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feature/ba
...
3dd6cfcdcb
| Author | SHA1 | Date | |
|---|---|---|---|
| 3dd6cfcdcb |
44
.luacheckrc
Normal file
44
.luacheckrc
Normal file
@@ -0,0 +1,44 @@
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-- .luacheckrc
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-- Configuration for luacheck
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globals = {
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"Util",
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"DesitionManager",
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"ScreenManager",
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"UI",
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"Print",
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"Input",
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"Audio",
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"Context",
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"mset",
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"mget",
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"btnp",
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"keyp",
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"music",
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"sfx",
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"rect",
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"rectb",
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"circ",
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"circb",
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"cls",
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"tri",
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"Songs",
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"frame_from_beat",
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"beats_to_pattern",
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"MapBedroom",
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"TIC",
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"exit",
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"trace",
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"index_menu",
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}
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-- Exclude certain warnings globally
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exclude_warnings = {
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"undefined_global", -- Will be covered by 'globals' table
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"redefined_loop_variable", -- Common in Lua for iterators
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}
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-- Options for unused variables
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std = "lua51" -- Assuming Lua 5.1, common for TIC-80
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2
Makefile
2
Makefile
@@ -92,7 +92,7 @@ lint:
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line=$$((line + linecount + 1)); \
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done < $(ORDER)
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@echo "==> luacheck..."
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@luacheck $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
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@luacheck --no-max-line-length $(LINT_TMP_LUA) 2>&1 | awk -v map=$(LINT_TMP_MAP) ' \
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BEGIN { \
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NR_map = 0; \
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while ((getline line < map) > 0) { \
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@@ -8,7 +8,6 @@ Songs = {
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bpm = 120, -- Beats per minute (for reference)
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fps = 60, -- Frames per second (TIC-80 default)
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end_frame = 570, -- Frame when song ends (last note)
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-- Arrow spawn pattern
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-- Each entry defines when (in frames) and which direction arrow spawns
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-- Formula: frame = (beat / bpm) * 60 * fps
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@@ -19,13 +18,11 @@ Songs = {
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{frame = 60, dir = "down"},
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{frame = 90, dir = "up"},
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{frame = 120, dir = "right"},
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-- Beat 5-8 (faster)
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{frame = 135, dir = "left"},
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{frame = 150, dir = "right"},
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{frame = 165, dir = "left"},
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{frame = 180, dir = "right"},
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-- Beat 9-12 (complex pattern)
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{frame = 210, dir = "left"},
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{frame = 210, dir = "right"}, -- simultaneous
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@@ -33,7 +30,6 @@ Songs = {
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{frame = 240, dir = "down"}, -- simultaneous
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{frame = 270, dir = "left"},
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{frame = 300, dir = "right"},
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-- Beat 13-16 (rapid sequence)
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{frame = 330, dir = "left"},
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{frame = 345, dir = "down"},
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@@ -43,7 +39,6 @@ Songs = {
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{frame = 405, dir = "down"},
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{frame = 420, dir = "up"},
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{frame = 435, dir = "right"},
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-- Beat 17-20 (finale)
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{frame = 465, dir = "up"},
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{frame = 465, dir = "down"},
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@@ -60,7 +55,6 @@ Songs = {
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bpm = 120, -- Beats per minute (for reference)
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fps = 60, -- Frames per second (TIC-80 default)
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end_frame = 570, -- Frame when song ends (last note)
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-- Arrow spawn pattern
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-- Each entry defines when (in frames) and which direction arrow spawns
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-- Formula: frame = (beat / bpm) * 60 * fps
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@@ -71,13 +65,11 @@ Songs = {
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{frame = 60, dir = "down"},
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{frame = 90, dir = "up"},
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{frame = 120, dir = "right"},
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-- Beat 5-8 (faster)
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{frame = 135, dir = "left"},
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{frame = 150, dir = "right"},
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{frame = 165, dir = "left"},
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{frame = 180, dir = "right"},
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-- Beat 9-12 (complex pattern)
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{frame = 210, dir = "left"},
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{frame = 210, dir = "right"}, -- simultaneous
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@@ -85,7 +77,6 @@ Songs = {
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{frame = 240, dir = "down"}, -- simultaneous
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{frame = 270, dir = "left"},
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{frame = 300, dir = "right"},
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-- Beat 13-16 (rapid sequence)
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{frame = 330, dir = "left"},
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{frame = 345, dir = "down"},
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@@ -95,7 +86,6 @@ Songs = {
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{frame = 405, dir = "down"},
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{frame = 420, dir = "up"},
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{frame = 435, dir = "right"},
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-- Beat 17-20 (finale)
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{frame = 465, dir = "up"},
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{frame = 465, dir = "down"},
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@@ -21,10 +21,9 @@ function DesitionManager.register(desition_object)
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if not desition_object.handle then
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desition_object.handle = function() end
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end
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if _desitions[desition_object.id] then
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-- Optional: warning if overwriting an existing desition
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-- trace("Warning: Overwriting desition with id: " .. desition_object.id)
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trace("Warning: Overwriting desition with id: " .. desition_object.id)
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end
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_desitions[desition_object.id] = desition_object
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end
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@@ -5,17 +5,17 @@ local SAVE_GAME_MAGIC_VALUE = 0xCA
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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-- Helper for deep copying tables
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local function clone_table(t)
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local copy = {}
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for k, v in pairs(t) do
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if type(v) == "table" then
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copy[k] = clone_table(v)
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else
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copy[k] = v
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end
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end
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return copy
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end
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-- local function clone_table(t)
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-- local copy = {}
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-- for k, v in pairs(t) do
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-- if type(v) == "table" then
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-- copy[k] = clone_table(v)
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-- else
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-- copy[k] = v
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-- end
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-- end
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-- return copy
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-- end
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-- This function returns a table containing only the initial *data* for Context
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local function get_initial_data()
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@@ -24,7 +24,17 @@ local function get_initial_data()
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intro = {
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y = Config.screen.height,
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speed = 0.5,
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text = "Norman Reds’ everyday life\nseems ordinary: work,\nmeetings, coffee, and\nendless notifications.\nBut beneath the surface\n— within him, or around\nhim — something is\nconstantly building, and\nit soon becomes clear\nthat there is more going\non than meets the eye."
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text = [[Norman Reds’ everyday life
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seems ordinary: work,
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meetings, coffee, and
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endless notifications.
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But beneath the surface
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— within him, or around
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him — something is
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constantly building, and
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it soon becomes clear
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that there is more going
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on than meets the eye.]]
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},
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current_screen = 1,
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splash_timer = Config.timing.splash_duration,
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@@ -9,11 +9,11 @@ local MinigameButtonMashWindow = {}
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local MinigameRhythmWindow = {}
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local MinigameDDRWindow = {}
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local Util = {}
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local DesitionManager = {}
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local ScreenManager = {} -- New declaration
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local UI = {}
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local Print = {}
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local Input = {}
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local Player = {}
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local Audio = {}
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Util = {}
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DesitionManager = {}
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ScreenManager = {} -- New declaration
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UI = {}
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Print = {}
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Input = {}
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Audio = {}
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@@ -1,3 +1,4 @@
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--luacheck: ignore max_line_length
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-- <PALETTE>
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-- 000:1a1c2c5d275db13e53ef7d57ffcd75a7f07038b76425717929366f3b5dc941a6f673eff7f4f4f494b0c2566c86333c57
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-- </PALETTE>
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@@ -16,7 +16,7 @@ end
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function ScreenManager.register(screen_data)
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if _screens[screen_data.id] then
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-- Optional: warning if overwriting an existing screen
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-- trace("Warning: Overwriting screen with id: " .. screen_data.id)
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trace("Warning: Overwriting screen with id: " .. screen_data.id)
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end
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_screens[screen_data.id] = screen_data
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end
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@@ -5,7 +5,6 @@ local INPUT_KEY_LEFT = 2
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local INPUT_KEY_RIGHT = 3
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local INPUT_KEY_A = 4 -- Z key
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local INPUT_KEY_B = 5 -- X key
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local INPUT_KEY_X = 6 -- A key
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local INPUT_KEY_Y = 7 -- S key
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-- Keyboard keys
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@@ -53,7 +53,6 @@ end
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function TIC()
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init_game()
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cls(Config.colors.black)
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local handler = STATE_HANDLERS[Context.active_window]
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if handler then
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@@ -37,7 +37,6 @@ end
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function UI.word_wrap(text, max_chars_per_line)
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if text == nil then return {""} end
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local lines = {}
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for input_line in (text .. "\n"):gmatch("(.-)\n") do
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local current_line = ""
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local words_in_line = 0
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@@ -52,18 +51,15 @@ function UI.word_wrap(text, max_chars_per_line)
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current_line = word
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end
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end
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if words_in_line > 0 then
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table.insert(lines, current_line)
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else
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table.insert(lines, "")
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end
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end
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if #lines == 0 then
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return {""}
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end
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return lines
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end
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@@ -91,7 +87,6 @@ end
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function UI.draw_desition_selector(desitions, selected_desition_index)
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local bar_height = 16
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local bar_y = Config.screen.height - bar_height
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rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
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if #desitions > 0 then
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@@ -58,7 +58,9 @@ function AudioTestWindow.init()
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AudioTestWindow.index_menu = 1
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AudioTestWindow.index_func = 1
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AudioTestWindow.list_func = AudioTestWindow.generate_listfunc()
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AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
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AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
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AudioTestWindow.list_func, AudioTestWindow.index_func
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)
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end
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function AudioTestWindow.draw()
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@@ -72,11 +74,21 @@ function AudioTestWindow.update()
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elseif Input.down() then
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AudioTestWindow.index_menu = Util.safeindex(AudioTestWindow.menuitems, AudioTestWindow.index_menu + 1)
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elseif Input.left() then
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AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func - 1)
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AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
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AudioTestWindow.index_func = Util.safeindex(
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AudioTestWindow.list_func,
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AudioTestWindow.index_func - 1
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)
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AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
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AudioTestWindow.list_func, AudioTestWindow.index_func
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)
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elseif Input.right() then
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AudioTestWindow.index_func = Util.safeindex(AudioTestWindow.list_func, AudioTestWindow.index_func + 1)
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AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(AudioTestWindow.list_func, AudioTestWindow.index_func)
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AudioTestWindow.index_func = Util.safeindex(
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AudioTestWindow.list_func,
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AudioTestWindow.index_func + 1
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)
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AudioTestWindow.menuitems = AudioTestWindow.generate_menuitems(
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AudioTestWindow.list_func, AudioTestWindow.index_func
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)
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elseif Input.menu_confirm() then
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AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
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elseif Input.menu_back() then
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@@ -27,7 +27,6 @@ function ConfigurationWindow.draw()
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for i, control in ipairs(ConfigurationWindow.controls) do
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local current_y = y_start + (i - 1) * 12
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local color = Config.colors.green
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if control.type == "numeric_stepper" then
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local value = control.get()
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local label_text = control.label
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@@ -58,7 +57,6 @@ function ConfigurationWindow.draw()
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end
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end
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end
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Print.text("Press B to go back", x_start, 120, Config.colors.light_grey)
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end
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@@ -1,8 +1,6 @@
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function GameWindow.draw()
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local currentScreenData = Context.screens[Context.current_screen]
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UI.draw_top_bar(currentScreenData.name)
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(currentScreenData.decisions) do
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@@ -41,7 +39,6 @@ function GameWindow.update()
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end
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local currentScreenData = Context.screens[Context.current_screen]
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(currentScreenData.decisions) do
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@@ -1,6 +1,6 @@
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function IntroWindow.draw()
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local x = (Config.screen.width - 132) / 2 -- Centered text
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Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
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Print.text(Context.intro.text, x, Context.intro.y, Config.colors.green)
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end
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function IntroWindow.update()
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@@ -4,7 +4,6 @@ function MinigameDDRWindow.init()
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local arrow_spacing = 30
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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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Context.minigame_ddr = {
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-- Progress bar (matching button mash style)
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bar_fill = 0, -- 0 to 100
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@@ -15,14 +14,12 @@ function MinigameDDRWindow.init()
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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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-- Arrow settings
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arrow_size = arrow_size,
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arrow_spawn_timer = 0,
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arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
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arrow_fall_speed = 1.5, -- Pixels per frame
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arrows = {}, -- Active falling arrows {dir, x, y}
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-- Target arrows at bottom (evenly spaced, centered on screen)
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target_y = 115, -- Y position of target arrows
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target_arrows = {
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@@ -31,12 +28,10 @@ function MinigameDDRWindow.init()
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{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
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{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
|
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},
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-- Hit detection
|
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hit_threshold = 8, -- Pixels of tolerance for perfect hit
|
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button_pressed_timers = {}, -- Visual feedback per arrow
|
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button_press_duration = 8,
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|
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-- Input cooldown per direction
|
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input_cooldowns = {
|
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left = 0,
|
||||
@@ -45,13 +40,11 @@ function MinigameDDRWindow.init()
|
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right = 0
|
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},
|
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input_cooldown_duration = 10,
|
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|
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-- Song/Pattern system
|
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frame_counter = 0, -- Tracks frames since start
|
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current_song = nil, -- Current song data
|
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pattern_index = 1, -- Current position in pattern
|
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use_pattern = false, -- If true, use song pattern; if false, use random spawning
|
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return_window = WINDOW_GAME
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}
|
||||
end
|
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@@ -59,10 +52,8 @@ end
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function MinigameDDRWindow.start(return_window, song_key)
|
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MinigameDDRWindow.init()
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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
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Context.minigame_ddr.current_song = Songs[song_key]
|
||||
@@ -78,7 +69,6 @@ function MinigameDDRWindow.start(return_window, song_key)
|
||||
Context.minigame_ddr.debug_status = "Random mode"
|
||||
end
|
||||
end
|
||||
|
||||
Context.active_window = WINDOW_MINIGAME_DDR
|
||||
end
|
||||
|
||||
@@ -126,7 +116,6 @@ end
|
||||
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
|
||||
@@ -149,16 +138,13 @@ end
|
||||
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Check for completion (bar filled to 100%)
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
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
|
||||
@@ -168,16 +154,13 @@ function MinigameDDRWindow.update()
|
||||
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)
|
||||
@@ -195,12 +178,10 @@ function MinigameDDRWindow.update()
|
||||
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)
|
||||
@@ -211,26 +192,22 @@ function MinigameDDRWindow.update()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Remove off-screen arrows (iterate backwards to avoid index 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(),
|
||||
@@ -238,12 +215,10 @@ function MinigameDDRWindow.update()
|
||||
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
|
||||
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
|
||||
@@ -258,7 +233,6 @@ 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
|
||||
@@ -272,7 +246,6 @@ end
|
||||
|
||||
function MinigameDDRWindow.draw()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Safety check
|
||||
if not mg then
|
||||
cls(0)
|
||||
@@ -283,19 +256,15 @@ 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
|
||||
@@ -306,14 +275,11 @@ function MinigameDDRWindow.draw()
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar
|
||||
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
|
||||
@@ -322,17 +288,14 @@ 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.bar) -- blue color
|
||||
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
|
||||
@@ -340,9 +303,19 @@ function MinigameDDRWindow.draw()
|
||||
debug_y = debug_y + 10
|
||||
end
|
||||
if mg.use_pattern then
|
||||
Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green)
|
||||
Print.text_center(
|
||||
"PATTERN MODE - Frame:" .. mg.frame_counter,
|
||||
Config.screen.width / 2,
|
||||
debug_y,
|
||||
Config.colors.green
|
||||
)
|
||||
if mg.current_song and mg.current_song.pattern then
|
||||
Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
|
||||
Print.text_center(
|
||||
"Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index,
|
||||
Config.screen.width / 2,
|
||||
debug_y + 10,
|
||||
Config.colors.green
|
||||
)
|
||||
end
|
||||
else
|
||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
|
||||
|
||||
@@ -26,33 +26,27 @@ 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
|
||||
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
|
||||
@@ -61,20 +55,16 @@ 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
|
||||
@@ -85,28 +75,21 @@ function MinigameButtonMashWindow.draw()
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.bar -- medium color
|
||||
end
|
||||
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
|
||||
rect(mg.bar_x, mg.bar_y, fill_width, 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
|
||||
end
|
||||
|
||||
-- Draw button as circle (approximated with rect for TIC-80)
|
||||
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)
|
||||
|
||||
@@ -13,18 +13,15 @@ function MinigameRhythmWindow.init()
|
||||
button_pressed_timer = 0,
|
||||
button_press_duration = 10,
|
||||
return_window = WINDOW_GAME,
|
||||
|
||||
-- Visual layout (match button mash minigame dimensions)
|
||||
bar_x = 20,
|
||||
bar_y = 10,
|
||||
bar_width = 200,
|
||||
bar_height = 12,
|
||||
|
||||
-- Button indicator
|
||||
button_x = 210,
|
||||
button_y = 110,
|
||||
button_size = 10,
|
||||
|
||||
-- Cooldown to prevent multiple presses in one frame
|
||||
press_cooldown = 0,
|
||||
press_cooldown_duration = 15
|
||||
@@ -39,10 +36,8 @@ 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
|
||||
@@ -51,21 +46,17 @@ 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
|
||||
@@ -76,7 +67,6 @@ function MinigameRhythmWindow.update()
|
||||
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)
|
||||
@@ -84,13 +74,11 @@ function MinigameRhythmWindow.update()
|
||||
mg.target_width = mg.min_target_width
|
||||
end
|
||||
end
|
||||
|
||||
-- Check win condition
|
||||
if mg.score >= mg.max_score then
|
||||
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
|
||||
@@ -99,56 +87,46 @@ 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
|
||||
local bar_center_x = mg.bar_x + mg.bar_width / 2
|
||||
|
||||
-- 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_right = 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
|
||||
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)
|
||||
|
||||
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
|
||||
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
|
||||
Reference in New Issue
Block a user