function MinigameRhythmWindow.init(params) Context.minigame_rhythm = Minigames.configure_rhythm(params) end function MinigameRhythmWindow.start(return_window, params) MinigameRhythmWindow.init(params) Context.minigame_rhythm.return_window = return_window or WINDOW_GAME Context.active_window = WINDOW_MINIGAME_RHYTHM end function MinigameRhythmWindow.update() local mg = Context.minigame_rhythm -- Move the line across the bar (bidirectional) mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction) -- Reverse direction when reaching either end if mg.line_position > 1 then mg.line_position = 1 mg.line_direction = -1 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 -- Draw bar container background rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey) rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey) -- Draw bar background (empty area) rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey) -- Draw target area (highlighted section in middle) local target_left = mg.target_center - (mg.target_width / 2) local target_x = mg.bar_x + (target_left * mg.bar_width) local target_width_pixels = mg.target_width * mg.bar_width rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.green) -- Draw the moving line local line_x = mg.bar_x + (mg.line_position * mg.bar_width) rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item) -- Yellow line -- Draw score text 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