function MinigameDDRWindow.init() -- Calculate evenly spaced arrow positions local arrow_size = 12 local arrow_spacing = 30 local total_width = (4 * arrow_size) + (3 * arrow_spacing) local start_x = (Config.screen.width - total_width) / 2 Context.minigame_ddr = { -- Progress bar (matching button mash style) bar_fill = 0, -- 0 to 100 max_fill = 100, fill_per_hit = 10, -- Points gained per perfect hit miss_penalty = 5, -- Points lost per miss bar_x = 20, bar_y = 10, bar_width = 200, bar_height = 12, -- Arrow settings arrow_size = arrow_size, arrow_spawn_timer = 0, arrow_spawn_interval = 45, -- Frames between arrow spawns (for random mode) arrow_fall_speed = 1.5, -- Pixels per frame arrows = {}, -- Active falling arrows {dir, x, y} -- Target arrows at bottom (evenly spaced, centered on screen) target_y = 115, -- Y position of target arrows target_arrows = { {dir = "left", x = start_x}, {dir = "down", x = start_x + arrow_size + arrow_spacing}, {dir = "up", x = start_x + (arrow_size + arrow_spacing) * 2}, {dir = "right", x = start_x + (arrow_size + arrow_spacing) * 3} }, -- Hit detection hit_threshold = 8, -- Pixels of tolerance for perfect hit button_pressed_timers = {}, -- Visual feedback per arrow button_press_duration = 8, -- Input cooldown per direction input_cooldowns = { left = 0, down = 0, up = 0, right = 0 }, input_cooldown_duration = 10, -- Song/Pattern system frame_counter = 0, -- Tracks frames since start current_song = nil, -- Current song data pattern_index = 1, -- Current position in pattern use_pattern = false, -- If true, use song pattern; if false, use random spawning return_window = WINDOW_GAME } end function MinigameDDRWindow.start(return_window, song_key) MinigameDDRWindow.init() Context.minigame_ddr.return_window = return_window or WINDOW_GAME -- Debug: Store song_key for display Context.minigame_ddr.debug_song_key = song_key -- Load song pattern if specified if song_key and Songs and Songs[song_key] then Context.minigame_ddr.current_song = Songs[song_key] Context.minigame_ddr.use_pattern = true Context.minigame_ddr.pattern_index = 1 Context.minigame_ddr.debug_status = "Pattern loaded: " .. song_key else -- Default to random spawning Context.minigame_ddr.use_pattern = false if song_key then Context.minigame_ddr.debug_status = "Song not found: " .. tostring(song_key) else Context.minigame_ddr.debug_status = "Random mode" end end Context.active_window = WINDOW_MINIGAME_DDR end -- Spawn a new arrow (random direction) local function spawn_arrow() local mg = Context.minigame_ddr local target = mg.target_arrows[math.random(1, 4)] table.insert(mg.arrows, { dir = target.dir, x = target.x, y = mg.bar_y + mg.bar_height + 10 -- Start below progress bar }) end -- Spawn an arrow with specific direction local function spawn_arrow_dir(direction) local mg = Context.minigame_ddr -- Find the target arrow for this direction for _, target in ipairs(mg.target_arrows) do if target.dir == direction then table.insert(mg.arrows, { dir = direction, x = target.x, y = mg.bar_y + mg.bar_height + 10 }) break end end end -- Check if arrow is close enough for a hit local function check_hit(arrow) local mg = Context.minigame_ddr local distance = math.abs(arrow.y - mg.target_y) return distance <= mg.hit_threshold end -- Check if arrow has passed the target local function check_miss(arrow) local mg = Context.minigame_ddr return arrow.y > mg.target_y + mg.hit_threshold end -- Draw a single arrow sprite local function draw_arrow(x, y, direction, color) local size = 12 local half = size / 2 -- Draw arrow shape based on direction if direction == "left" then -- Triangle pointing left tri(x + half, y, x, y + half, x + half, y + size, color) rect(x + half, y + half - 2, half, 4, color) elseif direction == "right" then -- Triangle pointing right tri(x + half, y, x + size, y + half, x + half, y + size, color) rect(x, y + half - 2, half, 4, color) elseif direction == "up" then -- Triangle pointing up tri(x, y + half, x + half, y, x + size, y + half, color) rect(x + half - 2, y + half, 4, half, color) elseif direction == "down" then -- Triangle pointing down tri(x, y + half, x + half, y + size, x + size, y + half, color) rect(x + half - 2, y, 4, half, color) end 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