, v in pairs(orig) do
|
||||
local new_k = Util.deepcopy(k, seen)
|
||||
local new_v = Util.deepcopy(v, seen)
|
||||
copy[new_k] = new_v
|
||||
end
|
||||
|
||||
return setmetatable(copy, getmetatable(orig))
|
||||
end
|
||||
|
||||
@@ -90,7 +90,7 @@ end
|
||||
function MenuWindow.ddr_test()
|
||||
AudioTestWindow.init()
|
||||
GameWindow.set_state("minigame_ddr")
|
||||
MinigameDDRWindow.start("menu", nil)
|
||||
MinigameDDRWindow.start("menu", "generated", { special_mode = "only_nothing" })
|
||||
end
|
||||
|
||||
--- Refreshes menu items.
|
||||
|
||||
@@ -9,6 +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_mode = "normal", -- "normal", "only_special", "only_left", "only_nothing"
|
||||
bar_fill = 0,
|
||||
max_fill = 100,
|
||||
fill_per_hit = 10,
|
||||
@@ -38,14 +39,89 @@ function MinigameDDRWindow.init_context()
|
||||
current_song = nil,
|
||||
pattern_index = 1,
|
||||
use_pattern = false,
|
||||
generated_length = 30,
|
||||
return_window = nil,
|
||||
win_timer = 0,
|
||||
on_win = nil,
|
||||
special_condition_met = false,
|
||||
total_misses = 0,
|
||||
total_hits = 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
|
||||
for i, _ in ipairs(current_song.pattern) do
|
||||
current_song.pattern[i].special = (i % 5 == 0)
|
||||
end
|
||||
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)
|
||||
Audio.sfx_select()
|
||||
|
||||
game_context.win_timer = Config.timing.minigame_win_duration
|
||||
|
||||
local num_special = 0
|
||||
for _,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
|
||||
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/>
|
||||
@@ -66,13 +142,22 @@ end
|
||||
--- @param[opt] params table Optional parameters for minigame configuration.</br>
|
||||
function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
MinigameDDRWindow.init(params)
|
||||
|
||||
Audio.music_play_activity_work()
|
||||
|
||||
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
|
||||
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
|
||||
|
||||
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
|
||||
@@ -81,12 +166,19 @@ function MinigameDDRWindow.start(return_window, song_key, params)
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
|
||||
if not Context.test_mode then
|
||||
Context.minigame_ddr.debug_status = ""
|
||||
end
|
||||
|
||||
Window.set_current("minigame_ddr")
|
||||
end
|
||||
|
||||
--- Spawns a random arrow.
|
||||
--- @within MinigameDDRWindow
|
||||
local function spawn_arrow()
|
||||
trace("random arrow")
|
||||
|
||||
local mg = Context.minigame_ddr
|
||||
local target = mg.target_arrows[math.random(1, 4)]
|
||||
table.insert(mg.arrows, {
|
||||
@@ -99,14 +191,16 @@ 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)
|
||||
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
|
||||
table.insert(mg.arrows, {
|
||||
dir = direction,
|
||||
x = target.x,
|
||||
y = mg.bar_y + mg.bar_height + 10
|
||||
y = mg.bar_y + mg.bar_height + 10,
|
||||
note = note,
|
||||
special = special
|
||||
})
|
||||
break
|
||||
end
|
||||
@@ -164,10 +258,10 @@ 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
|
||||
mg.on_win()
|
||||
mg.on_win(mg)
|
||||
else
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
@@ -177,22 +271,26 @@ 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
|
||||
|
||||
mg.frame_counter = mg.frame_counter + 1
|
||||
|
||||
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
|
||||
|
||||
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
|
||||
local pattern = mg.current_song.pattern
|
||||
while mg.pattern_index <= #pattern do
|
||||
local spawn_entry = pattern[mg.pattern_index]
|
||||
|
||||
if mg.frame_counter >= spawn_entry.frame then
|
||||
spawn_arrow_dir(spawn_entry.dir)
|
||||
spawn_arrow_dir(spawn_entry.dir, spawn_entry.note, spawn_entry.special)
|
||||
mg.pattern_index = mg.pattern_index + 1
|
||||
else
|
||||
break
|
||||
@@ -205,6 +303,8 @@ function MinigameDDRWindow.update()
|
||||
mg.arrow_spawn_timer = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- move arrow downwards
|
||||
local arrows_to_remove = {}
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
arrow.y = arrow.y + mg.arrow_fall_speed
|
||||
@@ -217,26 +317,31 @@ function MinigameDDRWindow.update()
|
||||
mg.total_misses = mg.total_misses + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- iterate backwards to avoid index shift issues
|
||||
for i = #arrows_to_remove, 1, -1 do
|
||||
table.remove(mg.arrows, arrows_to_remove[i])
|
||||
end
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
local input_map = {
|
||||
left = Input.left(),
|
||||
down = Input.down(),
|
||||
up = Input.up(),
|
||||
right = Input.right()
|
||||
}
|
||||
|
||||
for dir, pressed in pairs(input_map) do
|
||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||
@@ -244,6 +349,8 @@ function MinigameDDRWindow.update()
|
||||
local hit = false
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
if arrow.dir == dir and check_hit(arrow) then
|
||||
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
|
||||
mg.bar_fill = mg.max_fill
|
||||
@@ -304,7 +411,8 @@ 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)
|
||||
@@ -313,7 +421,7 @@ function MinigameDDRWindow.draw()
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
debug_y = debug_y + 10
|
||||
end
|
||||
if mg.use_pattern then
|
||||
if mg.use_pattern and Context.test_mode then
|
||||
Print.text_center(
|
||||
"PATTERN MODE - Frame:" .. mg.frame_counter,
|
||||
Config.screen.width / 2,
|
||||
@@ -328,10 +436,16 @@ function MinigameDDRWindow.draw()
|
||||
Config.colors.light_blue
|
||||
)
|
||||
end
|
||||
else
|
||||
elseif Context.test_mode then
|
||||
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...?")
|
||||
elseif mg.total_hits < 10 then
|
||||
Minigame.draw_win_overlay("MEH...")
|
||||
else
|
||||
Minigame.draw_win_overlay()
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -84,6 +84,8 @@ function MinigameButtonMashWindow.update()
|
||||
end
|
||||
|
||||
if Input.select() then
|
||||
Audio.sfx_drum_high()
|
||||
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
if mg.bar_fill > mg.target_points then
|
||||
@@ -91,6 +93,7 @@ function MinigameButtonMashWindow.update()
|
||||
end
|
||||
end
|
||||
if mg.bar_fill >= mg.target_points then
|
||||
Audio.sfx_select()
|
||||
mg.win_timer = Config.timing.minigame_win_duration
|
||||
return
|
||||
end
|
||||
|
||||
@@ -114,6 +114,7 @@ function MinigameRhythmWindow.update()
|
||||
end
|
||||
end
|
||||
if mg.score >= mg.max_score then
|
||||
Audio.sfx_select()
|
||||
mg.win_timer = Config.timing.minigame_win_duration
|
||||
return
|
||||
end
|
||||
|
||||
@@ -87,7 +87,7 @@ function build_markov_model(sequence, order)
|
||||
end
|
||||
|
||||
function generate_sequence(model_data, length)
|
||||
local order = model.order
|
||||
local order = model_data.order
|
||||
local model_data = model_data.model
|
||||
|
||||
-- random start key
|
||||
|
||||
Reference in New Issue
Block a user