--- @section MinigameDDRWindow --- Initializes DDR minigame state. --- @within MinigameDDRWindow -- @param params table Optional parameters for configuration. function MinigameDDRWindow.init(params) Context.minigame_ddr = Minigame.configure_ddr(params) end --- Starts the DDR minigame. --- @within MinigameDDRWindow -- @param return_window string The window ID to return to after the minigame. -- @param[opt] song_key string The key of the song to play. -- @param[opt] params table Optional parameters for minigame configuration. function MinigameDDRWindow.start(return_window, song_key, params) MinigameDDRWindow.init(params) Context.minigame_ddr.return_window = return_window or "game" Context.minigame_ddr.debug_song_key = song_key if song_key and Songs and Songs[song_key] then Context.minigame_ddr.current_song = Songs[song_key] Context.minigame_ddr.use_pattern = true Context.minigame_ddr.pattern_index = 1 Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key else Context.minigame_ddr.use_pattern = false if song_key then Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key) else Context.minigame_ddr.debug_status = "Random mode" end end Window.set_current("minigame_ddr") end --- Spawns a random arrow. --- @within MinigameDDRWindow local function spawn_arrow() local mg = Context.minigame_ddr local target = mg.target_arrows[math.random(1, 4)] table.insert(mg.arrows, { dir = target.dir, x = target.x, y = mg.bar_y + mg.bar_height + 10 }) end --- Spawns an arrow in a specific direction. --- @within MinigameDDRWindow -- @param direction string The direction of the arrow ("left", "down", "up", "right"). local function spawn_arrow_dir(direction) local mg = Context.minigame_ddr for _, target in ipairs(mg.target_arrows) do if target.dir == direction then table.insert(mg.arrows, { dir = direction, x = target.x, y = mg.bar_y + mg.bar_height + 10 }) break end end end --- Checks if an arrow is hit. --- @within MinigameDDRWindow -- @param arrow table The arrow data. -- @return boolean True if the arrow is hit, false otherwise. local function check_hit(arrow) local mg = Context.minigame_ddr local distance = math.abs(arrow.y - mg.target_y) return distance <= mg.hit_threshold end --- Checks if an arrow is missed. --- @within MinigameDDRWindow -- @param arrow table The arrow data. -- @return boolean True if the arrow is missed, false otherwise. local function check_miss(arrow) local mg = Context.minigame_ddr return arrow.y > mg.target_y + mg.hit_threshold end --- Draws an arrow. --- @within MinigameDDRWindow -- @param x number The x-coordinate. -- @param y number The y-coordinate. -- @param direction string The direction of the arrow. -- @param color number The color of the arrow. local function draw_arrow(x, y, direction, color) local size = 12 local half = size / 2 if direction == "left" then tri(x + half, y, x, y + half, x + half, y + size, color) rect(x + half, y + half - 2, half, 4, color) elseif direction == "right" then tri(x + half, y, x + size, y + half, x + half, y + size, color) rect(x, y + half - 2, half, 4, color) elseif direction == "up" then tri(x, y + half, x + half, y, x + size, y + half, color) rect(x + half - 2, y + half, 4, half, color) elseif direction == "down" then tri(x, y + half, x + half, y + size, x + size, y + half, color) rect(x + half - 2, y, 4, half, color) end end --- Updates DDR minigame logic. --- @within MinigameDDRWindow function MinigameDDRWindow.update() local mg = Context.minigame_ddr if mg.bar_fill >= mg.max_fill then 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 Meter.on_minigame_complete() Meter.show() Window.set_current(mg.return_window) return end end if mg.use_pattern and mg.current_song and mg.current_song.pattern then local pattern = mg.current_song.pattern while mg.pattern_index <= #pattern do local spawn_entry = pattern[mg.pattern_index] if mg.frame_counter >= spawn_entry.frame then spawn_arrow_dir(spawn_entry.dir) mg.pattern_index = mg.pattern_index + 1 else break end end else 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 local arrows_to_remove = {} for i, arrow in ipairs(mg.arrows) do arrow.y = arrow.y + mg.arrow_fall_speed if check_miss(arrow) then table.insert(arrows_to_remove, i) mg.bar_fill = mg.bar_fill - mg.miss_penalty if mg.bar_fill < 0 then mg.bar_fill = 0 end end end -- iterate backwards to avoid index shift issues for i = #arrows_to_remove, 1, -1 do table.remove(mg.arrows, arrows_to_remove[i]) end for dir, _ in pairs(mg.input_cooldowns) do if mg.input_cooldowns[dir] > 0 then mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1 end end for dir, _ in pairs(mg.button_pressed_timers) do if mg.button_pressed_timers[dir] > 0 then mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1 end end local input_map = { left = Input.left(), down = Input.down(), up = Input.up(), right = Input.right() } for dir, pressed in pairs(input_map) do if pressed and mg.input_cooldowns[dir] == 0 then mg.input_cooldowns[dir] = mg.input_cooldown_duration mg.button_pressed_timers[dir] = mg.button_press_duration local hit = false for i, arrow in ipairs(mg.arrows) do if arrow.dir == dir and check_hit(arrow) then 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 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 --- Draws DDR minigame. --- @within MinigameDDRWindow function MinigameDDRWindow.draw() local mg = Context.minigame_ddr 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 Window.set_current("game") end return end if mg.return_window == "game" then GameWindow.draw() end rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black) 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) local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width if fill_width > 0 then local bar_color = Config.colors.green if mg.bar_fill > 66 then bar_color = Config.colors.item elseif mg.bar_fill > 33 then bar_color = Config.colors.blue end rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color) end 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.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 if mg.arrows then for _, arrow in ipairs(mg.arrows) do draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue) end end Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey) 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.blue) end end