feature/imp-13-minigames #1
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,2 +1,4 @@
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.local
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impostor.lua
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prompts
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docs
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4
Makefile
4
Makefile
@@ -31,10 +31,10 @@ build: $(OUTPUT)
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$(OUTPUT): $(SRC) $(ORDER)
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@rm -f $(OUTPUT)
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@while read f; do \
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@sed 's/\r$$//' $(ORDER) | while read f; do \
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cat "$(SRC_DIR)/$$f" >> $(OUTPUT); \
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echo "" >> $(OUTPUT); \
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done < $(ORDER)
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done
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export: build
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@if [ -z "$(VERSION)" ]; then \
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@@ -3,6 +3,7 @@ init/init.modules.lua
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init/init.config.lua
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init/init.windows.lua
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init/init.context.lua
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data/data.songs.lua
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system/system.print.lua
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entity/entity.npc.lua
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entity/entity.item.lua
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@@ -14,6 +15,9 @@ window/window.intro.lua
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window/window.menu.lua
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window/window.configuration.lua
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window/window.popup.lua
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window/window.minigame.mash.lua
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window/window.minigame.rhythm.lua
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window/window.minigame.ddr.lua
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window/window.game.lua
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system/system.main.lua
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meta/meta.assets.lua
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107
inc/data/data.songs.lua
Normal file
107
inc/data/data.songs.lua
Normal file
@@ -0,0 +1,107 @@
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-- DDR Arrow Spawn Patterns
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-- Each song defines when arrows should spawn, synced to music beats
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Songs = {
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-- Example song pattern
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test_song = {
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name = "Test Song",
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bpm = 120, -- Beats per minute (for reference)
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fps = 60, -- Frames per second (TIC-80 default)
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-- Arrow spawn pattern
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-- Each entry defines when (in frames) and which direction arrow spawns
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-- Formula: frame = (beat / bpm) * 60 * fps
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-- For 120 BPM: 1 beat = 30 frames, 2 beats = 60 frames, etc.
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pattern = {
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-- Beat 1-4 (intro)
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{frame = 30, dir = "left"},
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{frame = 60, dir = "down"},
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{frame = 90, dir = "up"},
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{frame = 120, dir = "right"},
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-- Beat 5-8 (faster)
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{frame = 135, dir = "left"},
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{frame = 150, dir = "right"},
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{frame = 165, dir = "left"},
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{frame = 180, dir = "right"},
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-- Beat 9-12 (complex pattern)
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{frame = 210, dir = "left"},
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{frame = 210, dir = "right"}, -- simultaneous
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{frame = 240, dir = "up"},
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{frame = 240, dir = "down"}, -- simultaneous
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{frame = 270, dir = "left"},
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{frame = 300, dir = "right"},
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-- Beat 13-16 (rapid sequence)
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{frame = 330, dir = "left"},
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{frame = 345, dir = "down"},
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{frame = 360, dir = "up"},
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{frame = 375, dir = "right"},
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{frame = 390, dir = "left"},
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{frame = 405, dir = "down"},
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{frame = 420, dir = "up"},
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{frame = 435, dir = "right"},
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-- Beat 17-20 (finale)
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{frame = 465, dir = "up"},
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{frame = 465, dir = "down"},
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{frame = 495, dir = "left"},
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{frame = 495, dir = "right"},
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{frame = 525, dir = "up"},
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{frame = 540, dir = "down"},
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{frame = 555, dir = "left"},
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{frame = 570, dir = "right"}
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}
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},
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-- Random mode (no predefined pattern, spawns randomly)
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random = {
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name = "Random Mode",
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bpm = 0, -- Not applicable for random mode
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fps = 60,
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pattern = {} -- Empty, will spawn randomly in game
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}
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}
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-- Helper function to calculate frame from beat
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-- Usage: frame_from_beat(beat_number, bpm, fps)
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function frame_from_beat(beat, bpm, fps)
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fps = fps or 60
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local seconds_per_beat = 60 / bpm
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local frames_per_beat = seconds_per_beat * fps
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return math.floor(beat * frames_per_beat)
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end
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-- Helper function to convert simple beat notation to frame pattern
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-- Usage: beats_to_pattern({{1, "left"}, {2, "down"}}, 120)
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function beats_to_pattern(beats, bpm, fps)
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fps = fps or 60
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local pattern = {}
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for _, beat_data in ipairs(beats) do
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local beat = beat_data[1]
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local dir = beat_data[2]
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table.insert(pattern, {
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frame = frame_from_beat(beat, bpm, fps),
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dir = dir
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})
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end
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return pattern
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end
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-- Example of creating a song using beat notation:
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--[[
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Songs.custom_song = {
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name = "Custom Song",
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bpm = 130,
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fps = 60,
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pattern = beats_to_pattern({
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{1, "left"},
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{2, "down"},
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{3, "up"},
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{4, "right"},
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{4.5, "left"},
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{5, "right"}
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}, 130)
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}
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]]
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@@ -2,15 +2,8 @@ local SAVE_GAME_BANK = 6
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local SAVE_GAME_MAGIC_VALUE_ADDRESS = 0
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local SAVE_GAME_MAGIC_VALUE = 0xCA
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local SAVE_GAME_PLAYER_X_ADDRESS = 1
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local SAVE_GAME_PLAYER_Y_ADDRESS = 2
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local SAVE_GAME_PLAYER_VX_ADDRESS = 3
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local SAVE_GAME_PLAYER_VY_ADDRESS = 4
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local SAVE_GAME_selectS_ADDRESS = 5
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local SAVE_GAME_CURRENT_SCREEN_ADDRESS = 6
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local VX_VY_OFFSET = 128 -- Offset for negative velocities
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-- Helper for deep copying tables
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local function clone_table(t)
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local copy = {}
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@@ -57,9 +50,25 @@ local function get_initial_data()
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game_in_progress = false, -- New flag
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screens = clone_table({
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{
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-- Screen 1
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name = "Screen 1",
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npcs = {
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{
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name = "Button Mash Minigame",
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sprite_id = 4,
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dialog = {
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start = {
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text = "Ready to test your reflexes? Prove your speed!",
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options = {
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{label = "Let's do it!", next_node = "__MINIGAME_BUTTON_MASH__"},
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{label = "Not now.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "Come back when you're ready.",
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options = {}
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}
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}
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},
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{
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name = "Trinity",
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sprite_id = 2,
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@@ -171,7 +180,7 @@ local function get_initial_data()
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options = {}
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}
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}
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}
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},
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},
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items = {
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{
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@@ -185,6 +194,23 @@ local function get_initial_data()
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-- Screen 2
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name = "Screen 2",
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npcs = {
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{
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name = "Rhythm Master",
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sprite_id = 4,
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dialog = {
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start = {
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text = "Test your timing! Hit the mark when the moment is right.",
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options = {
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{label = "Let's go!", next_node = "__MINIGAME_RHYTHM__"},
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{label = "Not now.", next_node = "dialog_end"}
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}
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},
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dialog_end = {
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text = "Come back when you're ready to test your reflexes.",
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options = {}
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}
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}
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},
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{
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name = "Morpheus",
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sprite_id = 5,
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@@ -275,6 +301,36 @@ local function get_initial_data()
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-- Screen 3
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name = "Screen 3",
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npcs = {
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{
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name = "DDR Rhythm Master",
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sprite_id = 4,
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dialog = {
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start = {
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text = "Test your reflexes! Hit the arrows in time with the music. Choose your difficulty:",
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options = {
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{label = "Test Song", next_node = "test"},
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{label = "Random Mode", next_node = "random"},
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{label = "Not now.", next_node = "dialog_end"}
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}
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},
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test = {
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text = "Test song selected. Show me what you got!",
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options = {
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{label = "Start!", next_node = "__MINIGAME_DDR:test_song__"}
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}
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},
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random = {
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text = "Random arrows! No pattern, just react!",
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options = {
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{label = "Start!", next_node = "__MINIGAME_DDR__"}
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}
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},
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dialog_end = {
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text = "Come back when you're ready to dance!",
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options = {}
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}
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}
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},
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{
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name = "Agent Smith",
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sprite_id = 8,
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@@ -4,6 +4,9 @@ local MenuWindow = {}
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local GameWindow = {}
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local PopupWindow = {}
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local ConfigurationWindow = {}
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local MinigameButtonMashWindow = {}
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local MinigameRhythmWindow = {}
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local MinigameDDRWindow = {}
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local UI = {}
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local Print = {}
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@@ -4,3 +4,6 @@ local WINDOW_MENU = 2
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local WINDOW_GAME = 3
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local WINDOW_POPUP = 4
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local WINDOW_CONFIGURATION = 7
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local WINDOW_MINIGAME_BUTTON_MASH = 8
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local WINDOW_MINIGAME_RHYTHM = 9
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local WINDOW_MINIGAME_DDR = 10
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@@ -24,6 +24,18 @@ local STATE_HANDLERS = {
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ConfigurationWindow.update()
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ConfigurationWindow.draw()
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end,
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[WINDOW_MINIGAME_BUTTON_MASH] = function()
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MinigameButtonMashWindow.update()
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MinigameButtonMashWindow.draw()
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end,
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[WINDOW_MINIGAME_RHYTHM] = function()
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MinigameRhythmWindow.update()
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MinigameRhythmWindow.draw()
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end,
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[WINDOW_MINIGAME_DDR] = function()
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MinigameDDRWindow.update()
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MinigameDDRWindow.draw()
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end,
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}
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local initialized_game = false
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@@ -5,4 +5,11 @@ function Print.text(text, x, y, color, fixed, scale)
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scale = scale or 1
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print(text, x + 1, y + 1, shadow_color, fixed, scale)
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print(text, x, y, color, fixed, scale)
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end
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function Print.text_center(text, x, y, color, fixed, scale)
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scale = scale or 1
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local text_width = print(text, 0, -6, 0, fixed, scale)
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local centered_x = x - (text_width / 2)
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Print.text(text, centered_x, y, color, fixed, scale)
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end
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@@ -19,11 +19,18 @@ function GameWindow.update()
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end
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if Input.player_interact() then
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-- Get the current screen's NPCs
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local currentScreenData = Context.screens[Context.current_screen]
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if currentScreenData and currentScreenData.npcs and #currentScreenData.npcs > 0 then
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-- For now, interact with the first NPC on the screen
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-- TODO: Add proximity detection to find nearest NPC
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local npc = currentScreenData.npcs[1]
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PopupWindow.show_menu_dialog(npc, {
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{label = "Talk to", action = NPC.talk_to},
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{label = "Fight", action = NPC.fight},
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{label = "Go back", action = NPC.go_back}
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}, WINDOW_POPUP)
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end
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end
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end
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347
inc/window/window.minigame.ddr.lua
Normal file
347
inc/window/window.minigame.ddr.lua
Normal file
@@ -0,0 +1,347 @@
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function MinigameDDRWindow.init()
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-- Calculate evenly spaced arrow positions
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local arrow_size = 12
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local arrow_spacing = 30
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local total_width = (4 * arrow_size) + (3 * arrow_spacing)
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local start_x = (Config.screen.width - total_width) / 2
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Context.minigame_ddr = {
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-- Progress bar (matching button mash style)
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bar_fill = 0, -- 0 to 100
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max_fill = 100,
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fill_per_hit = 10, -- Points gained per perfect hit
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miss_penalty = 5, -- Points lost per miss
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bar_x = 20,
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bar_y = 10,
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bar_width = 200,
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bar_height = 12,
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-- Arrow settings
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arrow_size = arrow_size,
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arrow_spawn_timer = 0,
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arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode)
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arrow_fall_speed = 1.5, -- Pixels per frame
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arrows = {}, -- Active falling arrows {dir, x, y}
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-- Target arrows at bottom (evenly spaced, centered on screen)
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target_y = 115, -- Y position of target arrows
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target_arrows = {
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{dir = "left", x = start_x},
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{dir = "down", x = start_x + arrow_size + arrow_spacing},
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{dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2},
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{dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3}
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},
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-- Hit detection
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hit_threshold = 8, -- Pixels of tolerance for perfect hit
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button_pressed_timers = {}, -- Visual feedback per arrow
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button_press_duration = 8,
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-- Input cooldown per direction
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input_cooldowns = {
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left = 0,
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down = 0,
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up = 0,
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right = 0
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},
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input_cooldown_duration = 10,
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-- Song/Pattern system
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frame_counter = 0, -- Tracks frames since start
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current_song = nil, -- Current song data
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pattern_index = 1, -- Current position in pattern
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use_pattern = false, -- If true, use song pattern; if false, use random spawning
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return_window = WINDOW_GAME
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}
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end
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function MinigameDDRWindow.start(return_window, song_key)
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MinigameDDRWindow.init()
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Context.minigame_ddr.return_window = return_window or WINDOW_GAME
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-- Debug: Store song_key for display
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Context.minigame_ddr.debug_song_key = song_key
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-- Load song pattern if specified
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if song_key and Songs and Songs[song_key] then
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Context.minigame_ddr.current_song = Songs[song_key]
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Context.minigame_ddr.use_pattern = true
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Context.minigame_ddr.pattern_index = 1
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Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key
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else
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-- Default to random spawning
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Context.minigame_ddr.use_pattern = false
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if song_key then
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Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key)
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else
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Context.minigame_ddr.debug_status = "Random mode"
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end
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end
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Context.active_window = WINDOW_MINIGAME_DDR
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end
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-- Spawn a new arrow (random direction)
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local function spawn_arrow()
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local mg = Context.minigame_ddr
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local target = mg.target_arrows[math.random(1, 4)]
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table.insert(mg.arrows, {
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dir = target.dir,
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x = target.x,
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y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar
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})
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end
|
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-- Spawn an arrow with specific direction
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local function spawn_arrow_dir(direction)
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local mg = Context.minigame_ddr
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-- Find the target arrow for this direction
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for _, target in ipairs(mg.target_arrows) do
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if target.dir == direction then
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table.insert(mg.arrows, {
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dir = direction,
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x = target.x,
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y = mg.bar_y + mg.bar_height + 10
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})
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break
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end
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end
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end
|
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-- Check if arrow is close enough for a hit
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local function check_hit(arrow)
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local mg = Context.minigame_ddr
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local distance = math.abs(arrow.y - mg.target_y)
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return distance <= mg.hit_threshold
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end
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|
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-- Check if arrow has passed the target
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local function check_miss(arrow)
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local mg = Context.minigame_ddr
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return arrow.y > mg.target_y + mg.hit_threshold
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end
|
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|
||||
-- Draw a single arrow sprite
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local function draw_arrow(x, y, direction, color)
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local size = 12
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local half = size / 2
|
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|
||||
-- Draw arrow shape based on direction
|
||||
if direction == "left" then
|
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-- Triangle pointing left
|
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tri(x + half, y, x, y + half, x + half, y + size, color)
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rect(x + half, y + half - 2, half, 4, color)
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elseif direction == "right" then
|
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-- Triangle pointing right
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tri(x + half, y, x + size, y + half, x + half, y + size, color)
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rect(x, y + half - 2, half, 4, color)
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elseif direction == "up" then
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-- Triangle pointing up
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tri(x, y + half, x + half, y, x + size, y + half, color)
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||||
rect(x + half - 2, y + half, 4, half, color)
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||||
elseif direction == "down" then
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-- Triangle pointing down
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tri(x, y + half, x + half, y + size, x + size, y + half, color)
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rect(x + half - 2, y, 4, half, color)
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end
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||||
end
|
||||
|
||||
function MinigameDDRWindow.update()
|
||||
local mg = Context.minigame_ddr
|
||||
|
||||
-- Check for completion
|
||||
if mg.bar_fill >= mg.max_fill then
|
||||
Context.active_window = mg.return_window
|
||||
return
|
||||
end
|
||||
|
||||
-- Increment frame counter
|
||||
mg.frame_counter = mg.frame_counter + 1
|
||||
|
||||
-- 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
|
||||
|
||||
-- If we've finished the pattern, check if we should loop or end
|
||||
if mg.pattern_index > #pattern then
|
||||
-- Pattern complete - could loop or switch to random mode
|
||||
-- For now, keep playing but stop spawning new arrows
|
||||
-- Optionally: mg.pattern_index = 1 to loop
|
||||
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)
|
||||
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(),
|
||||
up = Input.up(),
|
||||
right = Input.right()
|
||||
}
|
||||
|
||||
for dir, pressed in pairs(input_map) do
|
||||
if pressed and mg.input_cooldowns[dir] == 0 then
|
||||
mg.input_cooldowns[dir] = mg.input_cooldown_duration
|
||||
mg.button_pressed_timers[dir] = mg.button_press_duration
|
||||
|
||||
-- Check if any arrow matches this direction and is in hit range
|
||||
local hit = false
|
||||
for i, arrow in ipairs(mg.arrows) do
|
||||
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
|
||||
end
|
||||
table.remove(mg.arrows, i)
|
||||
hit = true
|
||||
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
|
||||
mg.bar_fill = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
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)
|
||||
print("Press Z to return", 10, 20, 12)
|
||||
if Input.select() then
|
||||
Context.active_window = WINDOW_GAME
|
||||
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
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.npc
|
||||
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
|
||||
local color = is_pressed and Config.colors.green or Config.colors.light_grey
|
||||
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.npc) -- blue color
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
|
||||
-- Debug info (large and visible)
|
||||
local debug_y = 60
|
||||
if mg.debug_status then
|
||||
Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
|
||||
debug_y = debug_y + 10
|
||||
end
|
||||
if mg.use_pattern then
|
||||
Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green)
|
||||
if mg.current_song and mg.current_song.pattern then
|
||||
Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
|
||||
end
|
||||
else
|
||||
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.npc)
|
||||
end
|
||||
end
|
||||
113
inc/window/window.minigame.mash.lua
Normal file
113
inc/window/window.minigame.mash.lua
Normal file
@@ -0,0 +1,113 @@
|
||||
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
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameButtonMashWindow.start(return_window)
|
||||
MinigameButtonMashWindow.init()
|
||||
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
|
||||
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
|
||||
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
|
||||
elseif mg.bar_fill > 33 then
|
||||
bar_color = Config.colors.npc -- medium color
|
||||
end
|
||||
|
||||
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
|
||||
end
|
||||
|
||||
-- Draw button as circle (approximated with rect for TIC-80)
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
Print.text_center(" Z", mg.button_x - 2, mg.button_y - 3, Config.colors.light_grey)
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
|
||||
|
||||
-- Draw progress percentage
|
||||
local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
|
||||
Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
|
||||
end
|
||||
154
inc/window/window.minigame.rhythm.lua
Normal file
154
inc/window/window.minigame.rhythm.lua
Normal file
@@ -0,0 +1,154 @@
|
||||
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
|
||||
}
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.start(return_window)
|
||||
MinigameRhythmWindow.init()
|
||||
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
|
||||
elseif mg.line_position < 0 then
|
||||
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
|
||||
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
|
||||
end
|
||||
|
||||
function MinigameRhythmWindow.draw()
|
||||
local mg = Context.minigame_rhythm
|
||||
|
||||
-- Draw the underlying window first (for overlay effect)
|
||||
if mg.return_window == WINDOW_GAME then
|
||||
GameWindow.draw()
|
||||
end
|
||||
|
||||
-- Draw semi-transparent overlay background
|
||||
rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
|
||||
|
||||
-- Calculate actual pixel positions
|
||||
local bar_center_x = mg.bar_x + mg.bar_width / 2
|
||||
|
||||
-- Draw bar container background
|
||||
rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
|
||||
rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
|
||||
|
||||
-- Draw bar background (empty area)
|
||||
rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
|
||||
|
||||
-- Draw target area (highlighted section in middle)
|
||||
local target_left = mg.target_center - (mg.target_width / 2)
|
||||
local target_right = mg.target_center + (mg.target_width / 2)
|
||||
local target_x = mg.bar_x + (target_left * mg.bar_width)
|
||||
local target_width_pixels = mg.target_width * mg.bar_width
|
||||
|
||||
rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green)
|
||||
|
||||
-- Draw the moving line
|
||||
local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
|
||||
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line
|
||||
|
||||
-- Draw score text
|
||||
local score_text = "SCORE: " .. mg.score .. " / " .. mg.max_score
|
||||
Print.text_center(score_text, Config.screen.width / 2, mg.bar_y + mg.bar_height + 8, Config.colors.light_grey)
|
||||
|
||||
-- Draw instruction text
|
||||
Print.text_center("Press Z when line is in green!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 20, Config.colors.light_grey)
|
||||
|
||||
-- Draw button indicator in bottom-right corner
|
||||
local button_color = Config.colors.light_grey
|
||||
if mg.button_pressed_timer > 0 then
|
||||
button_color = Config.colors.green -- Highlight when pressed
|
||||
end
|
||||
|
||||
-- Draw button circle
|
||||
circb(mg.button_x, mg.button_y, mg.button_size, button_color)
|
||||
if mg.button_pressed_timer > 0 then
|
||||
circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
|
||||
end
|
||||
|
||||
-- Draw Z text in the button
|
||||
Print.text_center("Z", mg.button_x - 2, mg.button_y - 3, button_color)
|
||||
end
|
||||
@@ -1,4 +1,28 @@
|
||||
function PopupWindow.set_dialog_node(node_key)
|
||||
-- Special handling for minigame trigger
|
||||
if node_key == "__MINIGAME_BUTTON_MASH__" then
|
||||
MinigameButtonMashWindow.start(WINDOW_GAME)
|
||||
return
|
||||
end
|
||||
|
||||
-- Special handling for rhythm minigame trigger
|
||||
if node_key == "__MINIGAME_RHYTHM__" then
|
||||
MinigameRhythmWindow.start(WINDOW_GAME)
|
||||
return
|
||||
end
|
||||
|
||||
-- Special handling for DDR minigame trigger
|
||||
-- Format: __MINIGAME_DDR__ or __MINIGAME_DDR:song_key__
|
||||
if node_key == "__MINIGAME_DDR__" then
|
||||
MinigameDDRWindow.start(WINDOW_GAME, nil)
|
||||
return
|
||||
end
|
||||
if node_key:sub(1, 16) == "__MINIGAME_DDR:" then
|
||||
-- Extract song key from the node (format: __MINIGAME_DDR:test_song__)
|
||||
local song_key = node_key:sub(17, -3) -- Remove prefix "__MINIGAME_DDR:" and trailing "__"
|
||||
MinigameDDRWindow.start(WINDOW_GAME, song_key)
|
||||
return
|
||||
end
|
||||
local npc = Context.dialog.active_entity
|
||||
local node = npc.dialog[node_key]
|
||||
|
||||
@@ -24,10 +48,10 @@ function PopupWindow.set_dialog_node(node_key)
|
||||
|
||||
-- if no options, it's the end of this branch.
|
||||
if #menu_items == 0 then
|
||||
table.insert(menu_items, {
|
||||
label = "Go back",
|
||||
action = function() GameWindow.set_state(WINDOW_GAME) end
|
||||
})
|
||||
table.insert(menu_items, {
|
||||
label = "Go back",
|
||||
action = function() GameWindow.set_state(WINDOW_GAME) end
|
||||
})
|
||||
end
|
||||
|
||||
Context.dialog.menu_items = menu_items
|
||||
@@ -52,7 +76,7 @@ function PopupWindow.update()
|
||||
selected_item.action()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if Input.menu_back() then
|
||||
GameWindow.set_state(WINDOW_GAME)
|
||||
end
|
||||
@@ -87,12 +111,12 @@ function PopupWindow.draw()
|
||||
|
||||
-- Display the dialog content (description for "look at", or initial name/dialog for others)
|
||||
local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
|
||||
local current_y = 55 -- Starting Y position for the first line of content
|
||||
local current_y = 55 -- Starting Y position for the first line of content
|
||||
for _, line in ipairs(wrapped_lines) do
|
||||
Print.text(line, 50, current_y, Config.colors.light_grey)
|
||||
current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
|
||||
end
|
||||
|
||||
|
||||
-- Adjust menu position based on the number of wrapped lines
|
||||
if not Context.dialog.showing_description then
|
||||
UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
|
||||
|
||||
Reference in New Issue
Block a user