169 lines
5.3 KiB
Lua
169 lines
5.3 KiB
Lua
--- @section MinigameRhythmWindow
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--- Gets initial rhythm minigame configuration.
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--- @within MinigameRhythmWindow
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--- @return result table The default rhythm minigame configuration.
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function MinigameRhythmWindow.init_context()
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return {
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line_position = 0,
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line_speed = 0.015,
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line_direction = 1,
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target_center = 0.5,
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target_width = 0.3,
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initial_target_width = 0.3,
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min_target_width = 0.08,
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target_shrink_rate = 0.9,
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score = 0,
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max_score = 10,
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button_pressed_timer = 0,
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button_press_duration = 10,
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return_window = nil,
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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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button_x = 210,
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button_y = 110,
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button_size = 10,
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press_cooldown = 0,
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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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on_win = nil
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}
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end
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--- Initializes rhythm minigame state.
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--- @within MinigameRhythmWindow
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--- @param params table Optional parameters for configuration.<br/>
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function MinigameRhythmWindow.init(params)
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local defaults = MinigameRhythmWindow.init_context()
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if params then
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for k, v in pairs(params) do
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defaults[k] = v
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end
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end
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Context.minigame_rhythm = defaults
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end
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--- Starts the rhythm minigame.
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--- @within MinigameRhythmWindow
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--- @param return_window string The window ID to return to after the minigame.<br/>
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--- @param[opt] params table Optional parameters for minigame configuration.<br/>
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function MinigameRhythmWindow.start(return_window, params)
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MinigameRhythmWindow.init(params)
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local mg = Context.minigame_rhythm
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mg.return_window = return_window or "game"
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if mg.focus_center_x then
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Focus.start_driven(mg.focus_center_x, mg.focus_center_y, {
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initial_radius = mg.focus_initial_radius
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})
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end
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Window.set_current("minigame_rhythm")
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end
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--- Updates rhythm minigame logic.
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--- @within MinigameRhythmWindow
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function MinigameRhythmWindow.update()
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local mg = Context.minigame_rhythm
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if mg.win_timer > 0 then
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mg.win_timer = mg.win_timer - 1
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if mg.win_timer == 0 then
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Meter.on_minigame_complete()
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if mg.focus_center_x then Focus.stop() end
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if mg.on_win then
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mg.on_win()
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else
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Meter.show()
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Window.set_current(mg.return_window)
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end
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end
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return
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end
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mg.line_position = mg.line_position + (mg.line_speed * mg.line_direction)
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if mg.line_position > 1 then
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mg.line_position = 1
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mg.line_direction = -1
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elseif mg.line_position < 0 then
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mg.line_position = 0
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mg.line_direction = 1
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end
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if mg.press_cooldown > 0 then
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mg.press_cooldown = mg.press_cooldown - 1
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end
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if Input.select() and mg.press_cooldown == 0 then
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mg.button_pressed_timer = mg.button_press_duration
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mg.press_cooldown = mg.press_cooldown_duration
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local target_left = mg.target_center - (mg.target_width / 2)
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local target_right = mg.target_center + (mg.target_width / 2)
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if mg.line_position >= target_left and mg.line_position <= target_right then
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mg.score = mg.score + 1
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else
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mg.score = mg.score - 1
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if mg.score < 0 then
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mg.score = 0
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end
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end
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mg.target_width = mg.initial_target_width * (mg.target_shrink_rate ^ mg.score)
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if mg.target_width < mg.min_target_width then
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mg.target_width = mg.min_target_width
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end
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end
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if mg.score >= mg.max_score then
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mg.win_timer = Config.timing.minigame_win_duration
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return
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end
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if mg.button_pressed_timer > 0 then
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mg.button_pressed_timer = mg.button_pressed_timer - 1
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end
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if mg.focus_center_x then
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Focus.set_percentage(1 - mg.score / mg.max_score)
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end
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end
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--- Draws rhythm minigame.
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--- @within MinigameRhythmWindow
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function MinigameRhythmWindow.draw()
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local mg = Context.minigame_rhythm
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if mg.return_window == "game" then
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GameWindow.draw_with_underlay(function()
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Sprite.draw_at("sleeping_norman", (Config.screen.width / 2) - 30, (Config.screen.height / 2) - 22)
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end)
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end
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if not mg.focus_center_x then
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rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
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end
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rect(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.light_grey)
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rectb(mg.bar_x - 2, mg.bar_y - 2, mg.bar_width + 4, mg.bar_height + 4, Config.colors.dark_grey)
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rect(mg.bar_x, mg.bar_y, mg.bar_width, mg.bar_height, Config.colors.dark_grey)
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local target_left = mg.target_center - (mg.target_width / 2)
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local target_x = mg.bar_x + (target_left * mg.bar_width)
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local target_width_pixels = mg.target_width * mg.bar_width
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rect(target_x, mg.bar_y, target_width_pixels, mg.bar_height, Config.colors.light_blue)
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local line_x = mg.bar_x + (mg.line_position * mg.bar_width)
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rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
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Print.text_center(
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"Sleep Norman ... Sleep!",
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Config.screen.width / 2,
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mg.bar_y + mg.bar_height + 14,
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Config.colors.light_grey
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)
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local button_color = Config.colors.light_grey
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if mg.button_pressed_timer > 0 then
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button_color = Config.colors.light_blue
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end
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circb(mg.button_x, mg.button_y, mg.button_size, button_color)
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if mg.button_pressed_timer > 0 then
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circ(mg.button_x, mg.button_y, mg.button_size - 2, button_color)
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end
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Print.text_center("Z", mg.button_x, mg.button_y - 3, button_color)
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if mg.win_timer > 0 then
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Minigame.draw_win_overlay()
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end
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end
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