351 lines
11 KiB
Lua
351 lines
11 KiB
Lua
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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-- 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
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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
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function MinigameDDRWindow.update()
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local mg = Context.minigame_ddr
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-- Check for completion (bar filled to 100%)
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if mg.bar_fill >= mg.max_fill then
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Context.active_window = mg.return_window
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return
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end
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-- Increment frame counter
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mg.frame_counter = mg.frame_counter + 1
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-- Check if song has ended (pattern mode only)
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if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
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-- Song has ended if we've passed the end frame AND all arrows are cleared
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if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
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-- Song complete! Return to previous window
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Context.active_window = mg.return_window
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return
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end
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end
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-- Spawn arrows based on mode (pattern or random)
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if mg.use_pattern and mg.current_song and mg.current_song.pattern then
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-- Pattern-based spawning (synced to song)
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local pattern = mg.current_song.pattern
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-- Check if current frame matches any pattern entry
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while mg.pattern_index <= #pattern do
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local spawn_entry = pattern[mg.pattern_index]
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if mg.frame_counter >= spawn_entry.frame then
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-- Time to spawn this arrow!
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spawn_arrow_dir(spawn_entry.dir)
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mg.pattern_index = mg.pattern_index + 1
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else
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-- Not time yet, break the loop
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break
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end
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end
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else
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-- Random spawning mode (original behavior)
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mg.arrow_spawn_timer = mg.arrow_spawn_timer + 1
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if mg.arrow_spawn_timer >= mg.arrow_spawn_interval then
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spawn_arrow()
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mg.arrow_spawn_timer = 0
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end
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end
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-- Update falling arrows
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local arrows_to_remove = {}
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for i, arrow in ipairs(mg.arrows) do
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arrow.y = arrow.y + mg.arrow_fall_speed
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-- Check if arrow went off-screen (miss)
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if check_miss(arrow) then
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table.insert(arrows_to_remove, i)
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-- Penalty for missing
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mg.bar_fill = mg.bar_fill - mg.miss_penalty
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if mg.bar_fill < 0 then
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mg.bar_fill = 0
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end
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end
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end
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-- Remove off-screen arrows (iterate backwards to avoid index issues)
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for i = #arrows_to_remove, 1, -1 do
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table.remove(mg.arrows, arrows_to_remove[i])
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end
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-- Update input cooldowns
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for dir, _ in pairs(mg.input_cooldowns) do
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if mg.input_cooldowns[dir] > 0 then
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mg.input_cooldowns[dir] = mg.input_cooldowns[dir] - 1
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end
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end
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-- Update button press timers
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for dir, _ in pairs(mg.button_pressed_timers) do
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if mg.button_pressed_timers[dir] > 0 then
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mg.button_pressed_timers[dir] = mg.button_pressed_timers[dir] - 1
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end
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end
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-- Check for arrow key inputs
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local input_map = {
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left = Input.left(),
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down = Input.down(),
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up = Input.up(),
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right = Input.right()
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}
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for dir, pressed in pairs(input_map) do
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if pressed and mg.input_cooldowns[dir] == 0 then
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mg.input_cooldowns[dir] = mg.input_cooldown_duration
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mg.button_pressed_timers[dir] = mg.button_press_duration
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-- Check if any arrow matches this direction and is in hit range
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local hit = false
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for i, arrow in ipairs(mg.arrows) do
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if arrow.dir == dir and check_hit(arrow) then
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-- Perfect hit!
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mg.bar_fill = mg.bar_fill + mg.fill_per_hit
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if mg.bar_fill > mg.max_fill then
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mg.bar_fill = mg.max_fill
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end
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table.remove(mg.arrows, i)
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hit = true
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break
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end
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end
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-- If pressed but no arrow to hit, apply small penalty
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if not hit then
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mg.bar_fill = mg.bar_fill - 2
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if mg.bar_fill < 0 then
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mg.bar_fill = 0
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end
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end
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end
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end
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end
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function MinigameDDRWindow.draw()
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local mg = Context.minigame_ddr
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-- Safety check
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if not mg then
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cls(0)
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print("DDR ERROR: Context not initialized", 10, 10, 12)
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print("Press Z to return", 10, 20, 12)
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if Input.select() then
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Context.active_window = WINDOW_GAME
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end
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return
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end
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-- Draw the underlying window first (for overlay effect)
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if mg.return_window == WINDOW_GAME then
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GameWindow.draw()
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end
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-- Draw semi-transparent overlay background
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rect(0, 0, Config.screen.width, Config.screen.height, Config.colors.black)
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-- Draw progress bar background
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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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-- Draw progress bar fill
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local fill_width = (mg.bar_fill / mg.max_fill) * mg.bar_width
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if fill_width > 0 then
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-- Color changes as bar fills
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local bar_color = Config.colors.green
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if mg.bar_fill > 66 then
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bar_color = Config.colors.item -- yellow
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elseif mg.bar_fill > 33 then
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bar_color = Config.colors.npc
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end
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rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
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end
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-- Draw progress percentage
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local percentage = math.floor((mg.bar_fill / mg.max_fill) * 100)
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Print.text_center(percentage .. "%", mg.bar_x + mg.bar_width / 2, mg.bar_y + 2, Config.colors.black)
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-- Draw target arrows at bottom (light grey when not pressed)
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if mg.target_arrows then
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for _, target in ipairs(mg.target_arrows) do
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local is_pressed = mg.button_pressed_timers[target.dir] and mg.button_pressed_timers[target.dir] > 0
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local color = is_pressed and Config.colors.green or Config.colors.light_grey
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draw_arrow(target.x, mg.target_y, target.dir, color)
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end
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end
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-- Draw falling arrows (blue)
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if mg.arrows then
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for _, arrow in ipairs(mg.arrows) do
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draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.npc) -- blue color
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end
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end
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-- Draw instruction text
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Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
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-- Debug info (large and visible)
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local debug_y = 60
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if mg.debug_status then
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Print.text_center(mg.debug_status, Config.screen.width / 2, debug_y, Config.colors.item)
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debug_y = debug_y + 10
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end
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if mg.use_pattern then
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Print.text_center("PATTERN MODE - Frame:" .. mg.frame_counter, Config.screen.width / 2, debug_y, Config.colors.green)
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if mg.current_song and mg.current_song.pattern then
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Print.text_center("Pattern Len:" .. #mg.current_song.pattern .. " Index:" .. mg.pattern_index, Config.screen.width / 2, debug_y + 10, Config.colors.green)
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end
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else
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Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.npc)
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end
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end
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