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feature/mi
...
feature/ta
| Author | SHA1 | Date | |
|---|---|---|---|
| e9ac5c757e |
@@ -3,8 +3,6 @@
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globals = {
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"Focus",
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"Day",
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"Timer",
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"Util",
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"Decision",
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"Situation",
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@@ -2,14 +2,12 @@ meta/meta.header.lua
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init/init.module.lua
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init/init.config.lua
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init/init.minigame.lua
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init/init.meter.lua
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init/init.context.lua
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system/system.util.lua
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system/system.print.lua
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system/system.input.lua
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logic/logic.meter.lua
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logic/logic.focus.lua
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logic/logic.day.lua
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logic/logic.timer.lua
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system/system.focus.lua
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system/system.ui.lua
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audio/audio.manager.lua
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audio/audio.songs.lua
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@@ -19,6 +19,7 @@ function Audio.music_play_room_street_1() end
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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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-- TODO: function name is incomplete, determine the correct room identifier
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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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@@ -98,39 +98,3 @@ function Decision.filter_available(decisions_list)
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end
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return available
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end
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--- Draws decision selector.
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--- @within Decision
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--- @param decisions table A table of decision items.<br/>
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--- @param selected_decision_index number The index of the selected decision.<br/>
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function Decision.draw(decisions, selected_decision_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 #decisions > 0 then
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local selected_decision = decisions[selected_decision_index]
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local decision_label = selected_decision.label
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local text_width = #decision_label * 4
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local text_y = bar_y + 4
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local text_x = (Config.screen.width - text_width) / 2
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Print.text("<", 2, text_y, Config.colors.light_blue)
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Print.text(decision_label, text_x, text_y, Config.colors.item)
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Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
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end
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end
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--- Updates decision selector.
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--- @within Decision
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--- @param decisions table A table of decision items.<br/>
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--- @param selected_decision_index number The current index of the selected decision.<br/>
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--- @return number selected_decision_index The updated index of the selected decision.
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function Decision.update(decisions, selected_decision_index)
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if Input.left() then
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Audio.sfx_beep()
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selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
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elseif Input.right() then
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Audio.sfx_beep()
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selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
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end
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return selected_decision_index
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end
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@@ -9,19 +9,18 @@ function Config.initial_data()
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height = 136
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},
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colors = {
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black = 0,
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light_grey = 2,
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dark_grey = 1,
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red = 13,
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light_blue = 9,
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blue = 3,
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white = 4,
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item = 7,
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meter_bg = 1
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black = 2,
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light_grey = 13,
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dark_grey = 14,
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red = 0,
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light_blue = 7,
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blue = 9,
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white = 12,
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item = 12,
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meter_bg = 12
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},
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timing = {
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splash_duration = 120,
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minigame_win_duration = 180
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splash_duration = 120
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}
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}
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end
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@@ -34,12 +34,10 @@ function Context.initial_data()
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minigame_button_mash = Minigame.get_default_button_mash(),
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minigame_rhythm = Minigame.get_default_rhythm(),
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meters = Meter.get_initial(),
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timer = Timer.get_initial(),
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game = {
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current_screen = "home",
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current_situation = nil,
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},
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day_count = 1,
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}
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}
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end
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@@ -2,17 +2,34 @@
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local METER_MAX = 1000
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local METER_DEFAULT = 500
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local METER_GAIN_PER_CHORE = 100
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local METER_DECAY_PER_DAY = 20
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local COMBO_BASE_BONUS = 0.02
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local COMBO_MAX_BONUS = 0.16
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local COMBO_TIMEOUT_FRAMES = 600
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-- 1800 frames = 30 seconds (1800 ÷ 60 = 30)
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local meter_timer_duration = 1800
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local meter_timer_decay_per_revolution = 20
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-- Internal meters for tracking game progress and player stats.
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Meter.COLOR_ISM = Config.colors.red
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Meter.COLOR_WPM = Config.colors.blue
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Meter.COLOR_BM = Config.colors.black
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Meter.COLOR_BG = Config.colors.meter_bg
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--- Sets the number of frames for one full timer revolution.
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--- @within Meter
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--- @param frames number Frames per revolution (controls degradation speed).
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function Meter.set_timer_duration(frames)
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meter_timer_duration = frames
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end
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--- Sets the degradation amount applied to all meters per revolution.
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--- @within Meter
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--- @param amount number Amount to subtract from each meter per revolution.
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function Meter.set_timer_decay(amount)
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meter_timer_decay_per_revolution = amount
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end
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--- Gets initial meter values.
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--- @within Meter
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--- @return result table Initial meter values. </br>
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@@ -22,7 +39,8 @@ Meter.COLOR_BG = Config.colors.meter_bg
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--- * bm (number) Initial BM meter value.<br/>
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--- * combo (number) Current combo count.<br/>
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--- * combo_timer (number) Frames since last combo action.<br/>
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--- * hidden (boolean) Whether meters are hidden.
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--- * hidden (boolean) Whether meters are hidden.<br/>
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--- * timer_progress (number) Clock timer revolution progress (0 to 1).
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function Meter.get_initial()
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return {
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ism = METER_DEFAULT,
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@@ -31,6 +49,7 @@ function Meter.get_initial()
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combo = 0,
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combo_timer = 0,
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hidden = false,
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timer_progress = 0,
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}
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end
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@@ -53,20 +72,6 @@ function Meter.get_max()
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return METER_MAX
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end
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--- Sets the decay amount applied to all meters per day.
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--- @within Meter
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--- @param amount number Amount to subtract from each meter.
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function Meter.set_decay(amount)
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METER_DECAY_PER_DAY = amount
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end
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--- Gets the meter decay as a percentage of the max meter value.
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--- @within Meter
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--- @return number The decay percentage per day.
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function Meter.get_decay_percentage()
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return math.floor(METER_DECAY_PER_DAY / METER_MAX * 100)
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end
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--- Gets combo multiplier.
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--- @within Meter
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--- @return number The current combo multiplier.
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@@ -91,6 +96,13 @@ function Meter.update()
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m.combo_timer = 0
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end
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end
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m.timer_progress = m.timer_progress + (1 / meter_timer_duration)
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if m.timer_progress >= 1 then
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m.timer_progress = m.timer_progress - 1
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m.ism = math.max(0, m.ism - meter_timer_decay_per_revolution)
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m.wpm = math.max(0, m.wpm - meter_timer_decay_per_revolution)
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m.bm = math.max(0, m.bm - meter_timer_decay_per_revolution)
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end
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end
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end
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@@ -106,6 +118,13 @@ function Meter.add(key, amount)
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end
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end
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--- Gets the timer decay as a percentage of the max meter value.
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--- @within Meter
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--- @return number The decay percentage per revolution (e.g. 2 means -2%).
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function Meter.get_timer_decay_percentage()
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return math.floor(meter_timer_decay_per_revolution / METER_MAX * 100)
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end
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--- Called on minigame completion.
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--- @within Meter
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function Meter.on_minigame_complete()
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@@ -117,37 +136,3 @@ function Meter.on_minigame_complete()
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m.combo = m.combo + 1
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m.combo_timer = 0
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end
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--- Draws meters.
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--- @within Meter
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function Meter.draw()
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if not Context or not Context.game_in_progress or not Context.meters then return end
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if Context.meters.hidden then return end
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local m = Context.meters
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local max = Meter.get_max()
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local bar_w = 44
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local bar_h = 2
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local bar_x = 182
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local label_x = 228
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local line_h = 5
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local start_y = 11
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local bar_offset = math.floor((line_h - bar_h) / 2)
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local meter_list = {
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{ key = "wpm", label = "WPM", color = Meter.COLOR_WPM, row = 0 },
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{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
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{ key = "bm", label = "BM", color = Meter.COLOR_BM, row = 2 },
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}
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for _, meter in ipairs(meter_list) do
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local label_y = start_y + meter.row * line_h
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local bar_y = label_y + bar_offset
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local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
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rect(bar_x, bar_y, bar_w, bar_h, Meter.COLOR_BG)
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if fill_w > 0 then
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rect(bar_x, bar_y, fill_w, bar_h, meter.color)
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end
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print(meter.label, label_x, label_y, meter.color, false, 1, true)
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end
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end
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@@ -78,8 +78,7 @@ function Minigame.get_default_ddr()
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current_song = nil,
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pattern_index = 1,
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use_pattern = false,
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return_window = nil,
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win_timer = 0
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return_window = nil
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}
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end
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@@ -102,7 +101,6 @@ end
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--- * button_x (number) Button indicator X position.<br/>
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--- * button_y (number) Button indicator Y position.<br/>
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--- * button_size (number) Button indicator size.<br/>
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--- * win_timer (number) Timer for the win message overlay.<br/>
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function Minigame.get_default_button_mash()
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return {
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bar_fill = 0,
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@@ -122,8 +120,7 @@ function Minigame.get_default_button_mash()
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button_size = 12,
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focus_center_x = nil,
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focus_center_y = nil,
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focus_initial_radius = 0,
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win_timer = 0
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focus_initial_radius = 0
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}
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end
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@@ -153,7 +150,6 @@ end
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--- * button_size (number) Button indicator size.<br/>
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--- * press_cooldown (number) Current cooldown timer.<br/>
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--- * press_cooldown_duration (number) Frames of press cooldown.<br/>
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--- * win_timer (number) Timer for the win message overlay.<br/>
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function Minigame.get_default_rhythm()
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return {
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line_position = 0,
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@@ -180,28 +176,10 @@ function Minigame.get_default_rhythm()
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press_cooldown_duration = 15,
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focus_center_x = nil,
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focus_center_y = nil,
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focus_initial_radius = 0,
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win_timer = 0
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focus_initial_radius = 0
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}
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end
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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 = "WELL DONE!"
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local tw = #text * 4
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local th = 6
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local padding = 4
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local box_w = tw + padding * 2
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local box_h = th + padding * 2
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local box_x = (Config.screen.width - box_w) / 2
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local box_y = (Config.screen.height - box_h) / 2
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rect(box_x, box_y, box_w, box_h, Config.colors.dark_grey)
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rectb(box_x, box_y, box_w, box_h, Config.colors.white)
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Print.text_center(text, Config.screen.width / 2, box_y + padding, Config.colors.white)
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end
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--- Configures DDR minigame.
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--- @within Minigame
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--- @param params table Optional parameters to override defaults (see Minigame.get_default_ddr).
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@@ -12,5 +12,3 @@ Input = {}
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Sprite = {}
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Audio = {}
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Focus = {}
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Day = {}
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Timer = {}
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@@ -1,18 +0,0 @@
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local _day_increase_handlers = {}
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function Day.increase()
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Context.day_count = Context.day_count + 1
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for _, handler in ipairs(_day_increase_handlers) do
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handler()
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end
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end
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function Day.register_handler(handler)
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table.insert(_day_increase_handlers, handler)
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end
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Day.register_handler(function()
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local m = Context.meters
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m.ism = math.max(0, m.ism - METER_DECAY_PER_DAY)
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m.wpm = math.max(0, m.wpm - METER_DECAY_PER_DAY)
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m.bm = math.max(0, m.bm - METER_DECAY_PER_DAY)
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end)
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@@ -1,88 +0,0 @@
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--- @section Timer
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local timer_duration = 1800
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--- Gets initial timer values.
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--- @within Timer
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--- @return result table Initial timer values. </br>
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--- Fields: </br>
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--- * progress (number) Clock timer revolution progress (0 to 1).
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function Timer.get_initial()
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return {
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progress = 0,
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}
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end
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--- Sets the number of frames for one full timer revolution.
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--- @within Timer
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--- @param frames number Frames per revolution.
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function Timer.set_duration(frames)
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timer_duration = frames
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end
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--- Updates the timer and handles revolution events.
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--- @within Timer
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function Timer.update()
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if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
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local t = Context.timer
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local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
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if not in_minigame then
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t.progress = t.progress + (1 / timer_duration)
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if t.progress >= 1 then
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Day.increase()
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t.progress = t.progress - 1
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end
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end
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end
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--- Draws the clock timer indicator as a circular progress bar.
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--- @within Timer
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function Timer.draw()
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if not Context or not Context.game_in_progress or not Context.meters or not Context.timer then return end
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if Context.meters.hidden and not Context.stat_screen_active then return end
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local cx = 10
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local cy = 20
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local r_outer = 5
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local r_inner = 3
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local progress = Context.timer.progress
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local fg_color
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if progress <= 0.25 then
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fg_color = Config.colors.white
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elseif progress <= 0.5 then
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fg_color = Config.colors.light_blue
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elseif progress <= 0.75 then
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fg_color = Config.colors.blue
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elseif progress <= 1 then
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fg_color = Config.colors.red
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end
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local bg_color = Config.colors.dark_grey
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local start_angle = -math.pi * 0.5
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local progress_angle = progress * 2 * math.pi
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local r_outer_sq = r_outer * r_outer
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local r_inner_sq = r_inner * r_inner
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for dy = -r_outer, r_outer do
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for dx = -r_outer, r_outer do
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local dist_sq = dx * dx + dy * dy
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if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
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local angle = math.atan(dy, dx)
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local relative = angle - start_angle
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if relative < 0 then relative = relative + 2 * math.pi end
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if relative <= progress_angle then
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pix(cx + dx, cy + dy, fg_color)
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else
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pix(cx + dx, cy + dy, bg_color)
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end
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end
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end
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end
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local hand_angle = start_angle + progress_angle
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local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
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local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
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line(cx, cy, hand_x, hand_y, Config.colors.white)
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end
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@@ -30,7 +30,8 @@ Screen.register({
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local bar_x = math.floor((sw - bar_w) / 2)
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local bar_h = 4
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Print.text_center("day " .. Context.day_count, cx, 10, Config.colors.white)
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-- TODO: Add day counter
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Print.text_center("day 1", cx, 10, Config.colors.white)
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local narrative = "reflecting on my past and present\n...\nboth eventually flushed."
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local wrapped = UI.word_wrap(narrative, 38)
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@@ -42,7 +43,7 @@ Screen.register({
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local m = Context.meters
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local max_val = Meter.get_max()
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local decay_pct = Meter.get_decay_percentage()
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local decay_pct = Meter.get_timer_decay_percentage()
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local decay_text = string.format("-%d%%", decay_pct)
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local combo_mult = Meter.get_combo_multiplier()
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local combo_pct = math.floor((combo_mult - 1) * 100)
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@@ -22,9 +22,8 @@ function TIC()
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handler()
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end
|
||||
Meter.update()
|
||||
Timer.update()
|
||||
if Context.game_in_progress then
|
||||
Meter.draw()
|
||||
Timer.draw()
|
||||
UI.draw_meters()
|
||||
UI.draw_timer()
|
||||
end
|
||||
end
|
||||
|
||||
@@ -8,6 +8,12 @@ function UI.draw_top_bar(title)
|
||||
Print.text(title, 3, 2, Config.colors.light_blue)
|
||||
end
|
||||
|
||||
--- Draws dialog window.
|
||||
--- @within UI
|
||||
function UI.draw_dialog()
|
||||
PopupWindow.draw()
|
||||
end
|
||||
|
||||
--- Draws a menu.
|
||||
--- @within UI
|
||||
--- @param items table A table of menu items.<br/>
|
||||
@@ -79,3 +85,176 @@ function UI.word_wrap(text, max_chars_per_line)
|
||||
end
|
||||
return lines
|
||||
end
|
||||
|
||||
--- Creates a numeric stepper.
|
||||
--- @within UI
|
||||
--- @param label string The label for the stepper.<br/>
|
||||
--- @param value_getter function Function to get the current value.<br/>
|
||||
--- @param value_setter function Function to set the current value.<br/>
|
||||
--- @param min number The minimum value.<br/>
|
||||
--- @param max number The maximum value.<br/>
|
||||
--- @param step number The step increment.<br/>
|
||||
--- @param[opt] format string The format string for displaying the value.<br/>
|
||||
--- @return result table A numeric stepper control definition or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * label (string) The label for the stepper.<br/>
|
||||
--- * get (function) Function to get the current value.<br/>
|
||||
--- * set (function) Function to set the current value.<br/>
|
||||
--- * min (number) The minimum value.<br/>
|
||||
--- * max (number) The maximum value.<br/>
|
||||
--- * step (number) The step increment.<br/>
|
||||
--- * format (string) The format string for displaying the value.<br/>
|
||||
--- * type (string) Control type identifier ("numeric_stepper").<br/>
|
||||
function UI.create_numeric_stepper(label, value_getter, value_setter, min, max, step, format)
|
||||
return {
|
||||
label = label,
|
||||
get = value_getter,
|
||||
set = value_setter,
|
||||
min = min,
|
||||
max = max,
|
||||
step = step,
|
||||
format = format or "%.1f",
|
||||
type = "numeric_stepper"
|
||||
}
|
||||
end
|
||||
|
||||
--- Creates an action item.
|
||||
--- @within UI
|
||||
--- @param label string The label for the action item.<br/>
|
||||
--- @param action function The function to execute when the item is selected.<br/>
|
||||
--- @return result table An action item control definition or nil. </br>
|
||||
--- Fields: </br>
|
||||
--- * label (string) The label for the action item.<br/>
|
||||
--- * action (function) The function to execute when the item is selected.<br/>
|
||||
--- * type (string) Control type identifier ("action_item").<br/>
|
||||
function UI.create_action_item(label, action)
|
||||
return {
|
||||
label = label,
|
||||
action = action,
|
||||
type = "action_item"
|
||||
}
|
||||
end
|
||||
|
||||
--- Draws decision selector.
|
||||
--- @within UI
|
||||
--- @param decisions table A table of decision items.<br/>
|
||||
--- @param selected_decision_index number The index of the selected decision.<br/>
|
||||
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 #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.light_blue)
|
||||
Print.text(decision_label, text_x, text_y, Config.colors.item)
|
||||
Print.text(">", Config.screen.width - 6, text_y, Config.colors.light_blue)
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws the clock timer indicator as a circular progress bar in the top-left area.
|
||||
--- Color transitions: white (0-50%), yellow (50-75%), red (75-100%).
|
||||
--- @within UI
|
||||
function UI.draw_timer()
|
||||
if not Context or not Context.game_in_progress or not Context.meters then return end
|
||||
if Context.meters.hidden and not Context.stat_screen_active then return end
|
||||
|
||||
local m = Context.meters
|
||||
local cx = 10
|
||||
local cy = 20
|
||||
local r_outer = 5
|
||||
local r_inner = 3
|
||||
local progress = m.timer_progress
|
||||
|
||||
local fg_color
|
||||
if progress <= 0.25 then
|
||||
fg_color = Config.colors.white
|
||||
elseif progress <= 0.5 then
|
||||
fg_color = Config.colors.light_blue
|
||||
elseif progress <= 0.75 then
|
||||
fg_color = Config.colors.blue
|
||||
elseif progress <= 1 then
|
||||
fg_color = Config.colors.red
|
||||
end
|
||||
|
||||
|
||||
local bg_color = Config.colors.dark_grey
|
||||
local start_angle = -math.pi * 0.5
|
||||
local progress_angle = progress * 2 * math.pi
|
||||
local r_outer_sq = r_outer * r_outer
|
||||
local r_inner_sq = r_inner * r_inner
|
||||
|
||||
for dy = -r_outer, r_outer do
|
||||
for dx = -r_outer, r_outer do
|
||||
local dist_sq = dx * dx + dy * dy
|
||||
if dist_sq <= r_outer_sq and dist_sq > r_inner_sq then
|
||||
local angle = math.atan(dy, dx)
|
||||
local relative = angle - start_angle
|
||||
if relative < 0 then relative = relative + 2 * math.pi end
|
||||
if relative <= progress_angle then
|
||||
pix(cx + dx, cy + dy, fg_color)
|
||||
else
|
||||
pix(cx + dx, cy + dy, bg_color)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local hand_angle = start_angle + progress_angle
|
||||
local hand_x = math.floor(cx + math.cos(hand_angle) * (r_inner - 1) + 0.5)
|
||||
local hand_y = math.floor(cy + math.sin(hand_angle) * (r_inner - 1) + 0.5)
|
||||
line(cx, cy, hand_x, hand_y, Config.colors.white)
|
||||
end
|
||||
|
||||
--- Draws meters.
|
||||
--- @within UI
|
||||
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 = Meter.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 = Meter.COLOR_WPM, row = 0 },
|
||||
{ key = "ism", label = "ISM", color = Meter.COLOR_ISM, row = 1 },
|
||||
{ key = "bm", label = "BM", color = Meter.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, Meter.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
|
||||
|
||||
--- Updates decision selector.
|
||||
--- @within UI
|
||||
--- @param decisions table A table of decision items.<br/>
|
||||
--- @param selected_decision_index number The current index of the selected decision.<br/>
|
||||
--- @return number selected_decision_index The updated index of the selected decision.
|
||||
function UI.update_decision_selector(decisions, selected_decision_index)
|
||||
if Input.left() then
|
||||
Audio.sfx_beep()
|
||||
selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
|
||||
elseif Input.right() then
|
||||
Audio.sfx_beep()
|
||||
selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
|
||||
end
|
||||
return selected_decision_index
|
||||
end
|
||||
@@ -8,16 +8,14 @@ ConfigurationWindow = {
|
||||
--- @within ConfigurationWindow
|
||||
function ConfigurationWindow.init()
|
||||
ConfigurationWindow.controls = {
|
||||
{
|
||||
label = "Save",
|
||||
action = function() Config.save() end,
|
||||
type = "action_item"
|
||||
},
|
||||
{
|
||||
label = "Restore Defaults",
|
||||
action = function() Config.reset() end,
|
||||
type = "action_item"
|
||||
},
|
||||
UI.create_action_item(
|
||||
"Save",
|
||||
function() Config.save() end
|
||||
),
|
||||
UI.create_action_item(
|
||||
"Restore Defaults",
|
||||
function() Config.reset() end
|
||||
),
|
||||
}
|
||||
end
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ function GameWindow.draw()
|
||||
end
|
||||
UI.draw_top_bar(screen.name)
|
||||
if not Context.stat_screen_active and #_available_decisions > 0 then
|
||||
Decision.draw(_available_decisions, _selected_decision_index)
|
||||
UI.draw_decision_selector(_available_decisions, _selected_decision_index)
|
||||
end
|
||||
Sprite.draw()
|
||||
Focus.draw()
|
||||
@@ -53,7 +53,7 @@ function GameWindow.update()
|
||||
_selected_decision_index = 1
|
||||
end
|
||||
|
||||
local new_selected_decision_index = Decision.update(
|
||||
local new_selected_decision_index = UI.update_decision_selector(
|
||||
_available_decisions,
|
||||
_selected_decision_index
|
||||
)
|
||||
|
||||
@@ -108,25 +108,18 @@ end
|
||||
--- @within MinigameDDRWindow
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
if mg.win_timer > 0 then
|
||||
mg.win_timer = mg.win_timer - 1
|
||||
if mg.win_timer == 0 then
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
mg.win_timer = Config.timing.minigame_win_duration
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
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
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
end
|
||||
@@ -272,7 +265,4 @@ function MinigameDDRWindow.draw()
|
||||
else
|
||||
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()
|
||||
end
|
||||
end
|
||||
@@ -25,18 +25,6 @@ end
|
||||
--- @within MinigameButtonMashWindow
|
||||
function MinigameButtonMashWindow.update()
|
||||
local mg = Context.minigame_button_mash
|
||||
|
||||
if mg.win_timer > 0 then
|
||||
mg.win_timer = mg.win_timer - 1
|
||||
if mg.win_timer == 0 then
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
if mg.focus_center_x then Focus.stop() end
|
||||
Window.set_current(mg.return_window)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
if Input.select() then
|
||||
mg.bar_fill = mg.bar_fill + mg.fill_per_press
|
||||
mg.button_pressed_timer = mg.button_press_duration
|
||||
@@ -45,7 +33,10 @@ function MinigameButtonMashWindow.update()
|
||||
end
|
||||
end
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
mg.win_timer = Config.timing.minigame_win_duration
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
if mg.focus_center_x then Focus.stop() end
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
|
||||
@@ -95,8 +86,4 @@ function MinigameButtonMashWindow.draw()
|
||||
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
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)
|
||||
|
||||
if mg.win_timer > 0 then
|
||||
Minigame.draw_win_overlay()
|
||||
end
|
||||
end
|
||||
|
||||
@@ -27,18 +27,6 @@ end
|
||||
--- @within MinigameRhythmWindow
|
||||
function MinigameRhythmWindow.update()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
if mg.win_timer > 0 then
|
||||
mg.win_timer = mg.win_timer - 1
|
||||
if mg.win_timer == 0 then
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
if mg.focus_center_x then Focus.stop() end
|
||||
Window.set_current(mg.return_window)
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
|
||||
if mg.line_position > 1 then
|
||||
mg.line_position = 1
|
||||
@@ -69,7 +57,10 @@ function MinigameRhythmWindow.update()
|
||||
end
|
||||
end
|
||||
if mg.score >= mg.max_score then
|
||||
mg.win_timer = Config.timing.minigame_win_duration
|
||||
Meter.on_minigame_complete()
|
||||
Meter.show()
|
||||
if mg.focus_center_x then Focus.stop() end
|
||||
Window.set_current(mg.return_window)
|
||||
return
|
||||
end
|
||||
if mg.button_pressed_timer > 0 then
|
||||
@@ -116,8 +107,4 @@ function MinigameRhythmWindow.draw()
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||
|
||||
if mg.win_timer > 0 then
|
||||
Minigame.draw_win_overlay()
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user