Compare commits

...

7 Commits

Author SHA1 Message Date
1a4565428d remove manager postfixes
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/pr/woodpecker Pipeline was successful
ci/woodpecker/pull_request_closed/woodpecker Pipeline was successful
2026-02-21 21:35:48 +01:00
f02bb75e4f Merge pull request 'feat/imp-28-context-minigame-meter-table' (#7) from feat/imp-28-context-minigame-meter-table into master
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
Reviewed-on: #7
2026-02-18 22:24:11 +00:00
Zoltan Timar
e0c3b446af fix: make lint
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
ci/woodpecker/pr/woodpecker Pipeline was successful
ci/woodpecker/pull_request_closed/woodpecker Pipeline was successful
2026-02-18 23:07:22 +01:00
Zoltan Timar
8832b6c833 feat: added meters, changed colors, removed unnecessary comments 2026-02-18 22:58:14 +01:00
Zoltan Timar
9014e36014 feat: moved minigames to their separate context
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
2026-02-18 21:43:16 +01:00
Zoltan Timar
7b263bb454 fix: desition -> decision
Some checks failed
ci/woodpecker/push/woodpecker Pipeline failed
2026-02-18 21:42:40 +01:00
0640964ee4 Merge pull request 'feature/background-manager' (#6) from feature/background-manager into master
All checks were successful
ci/woodpecker/push/woodpecker Pipeline was successful
Reviewed-on: #6
2026-02-18 18:29:51 +00:00
39 changed files with 408 additions and 339 deletions

View File

@@ -3,13 +3,15 @@
globals = {
"Util",
"DesitionManager",
"ScreenManager",
"Decision",
"Screen",
"UI",
"Print",
"Input",
"Audio",
"Context",
"Meters",
"Minigames",
"mset",
"mget",
"btnp",
@@ -30,7 +32,7 @@ globals = {
"exit",
"trace",
"index_menu",
"MapManager",
"Map",
"map",
}

View File

@@ -85,6 +85,7 @@ lint:
@touch $(LINT_TMP_LUA)
@line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \
f=$$(printf '%s' "$$f" | tr -d '\r'); \
[ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \

View File

@@ -1,17 +1,19 @@
meta/meta.header.lua
init/init.modules.lua
init/init.config.lua
init/init.minigames.lua
init/init.meters.lua
system/system.util.lua
init/init.windows.lua
desition/desition.manager.lua
desition/desition.go_to_home.lua
desition/desition.go_to_toilet.lua
desition/desition.go_to_walking_to_office.lua
desition/desition.go_to_office.lua
desition/desition.go_to_walking_to_home.lua
desition/desition.play_button_mash.lua
desition/desition.play_rhythm.lua
desition/desition.play_ddr.lua
decision/decision.manager.lua
decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua
decision/decision.go_to_office.lua
decision/decision.go_to_walking_to_home.lua
decision/decision.play_button_mash.lua
decision/decision.play_rhythm.lua
decision/decision.play_ddr.lua
map/map.manager.lua
map/map.bedroom.lua
screen/screen.manager.lua

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_home",
label = "Go to Home",
handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_office",
label = "Go to Office",
handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_walking_to_home",
label = "Walking to home",
handle = function()

View File

@@ -1,4 +1,4 @@
DesitionManager.register({
Decision.register({
id = "go_to_walking_to_office",
label = "Walking to office",
handle = function()

View File

@@ -0,0 +1,31 @@
local _decisions = {}
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
return
end
if not decision.label then
PopupWindow.show({"Error: Invalid decision object registered (missing label)!"})
return
end
if not decision.condition then
decision.condition = function() return true end
end
if not decision.handle then
decision.handle = function() end
end
if _decisions[decision.id] then
trace("Warning: Overwriting decision with id: " .. decision.id)
end
_decisions[decision.id] = decision
end
function Decision.get(id)
return _decisions[id]
end
function Decision.get_all()
return _decisions
end

View File

@@ -0,0 +1,6 @@
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
})

View File

@@ -0,0 +1,6 @@
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -1,31 +0,0 @@
local _desitions = {}
function DesitionManager.register(desition)
if not desition or not desition.id then
PopupWindow.show({"Error: Invalid desition object registered (missing id)!"})
return
end
if not desition.label then
PopupWindow.show({"Error: Invalid desition object registered (missing label)!"})
return
end
if not desition.condition then
desition.condition = function() return true end
end
if not desition.handle then
desition.handle = function() end
end
if _desitions[desition.id] then
trace("Warning: Overwriting desition with id: " .. desition.id)
end
_desitions[desition.id] = desition
end
function DesitionManager.get(id)
return _desitions[id]
end
function DesitionManager.get_all()
return _desitions
end

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
})

View File

@@ -1,6 +0,0 @@
DesitionManager.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
})

View File

@@ -7,8 +7,12 @@ local DEFAULT_CONFIG = {
black = 0,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
item = 12
blue = 9,
white = 12,
item = 12,
meter_bg = 12
},
player = {
sprite_id = 1

View File

@@ -39,9 +39,13 @@ on than meets the eye.]]
},
menu_items = {},
selected_menu_item = 1,
selected_desition_index = 1,
selected_decision_index = 1,
game_in_progress = false,
screens = {}
screens = {},
minigame_ddr = Minigames.get_default_ddr(),
minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigames.get_default_rhythm(),
meters = Meters.get_initial()
}
end
@@ -63,10 +67,11 @@ local function reset_context_to_initial_state()
Context.screen_indices_by_id = {}
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id)
local screen_data = Screen.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i else
Context.screen_indices_by_id[screen_id] = i
else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not registered!"})
end
end

75
inc/init/init.meters.lua Normal file
View File

@@ -0,0 +1,75 @@
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
Meters.COLOR_ISM = Config.colors.red
Meters.COLOR_WPM = Config.colors.blue
Meters.COLOR_BM = Config.colors.black
Meters.COLOR_BG = Config.colors.meter_bg
function Meters.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
function Meters.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
function Meters.show()
if Context and Context.meters then Context.meters.hidden = false end
end
function Meters.get_max()
return METER_MAX
end
function Meters.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
function Meters.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
function Meters.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
function Meters.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())
Meters.add("wpm", gain)
Meters.add("ism", gain)
Meters.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

107
inc/init/init.minigames.lua Normal file
View File

@@ -0,0 +1,107 @@
Minigames = {}
local function apply_params(defaults, params)
if not params then return defaults end
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
function Minigames.get_default_ddr()
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
miss_penalty = 5,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45,
arrow_fall_speed = 1.5,
arrows = {},
target_y = 115,
target_arrows = {
{ dir = "left", x = start_x },
{ dir = "down", x = start_x + arrow_size + arrow_spacing },
{ dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2 },
{ dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3 }
},
hit_threshold = 8,
button_pressed_timers = {},
button_press_duration = 8,
input_cooldowns = { left = 0, down = 0, up = 0, right = 0 },
input_cooldown_duration = 10,
frame_counter = 0,
current_song = nil,
pattern_index = 1,
use_pattern = false,
return_window = nil
}
end
function Minigames.get_default_button_mash()
return {
bar_fill = 0,
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15,
degradation_multiplier = 0.006,
button_pressed_timer = 0,
button_press_duration = 8,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
end
function Minigames.get_default_rhythm()
return {
line_position = 0,
line_speed = 0.015,
line_direction = 1,
target_center = 0.5,
target_width = 0.3,
initial_target_width = 0.3,
min_target_width = 0.08,
target_shrink_rate = 0.9,
score = 0,
max_score = 10,
button_pressed_timer = 0,
button_press_duration = 10,
return_window = nil,
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 210,
button_y = 110,
button_size = 10,
press_cooldown = 0,
press_cooldown_duration = 15
}
end
function Minigames.configure_ddr(params)
return apply_params(Minigames.get_default_ddr(), params)
end
function Minigames.configure_button_mash(params)
return apply_params(Minigames.get_default_button_mash(), params)
end
function Minigames.configure_rhythm(params)
return apply_params(Minigames.get_default_rhythm(), params)
end

View File

@@ -9,9 +9,11 @@ local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
Util = {}
DesitionManager = {}
ScreenManager = {}
MapManager = {}
Meters = {}
Minigames = {}
Decision = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}

View File

@@ -1,4 +1,4 @@
MapManager.register({
Map.register({
id = "bedroom",
from_x = 0,
from_y = 0,

View File

@@ -1,6 +1,6 @@
local _maps = {}
function MapManager.get_maps_array()
function Map.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
table.insert(maps_array, map_data)
@@ -8,19 +8,19 @@ function MapManager.get_maps_array()
return maps_array
end
function MapManager.register(map_data)
function Map.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
end
_maps[map_data.id] = map_data
end
function MapManager.get_by_id(map_id)
function Map.get_by_id(map_id)
return _maps[map_id]
end
function MapManager.draw(map_id)
local map_data = MapManager.get_by_id(map_id)
function Map.draw(map_id)
local map_data = Map.get_by_id(map_id)
if not map_data then
return
end

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "home",
name = "Home",
decisions = {

View File

@@ -1,6 +1,6 @@
local _screens = {}
function ScreenManager.get_screens_array()
function Screen.get_screens_array()
local screens_array = {}
for _, screen_data in pairs(_screens) do
table.insert(screens_array, screen_data)
@@ -8,13 +8,13 @@ function ScreenManager.get_screens_array()
return screens_array
end
function ScreenManager.register(screen_data)
function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
end
_screens[screen_data.id] = screen_data
end
function ScreenManager.get_by_id(screen_id)
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "office",
name = "Office",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "toilet",
name = "Toilet",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "walking_to_home",
name = "Walking to home",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "walking_to_office",
name = "Walking to office",
decisions = {

View File

@@ -58,4 +58,8 @@ function TIC()
if handler then
handler()
end
Meters.update()
if Context.game_in_progress then
UI.draw_meters()
end
end

View File

@@ -84,26 +84,58 @@ function UI.create_action_item(label, action)
}
end
function UI.draw_desition_selector(desitions, selected_desition_index)
function UI.draw_decision_selector(decisions, selected_decision_index)
local bar_height = 16
local bar_y = Config.screen.height - bar_height
rect(0, bar_y, Config.screen.width, bar_height, Config.colors.dark_grey)
if #desitions > 0 then
local selected_desition = desitions[selected_desition_index]
local desition_label = selected_desition.label
local text_width = #desition_label * 4 local text_y = bar_y + 4
if #decisions > 0 then
local selected_decision = decisions[selected_decision_index]
local decision_label = selected_decision.label
local text_width = #decision_label * 4 local text_y = bar_y + 4
local text_x = (Config.screen.width - text_width) / 2
Print.text("<", 2, text_y, Config.colors.green)
Print.text(desition_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
end
function UI.update_desition_selector(desitions, selected_desition_index)
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meters.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meters.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meters.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meters.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index - 1)
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
elseif Input.right() then
Audio.sfx_beep()
selected_desition_index = Util.safeindex(desitions, selected_desition_index + 1)
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
end
return selected_desition_index
return selected_decision_index
end

View File

@@ -8,7 +8,7 @@ function Util.go_to_screen_by_id(screen_id)
local screen_index = Context.screen_indices_by_id[screen_id]
if screen_index then
Context.current_screen = screen_index
Context.selected_desition_index = 1 else
Context.selected_decision_index = 1 else
PopupWindow.show({"Error: Screen '" .. screen_id .. "' not found or not indexed!"})
end
end

View File

@@ -10,7 +10,7 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
return {
{
label = "Play music/sound: " .. (list_func[index_func] or "?"),
desition = function()
decision = function()
local current_func = Audio[list_func[index_func]]
if current_func then
current_func()
@@ -21,13 +21,13 @@ function AudioTestWindow.generate_menuitems(list_func, index_func)
},
{
label = "Stop playing music",
desition = function()
decision = function()
Audio.music_stop()
end
},
{
label = "Back",
desition = function()
decision = function()
AudioTestWindow.back()
end
},
@@ -90,7 +90,7 @@ function AudioTestWindow.update()
AudioTestWindow.list_func, AudioTestWindow.index_func
)
elseif Input.menu_confirm() then
AudioTestWindow.menuitems[AudioTestWindow.index_menu].desition()
AudioTestWindow.menuitems[AudioTestWindow.index_menu].decision()
elseif Input.menu_back() then
AudioTestWindow.back()
end

View File

@@ -5,11 +5,11 @@ ConfigurationWindow = {
function ConfigurationWindow.init()
ConfigurationWindow.controls = {
UI.create_desition_item(
UI.create_decision_item(
"Save",
function() Config.save() end
),
UI.create_desition_item(
UI.create_decision_item(
"Restore Defaults",
function() Config.restore_defaults() end
),
@@ -40,7 +40,7 @@ function ConfigurationWindow.draw()
Print.text(label_text, x_start, current_y, color)
Print.text(value_text, value_x, current_y, color)
end
elseif control.type == "desition_item" then
elseif control.type == "decision_item" then
local label_text = control.label
if i == ConfigurationWindow.selected_control then
color = Config.colors.item
@@ -82,9 +82,9 @@ function ConfigurationWindow.update()
elseif btnp(3) then local new_value = math.min(control.max, current_value + control.step)
control.set(new_value)
end
elseif control.type == "desition_item" then
elseif control.type == "decision_item" then
if Input.menu_confirm() then
control.desition()
control.decision()
end
end
end

View File

@@ -1,17 +1,17 @@
function GameWindow.draw()
local screen = Context.screens[Context.current_screen]
MapManager.draw(screen.background)
Map.draw(screen.background)
UI.draw_top_bar(screen.name)
if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {}
for _, desition_id in ipairs(screen.decisions) do
local desition = DesitionManager.get(desition_id)
if desition and desition.condition() then
table.insert(available_desitions, desition)
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then
table.insert(available_decisions, decision)
end
end
if #available_desitions > 0 then
UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
if #available_decisions > 0 then
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
end
end
end
@@ -28,36 +28,36 @@ function GameWindow.update()
if Context.current_screen < 1 then
Context.current_screen = #Context.screens
end
Context.selected_desition_index = 1 elseif Input.down() then
Context.selected_decision_index = 1 elseif Input.down() then
Context.current_screen = Context.current_screen + 1
if Context.current_screen > #Context.screens then
Context.current_screen = 1
end
Context.selected_desition_index = 1 end
Context.selected_decision_index = 1 end
local screen = Context.screens[Context.current_screen]
if screen and screen.decisions and #screen.decisions > 0 then
local available_desitions = {}
for _, desition_id in ipairs(screen.decisions) do
local desition = DesitionManager.get(desition_id)
if desition and desition.condition() then table.insert(available_desitions, desition)
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = Decision.get(decision_id)
if decision and decision.condition() then table.insert(available_decisions, decision)
end
end
if #available_desitions == 0 then return end
if #available_decisions == 0 then return end
local new_selected_desition_index = UI.update_desition_selector(
available_desitions,
Context.selected_desition_index
local new_selected_decision_index = UI.update_decision_selector(
available_decisions,
Context.selected_decision_index
)
if new_selected_desition_index ~= Context.selected_desition_index then
Context.selected_desition_index = new_selected_desition_index
if new_selected_decision_index ~= Context.selected_decision_index then
Context.selected_decision_index = new_selected_decision_index
end
if Input.select() then
local selected_desition = available_desitions[Context.selected_desition_index]
if selected_desition and selected_desition.handle then Audio.sfx_select() selected_desition.handle()
local selected_decision = available_decisions[Context.selected_decision_index]
if selected_decision and selected_decision.handle then Audio.sfx_select() selected_decision.handle()
end
end
end

View File

@@ -8,9 +8,9 @@ function MenuWindow.update()
if Input.menu_confirm() then
local selected_item = Context.menu_items[Context.selected_menu_item]
if selected_item and selected_item.desition then
if selected_item and selected_item.decision then
Audio.sfx_select()
selected_item.desition()
selected_item.decision()
end
end
end
@@ -47,14 +47,14 @@ end
function MenuWindow.refresh_menu_items()
Context.menu_items = {}
if Context.game_in_progress then
table.insert(Context.menu_items, {label = "Resume Game", desition = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", desition = MenuWindow.save_game})
table.insert(Context.menu_items, {label = "Resume Game", decision = MenuWindow.resume_game})
table.insert(Context.menu_items, {label = "Save Game", decision = MenuWindow.save_game})
end
table.insert(Context.menu_items, {label = "New Game", desition = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", desition = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", desition = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", desition = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", desition = MenuWindow.exit})
table.insert(Context.menu_items, {label = "New Game", decision = MenuWindow.new_game})
table.insert(Context.menu_items, {label = "Load Game", decision = MenuWindow.load_game})
table.insert(Context.menu_items, {label = "Configuration", decision = MenuWindow.configuration})
table.insert(Context.menu_items, {label = "Audio Test", decision = MenuWindow.audio_test})
table.insert(Context.menu_items, {label = "Exit", decision = MenuWindow.exit})
Context.selected_menu_item = 1 end

View File

@@ -1,67 +1,17 @@
function MinigameDDRWindow.init()
-- Calculate evenly spaced arrow positions
local arrow_size = 12
local arrow_spacing = 30
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
Context.minigame_ddr = {
-- Progress bar (matching button mash style)
bar_fill = 0, -- 0 to 100
max_fill = 100,
fill_per_hit = 10, -- Points gained per perfect hit
miss_penalty = 5, -- Points lost per miss
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
-- Arrow settings
arrow_size = arrow_size,
arrow_spawn_timer = 0,
arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
arrow_fall_speed = 1.5, -- Pixels per frame
arrows = {}, -- Active falling arrows {dir, x, y}
-- Target arrows at bottom (evenly spaced, centered on screen)
target_y = 115, -- Y position of target arrows
target_arrows = {
{dir = "left", x = start_x},
{dir = "down", x = start_x + arrow_size + arrow_spacing},
{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
},
-- Hit detection
hit_threshold = 8, -- Pixels of tolerance for perfect hit
button_pressed_timers = {}, -- Visual feedback per arrow
button_press_duration = 8,
-- Input cooldown per direction
input_cooldowns = {
left = 0,
down = 0,
up = 0,
right = 0
},
input_cooldown_duration = 10,
-- Song/Pattern system
frame_counter = 0, -- Tracks frames since start
current_song = nil, -- Current song data
pattern_index = 1, -- Current position in pattern
use_pattern = false, -- If true, use song pattern; if false, use random spawning
return_window = WINDOW_GAME
}
function MinigameDDRWindow.init(params)
Context.minigame_ddr = Minigames.configure_ddr(params)
end
function MinigameDDRWindow.start(return_window, song_key)
MinigameDDRWindow.init()
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
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
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
else
-- Default to random spawning
Context.minigame_ddr.use_pattern = false
if song_key then
Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
@@ -72,21 +22,18 @@ function MinigameDDRWindow.start(return_window, song_key)
Context.active_window = WINDOW_MINIGAME_DDR
end
-- Spawn a new arrow (random direction)
local function spawn_arrow()
local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)]
table.insert(mg.arrows, {
dir = target.dir,
x = target.x,
y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
y = mg.bar_y + mg.bar_height + 10
})
end
-- Spawn an arrow with specific direction
local function spawn_arrow_dir(direction)
local mg = Context.minigame_ddr
-- Find the target arrow for this direction
for _, target in ipairs(mg.target_arrows) do
if target.dir == direction then
table.insert(mg.arrows, {
@@ -99,38 +46,30 @@ local function spawn_arrow_dir(direction)
end
end
-- Check if arrow is close enough for a hit
local function check_hit(arrow)
local mg = Context.minigame_ddr
local distance = math.abs(arrow.y - mg.target_y)
return distance <= mg.hit_threshold
end
-- Check if arrow has passed the target
local function check_miss(arrow)
local mg = Context.minigame_ddr
return arrow.y > mg.target_y + mg.hit_threshold
end
-- Draw a single arrow sprite
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
tri(x + half, y, x, y + half, x + half, y + size, color)
rect(x + half, y + half - 2, half, 4, color)
elseif direction == "right" then
-- Triangle pointing right
tri(x + half, y, x + size, y + half, x + half, y + size, color)
rect(x, y + half - 2, half, 4, color)
elseif direction == "up" then
-- Triangle pointing up
tri(x, y + half, x + half, y, x + size, y + half, color)
rect(x + half - 2, y + half, 4, half, color)
elseif direction == "down" then
-- Triangle pointing down
tri(x, y + half, x + half, y + size, x + size, y + half, color)
rect(x + half - 2, y, 4, half, color)
end
@@ -138,77 +77,64 @@ end
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
-- Check for completion (bar filled to 100%)
if mg.bar_fill >= mg.max_fill then
Meters.on_minigame_complete()
Meters.show()
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
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
-- Song complete! Return to previous window
Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window
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)
mg.pattern_index = mg.pattern_index + 1
else
-- Not time yet, break the loop
break
end
end
else
-- Random spawning mode (original behavior)
mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
spawn_arrow()
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)
-- Penalty for missing
mg.bar_fill = mg.bar_fill - mg.miss_penalty
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
end
end
-- Remove off-screen arrows (iterate backwards to avoid index issues)
-- iterate backwards to avoid index shift 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(),
down = Input.down(),
@@ -219,11 +145,9 @@ function MinigameDDRWindow.update()
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
if arrow.dir == dir and check_hit(arrow) then
-- Perfect hit!
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
@@ -233,7 +157,6 @@ 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
if mg.bar_fill < 0 then
@@ -246,7 +169,6 @@ end
function MinigameDDRWindow.draw()
local mg = Context.minigame_ddr
-- Safety check
if not mg then
cls(0)
print("DDR ERROR: Context not initialized", 10, 10, 12)
@@ -256,31 +178,24 @@ 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
-- Color changes as bar fills
local bar_color = Config.colors.green
if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow
bar_color = Config.colors.item
elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar
bar_color = Config.colors.blue
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
local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
@@ -288,15 +203,12 @@ 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
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
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
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
@@ -318,6 +230,6 @@ function MinigameDDRWindow.draw()
)
end
else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.bar)
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end
end
end

View File

@@ -1,53 +1,33 @@
function MinigameButtonMashWindow.init()
Context.minigame_button_mash = {
bar_fill = 0, -- 0 to 100
max_fill = 100,
fill_per_press = 8,
base_degradation = 0.15, -- Base degradation per frame
degradation_multiplier = 0.006, -- Increases with bar fill
button_pressed_timer = 0, -- Visual feedback timer
button_press_duration = 8, -- Frames to show button press
return_window = WINDOW_GAME, -- Window to return to after completion
bar_x = 20,
bar_y = 10,
bar_width = 200,
bar_height = 12,
button_x = 20,
button_y = 110,
button_size = 12
}
function MinigameButtonMashWindow.init(params)
Context.minigame_button_mash = Minigames.configure_button_mash(params)
end
function MinigameButtonMashWindow.start(return_window)
MinigameButtonMashWindow.init()
function MinigameButtonMashWindow.start(return_window, params)
MinigameButtonMashWindow.init(params)
Context.minigame_button_mash.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_BUTTON_MASH
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
Meters.on_minigame_complete()
Meters.show()
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
end
@@ -55,42 +35,32 @@ 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
-- Color changes as bar fills (green -> yellow -> red analogy using available colors)
local bar_color = Config.colors.green
if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow
bar_color = Config.colors.item
elseif mg.bar_fill > 33 then
bar_color = Config.colors.bar -- medium color
bar_color = Config.colors.blue
end
rect(mg.bar_x, mg.bar_y, fill_width, bar_color)
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, 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
button_color = Config.colors.green
end
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)
end
end

View File

@@ -1,44 +1,16 @@
function MinigameRhythmWindow.init()
Context.minigame_rhythm = {
line_position = 0, -- Normalized position (0 to 1)
line_speed = 0.015, -- Movement speed per frame
line_direction = 1, -- 1 for left-to-right, -1 for right-to-left
target_center = 0.5, -- Center of target area (middle of bar)
target_width = 0.3, -- Width of target area (normalized)
initial_target_width = 0.3,
min_target_width = 0.08, -- Minimum width to keep game possible
target_shrink_rate = 0.9, -- Multiplier per successful hit (0.9 = 10% shrink)
score = 0,
max_score = 10,
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
}
function MinigameRhythmWindow.init(params)
Context.minigame_rhythm = Minigames.configure_rhythm(params)
end
function MinigameRhythmWindow.start(return_window)
MinigameRhythmWindow.init()
function MinigameRhythmWindow.start(return_window, params)
MinigameRhythmWindow.init(params)
Context.minigame_rhythm.return_window = return_window or WINDOW_GAME
Context.active_window = WINDOW_MINIGAME_RHYTHM
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
mg.line_direction = -1
@@ -46,40 +18,33 @@ 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
else
-- MISS! Deduct point (but not below 0)
mg.score = mg.score - 1
if mg.score < 0 then
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)
if mg.target_width < mg.min_target_width then
mg.target_width = mg.min_target_width
end
end
-- Check win condition
if mg.score >= mg.max_score then
Meters.on_minigame_complete()
Meters.show()
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
end
@@ -87,46 +52,34 @@ 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
-- 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_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
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
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
)
-- 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
button_color = Config.colors.green
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
end