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Author SHA1 Message Date
7e1dd28808 screen init, update, optional decision condition
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2026-02-21 23:35:00 +01:00
0b25ecc793 set window objects to global
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2026-02-21 23:18:42 +01:00
f08e4ad1d4 Merge pull request 'sprite handling' (#10) from feature/sprite-handling into master
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Reviewed-on: http://git.teletype.hu/games/impostor/pulls/10
2026-02-21 22:13:31 +00:00
9ae6c12582 sprite handling
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2026-02-21 23:12:46 +01:00
4e35cd4bd3 Merge pull request 'situation handling' (#9) from feature/situation-handling into master
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2026-02-21 21:34:10 +00:00
ed2354b0fa situation handling
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2026-02-21 22:33:24 +01:00
7854dc8a9f situation handling
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2026-02-21 22:33:01 +01:00
3b9b67e2fa Merge pull request 'remove manager postfixes' (#8) from feature-remove-manager-postfixes into master
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2026-02-21 20:36:29 +00:00
1a4565428d remove manager postfixes
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2026-02-21 21:35:48 +01:00
f02bb75e4f Merge pull request 'feat/imp-28-context-minigame-meter-table' (#7) from feat/imp-28-context-minigame-meter-table into master
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2026-02-18 22:24:11 +00:00
Zoltan Timar
e0c3b446af fix: make lint
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2026-02-18 23:07:22 +01:00
Zoltan Timar
8832b6c833 feat: added meters, changed colors, removed unnecessary comments 2026-02-18 22:58:14 +01:00
35 changed files with 386 additions and 163 deletions

View File

@@ -3,19 +3,34 @@
globals = {
"Util",
"DecisionManager",
"ScreenManager",
"Decision",
"Situation",
"Screen",
"Sprite",
"UI",
"Print",
"Input",
"Audio",
"Context",
"Meters",
"Minigames",
"SplashWindow",
"IntroWindow",
"MenuWindow",
"GameWindow",
"PopupWindow",
"ConfigurationWindow",
"AudioTestWindow",
"MinigameButtonMashWindow",
"MinigameRhythmWindow",
"MinigameDDRWindow",
"mset",
"mget",
"btnp",
"keyp",
"music",
"sfx",
"spr",
"rect",
"rectb",
"circ",
@@ -30,7 +45,7 @@ globals = {
"exit",
"trace",
"index_menu",
"MapManager",
"Map",
"map",
}

View File

@@ -85,6 +85,7 @@ lint:
@touch $(LINT_TMP_LUA)
@line=1; \
while IFS= read -r f || [ -n "$$f" ]; do \
f=$$(printf '%s' "$$f" | tr -d '\r'); \
[ -z "$$f" ] && continue; \
before=$$(wc -l < $(LINT_TMP_LUA)); \
cat "$(SRC_DIR)/$$f" >> $(LINT_TMP_LUA); \

View File

@@ -2,9 +2,15 @@ meta/meta.header.lua
init/init.modules.lua
init/init.config.lua
init/init.minigames.lua
init/init.meters.lua
system/system.util.lua
init/init.windows.lua
sprite/sprite.manager.lua
sprite/sprite.norman.lua
situation/situation.manager.lua
situation/situation.drink_coffee.lua
decision/decision.manager.lua
decision/decision.have_a_coffee.lua
decision/decision.go_to_home.lua
decision/decision.go_to_toilet.lua
decision/decision.go_to_walking_to_office.lua

View File

@@ -1,8 +1,7 @@
DecisionManager.register({
Decision.register({
id = "go_to_home",
label = "Go to Home",
handle = function()
Util.go_to_screen_by_id("home")
end,
condition = function() return true end
})

View File

@@ -1,8 +1,7 @@
DecisionManager.register({
Decision.register({
id = "go_to_office",
label = "Go to Office",
handle = function()
Util.go_to_screen_by_id("office")
end,
condition = function() return true end
})

View File

@@ -1,8 +1,7 @@
DecisionManager.register({
Decision.register({
id = "go_to_toilet",
label = "Go to Toilet",
handle = function()
Util.go_to_screen_by_id("toilet")
end,
condition = function() return true end
})

View File

@@ -1,8 +1,7 @@
DecisionManager.register({
Decision.register({
id = "go_to_walking_to_home",
label = "Walking to home",
handle = function()
Util.go_to_screen_by_id("walking_to_home")
end,
condition = function() return true end
})

View File

@@ -1,8 +1,7 @@
DecisionManager.register({
Decision.register({
id = "go_to_walking_to_office",
label = "Walking to office",
handle = function()
Util.go_to_screen_by_id("walking_to_office")
end,
condition = function() return true end
})

View File

@@ -0,0 +1,7 @@
Decision.register({
id = "have_a_coffee",
label = "Have a Coffee",
handle = function()
Situation.apply("drink_coffee")
end,
})

View File

@@ -1,6 +1,6 @@
local _decisions = {}
function DecisionManager.register(decision)
function Decision.register(decision)
if not decision or not decision.id then
PopupWindow.show({"Error: Invalid decision object registered (missing id)!"})
return
@@ -22,10 +22,10 @@ function DecisionManager.register(decision)
_decisions[decision.id] = decision
end
function DecisionManager.get(id)
function Decision.get(id)
return _decisions[id]
end
function DecisionManager.get_all()
function Decision.get_all()
return _decisions
end

View File

@@ -1,6 +1,5 @@
DecisionManager.register({
Decision.register({
id = "play_button_mash",
label = "Play Button Mash",
handle = function() MinigameButtonMashWindow.start(WINDOW_GAME) end,
condition = function() return true end
handle = function() Meters.hide() MinigameButtonMashWindow.start(WINDOW_GAME) end,
})

View File

@@ -1,6 +1,5 @@
DecisionManager.register({
Decision.register({
id = "play_ddr",
label = "Play DDR (Random)",
handle = function() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
condition = function() return true end
handle = function() Meters.hide() MinigameDDRWindow.start(WINDOW_GAME, nil) end,
})

View File

@@ -1,6 +1,5 @@
DecisionManager.register({
Decision.register({
id = "play_rhythm",
label = "Play Rhythm Game",
handle = function() MinigameRhythmWindow.start(WINDOW_GAME) end,
condition = function() return true end
handle = function() Meters.hide() MinigameRhythmWindow.start(WINDOW_GAME) end,
})

View File

@@ -7,9 +7,12 @@ local DEFAULT_CONFIG = {
black = 0,
light_grey = 13,
dark_grey = 14,
red = 2,
green = 6,
blue = 9,
item = 12
white = 12,
item = 12,
meter_bg = 12
},
player = {
sprite_id = 1

View File

@@ -44,7 +44,10 @@ on than meets the eye.]]
screens = {},
minigame_ddr = Minigames.get_default_ddr(),
minigame_button_mash = Minigames.get_default_button_mash(),
minigame_rhythm = Minigames.get_default_rhythm()
minigame_rhythm = Minigames.get_default_rhythm(),
meters = Meters.get_initial(),
sprites = {},
current_situation = nil,
}
end
@@ -66,7 +69,7 @@ local function reset_context_to_initial_state()
Context.screen_indices_by_id = {}
local screen_order = {"home", "toilet", "walking_to_office", "office", "walking_to_home"}
for i, screen_id in ipairs(screen_order) do
local screen_data = ScreenManager.get_by_id(screen_id)
local screen_data = Screen.get_by_id(screen_id)
if screen_data then
table.insert(Context.screens, screen_data)
Context.screen_indices_by_id[screen_id] = i
@@ -82,6 +85,7 @@ function Context.new_game()
reset_context_to_initial_state()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Context.screens[Context.current_screen].init()
end
function Context.save_game()
@@ -102,4 +106,5 @@ function Context.load_game()
Context.game_in_progress = true
MenuWindow.refresh_menu_items()
Context.screens[Context.current_screen].init()
end

75
inc/init/init.meters.lua Normal file
View File

@@ -0,0 +1,75 @@
local METER_MAX = 1000
local METER_DEFAULT = 500
local METER_DECAY_PER_FRAME = 0.02
local METER_GAIN_PER_CHORE = 100
local COMBO_BASE_BONUS = 0.02
local COMBO_MAX_BONUS = 0.16
local COMBO_TIMEOUT_FRAMES = 600
Meters.COLOR_ISM = Config.colors.red
Meters.COLOR_WPM = Config.colors.blue
Meters.COLOR_BM = Config.colors.black
Meters.COLOR_BG = Config.colors.meter_bg
function Meters.get_initial()
return {
ism = METER_DEFAULT,
wpm = METER_DEFAULT,
bm = METER_DEFAULT,
combo = 0,
combo_timer = 0,
hidden = false,
}
end
function Meters.hide()
if Context and Context.meters then Context.meters.hidden = true end
end
function Meters.show()
if Context and Context.meters then Context.meters.hidden = false end
end
function Meters.get_max()
return METER_MAX
end
function Meters.get_combo_multiplier()
if not Context or not Context.meters then return 1 end
local combo = Context.meters.combo
if combo == 0 then return 1 end
return 1 + math.min(COMBO_MAX_BONUS, COMBO_BASE_BONUS * (2 ^ (combo - 1)))
end
function Meters.update()
if not Context or not Context.game_in_progress or not Context.meters then return end
local m = Context.meters
m.ism = math.max(0, m.ism - METER_DECAY_PER_FRAME)
m.wpm = math.max(0, m.wpm - METER_DECAY_PER_FRAME)
m.bm = math.max(0, m.bm - METER_DECAY_PER_FRAME)
if m.combo > 0 then
m.combo_timer = m.combo_timer + 1
if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
m.combo = 0
m.combo_timer = 0
end
end
end
function Meters.add(key, amount)
if not Context or not Context.meters then return end
local m = Context.meters
if m[key] ~= nil then
m[key] = math.min(METER_MAX, m[key] + amount)
end
end
function Meters.on_minigame_complete()
local m = Context.meters
local gain = math.floor(METER_GAIN_PER_CHORE * Meters.get_combo_multiplier())
Meters.add("wpm", gain)
Meters.add("ism", gain)
Meters.add("bm", gain)
m.combo = m.combo + 1
m.combo_timer = 0
end

View File

@@ -1,20 +1,22 @@
local SplashWindow = {}
local IntroWindow = {}
local MenuWindow = {}
local GameWindow = {}
local PopupWindow = {}
local ConfigurationWindow = {}
local AudioTestWindow = {}
local MinigameButtonMashWindow = {}
local MinigameRhythmWindow = {}
local MinigameDDRWindow = {}
SplashWindow = {}
IntroWindow = {}
MenuWindow = {}
GameWindow = {}
PopupWindow = {}
ConfigurationWindow = {}
AudioTestWindow = {}
MinigameButtonMashWindow = {}
MinigameRhythmWindow = {}
MinigameDDRWindow = {}
Util = {}
Meters = {}
Minigames = {}
DecisionManager = {}
ScreenManager = {}
MapManager = {}
Decision = {}
Situation = {}
Screen = {}
Map = {}
UI = {}
Print = {}
Input = {}
Sprite = {}
Audio = {}

View File

@@ -1,4 +1,4 @@
MapManager.register({
Map.register({
id = "bedroom",
from_x = 0,
from_y = 0,

View File

@@ -1,6 +1,6 @@
local _maps = {}
function MapManager.get_maps_array()
function Map.get_maps_array()
local maps_array = {}
for _, map_data in pairs(_maps) do
table.insert(maps_array, map_data)
@@ -8,19 +8,19 @@ function MapManager.get_maps_array()
return maps_array
end
function MapManager.register(map_data)
function Map.register(map_data)
if _maps[map_data.id] then
trace("Warning: Overwriting map with id: " .. map_data.id)
end
_maps[map_data.id] = map_data
end
function MapManager.get_by_id(map_id)
function Map.get_by_id(map_id)
return _maps[map_id]
end
function MapManager.draw(map_id)
local map_data = MapManager.get_by_id(map_id)
function Map.draw(map_id)
local map_data = Map.get_by_id(map_id)
if not map_data then
return
end

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "home",
name = "Home",
decisions = {

View File

@@ -1,20 +1,21 @@
local _screens = {}
function ScreenManager.get_screens_array()
local screens_array = {}
for _, screen_data in pairs(_screens) do
table.insert(screens_array, screen_data)
end
return screens_array
end
function ScreenManager.register(screen_data)
function Screen.register(screen_data)
if _screens[screen_data.id] then
trace("Warning: Overwriting screen with id: " .. screen_data.id)
end
if not screen_data.situations then
screen_data.situations = {}
end
if not screen_data.init then
screen_data.init = function() end
end
if not screen_data.update then
screen_data.update = function() end
end
_screens[screen_data.id] = screen_data
end
function ScreenManager.get_by_id(screen_id)
function Screen.get_by_id(screen_id)
return _screens[screen_id]
end

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "office",
name = "Office",
decisions = {
@@ -6,5 +6,9 @@ ScreenManager.register({
"play_rhythm",
"play_ddr",
"go_to_walking_to_home",
}
"have_a_coffee",
},
situations = {
"drink_coffee",
},
})

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "toilet",
name = "Toilet",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "walking_to_home",
name = "Walking to home",
decisions = {

View File

@@ -1,4 +1,4 @@
ScreenManager.register({
Screen.register({
id = "walking_to_office",
name = "Walking to office",
decisions = {

View File

@@ -0,0 +1,7 @@
Situation.register({
id = "drink_coffee",
handle = function()
Audio.sfx_select()
Sprite.show("norman", 100, 100)
end,
})

View File

@@ -0,0 +1,40 @@
local _situations = {}
function Situation.register(situation)
if not situation or not situation.id then
PopupWindow.show({"Error: Invalid situation object registered (missing id)!"})
return
end
if not situation.handle then
situation.handle = function() end
end
if not situation.update then
situation.update = function() end
end
if _situations[situation.id] then
trace("Warning: Overwriting situation with id: " .. situation.id)
end
_situations[situation.id] = situation
end
function Situation.get(id)
return _situations[id]
end
function Situation.apply(id)
local situation = Situation.get(id)
if not situation then
trace("Error: No situation found with id: " .. id)
return
end
local current_screen_obj = Screen.get_by_id(Context.current_screen)
if current_screen_obj and not current_screen_obj.situations[id] then
trace("Info: Situation " .. id .. " cannot be applied to current screen (id: " .. Context.current_screen .. ").")
return
end
Context.current_situation = id
situation.handle()
end

View File

@@ -0,0 +1,72 @@
local _sprites = {}
function Sprite.register(sprite_data)
if not sprite_data or not sprite_data.id then
trace("Error: Invalid sprite object registered (missing id)!")
return
end
if _sprites[sprite_data.id] then
trace("Warning: Overwriting sprite with id: " .. sprite_data.id)
end
_sprites[sprite_data.id] = sprite_data
end
function Sprite.show(id, x, y, colorkey, scale, flip_x, flip_y, rot)
-- Ensure the sprite exists before attempting to show it
if not _sprites[id] then
trace("Error: Attempted to show non-registered sprite with id: " .. id)
return
end
Context.sprites[id] = {
id = id,
x = x,
y = y,
colorkey = colorkey,
scale = scale,
flip_x = flip_x,
flip_y = flip_y,
rot = rot,
}
end
function Sprite.hide(id)
Context.sprites[id] = nil
end
function Sprite.draw()
for id, params in pairs(Context.sprites) do
local sprite_data = _sprites[id]
if not sprite_data then
trace("Error: Sprite id " .. id .. " in Context.sprites is not registered.")
Context.sprites[id] = nil -- Clean up invalid entry
-- We should probably continue to the next sprite instead of returning
-- so that other valid sprites can still be drawn.
end
-- Use parameters from Context.sprites, or fall back to sprite_data, then to defaults
local colorkey = params.colorkey or sprite_data.colorkey or 0
local scale = params.scale or sprite_data.scale or 1
local flip_x = params.flip_x or sprite_data.flip_x or 0
local flip_y = params.flip_y or sprite_data.flip_y or 0
local rot = params.rot or sprite_data.rot or 0
if sprite_data.sprites then -- Complex sprite
for i = 1, #sprite_data.sprites do
local sub_sprite = sprite_data.sprites[i]
spr(
sub_sprite.s,
params.x + (sub_sprite.x_offset or 0),
params.y + (sub_sprite.y_offset or 0),
sub_sprite.colorkey or colorkey,
sub_sprite.scale or scale,
sub_sprite.flip_x or flip_x,
sub_sprite.flip_y or flip_y,
sub_sprite.rot or rot
)
end
else -- Simple sprite
spr(sprite_data.s, params.x, params.y, colorkey, scale, flip_x, flip_y, rot)
end
end
end

View File

@@ -0,0 +1,17 @@
Sprite.register({
id = "norman",
sprites = {
-- Body
{ s = 0, x_offset = 0, y_offset = 0 },
-- Head
{ s = 1, x_offset = 0, y_offset = -8 },
-- Left Arm
{ s = 2, x_offset = -4, y_offset = 4 },
-- Right Arm
{ s = 3, x_offset = 4, y_offset = 4, flip_x = 1 }, -- Flipped arm
-- Left Leg
{ s = 4, x_offset = -2, y_offset = 8 },
-- Right Leg
{ s = 5, x_offset = 2, y_offset = 8, flip_x = 1 } -- Flipped leg
}
})

View File

@@ -58,4 +58,8 @@ function TIC()
if handler then
handler()
end
Meters.update()
if Context.game_in_progress then
UI.draw_meters()
end
end

View File

@@ -97,6 +97,38 @@ function UI.draw_decision_selector(decisions, selected_decision_index)
Print.text(decision_label, text_x, text_y, Config.colors.item) Print.text(">", Config.screen.width - 6, text_y, Config.colors.green) end
end
function UI.draw_meters()
if not Context or not Context.game_in_progress or not Context.meters then return end
if Context.meters.hidden then return end
local m = Context.meters
local max = Meters.get_max()
local bar_w = 44
local bar_h = 2
local bar_x = 182
local label_x = 228
local line_h = 5
local start_y = 11
local bar_offset = math.floor((line_h - bar_h) / 2)
local meter_list = {
{ key = "wpm", label = "WPM", color = Meters.COLOR_WPM, row = 0 },
{ key = "ism", label = "ISM", color = Meters.COLOR_ISM, row = 1 },
{ key = "bm", label = "BM", color = Meters.COLOR_BM, row = 2 },
}
for _, meter in ipairs(meter_list) do
local label_y = start_y + meter.row * line_h
local bar_y = label_y + bar_offset
local fill_w = math.max(0, math.floor((m[meter.key] / max) * bar_w))
rect(bar_x, bar_y, bar_w, bar_h, Meters.COLOR_BG)
if fill_w > 0 then
rect(bar_x, bar_y, fill_w, bar_h, meter.color)
end
print(meter.label, label_x, label_y, meter.color, false, 1, true)
end
end
function UI.update_decision_selector(decisions, selected_decision_index)
if Input.left() then
Audio.sfx_beep()

View File

@@ -1,11 +1,11 @@
function GameWindow.draw()
local screen = Context.screens[Context.current_screen]
MapManager.draw(screen.background)
Map.draw(screen.background)
UI.draw_top_bar(screen.name)
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = DecisionManager.get(decision_id)
local decision = Decision.get(decision_id)
if decision and decision.condition() then
table.insert(available_decisions, decision)
end
@@ -14,9 +14,12 @@ function GameWindow.draw()
UI.draw_decision_selector(available_decisions, Context.selected_decision_index)
end
end
Sprite.draw()
end
function GameWindow.update()
local previous_screen_index = Context.current_screen
if Input.menu_back() then
Context.active_window = WINDOW_MENU
MenuWindow.refresh_menu_items()
@@ -36,10 +39,23 @@ function GameWindow.update()
Context.selected_decision_index = 1 end
local screen = Context.screens[Context.current_screen]
screen.update()
if previous_screen_index ~= Context.current_screen then
screen.init()
end
if Context.current_situation then
local current_situation_obj = Situation.get(Context.current_situation)
if current_situation_obj and current_situation_obj.update then
current_situation_obj.update()
end
end
if screen and screen.decisions and #screen.decisions > 0 then
local available_decisions = {}
for _, decision_id in ipairs(screen.decisions) do
local decision = DecisionManager.get(decision_id)
local decision = Decision.get(decision_id)
if decision and decision.condition() then table.insert(available_decisions, decision)
end
end

View File

@@ -5,16 +5,13 @@ end
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
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)
@@ -25,21 +22,18 @@ function MinigameDDRWindow.start(return_window, song_key, params)
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
y = mg.bar_y + mg.bar_height + 10
})
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, {
@@ -52,38 +46,30 @@ local function spawn_arrow_dir(direction)
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
@@ -91,77 +77,64 @@ end
function MinigameDDRWindow.update()
local mg = Context.minigame_ddr
-- Check for completion (bar filled to 100%)
if mg.bar_fill >= mg.max_fill then
Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window
return
end
-- Increment frame counter
mg.frame_counter = mg.frame_counter + 1
-- Check if song has ended (pattern mode only)
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
-- Song has ended if we've passed the end frame AND all arrows are cleared
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
-- Song complete! Return to previous window
Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window
return
end
end
-- 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
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)
-- iterate backwards to avoid index shift 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(),
@@ -172,11 +145,9 @@ function MinigameDDRWindow.update()
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
@@ -186,7 +157,6 @@ function MinigameDDRWindow.update()
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
@@ -199,7 +169,6 @@ 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)
@@ -209,31 +178,24 @@ function MinigameDDRWindow.draw()
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
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
-- 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
@@ -241,15 +203,12 @@ function MinigameDDRWindow.draw()
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.blue) -- blue color
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
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)
@@ -273,4 +232,4 @@ function MinigameDDRWindow.draw()
else
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end
end
end

View File

@@ -10,28 +10,24 @@ end
function MinigameButtonMashWindow.update()
local mg = Context.minigame_button_mash
-- Check for Z button press
if Input.select() then
mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration
-- Clamp to max
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
end
end
-- Check if bar is full (completed)
if mg.bar_fill >= mg.max_fill then
Meters.on_minigame_complete()
Meters.show()
Context.active_window = mg.return_window
return
end
-- Automatic degradation (increases with bar fill level)
local degradation = mg.base_degradation + (mg.bar_fill * mg.degradation_multiplier)
mg.bar_fill = mg.bar_fill - degradation
-- Clamp to minimum
if mg.bar_fill < 0 then
mg.bar_fill = 0
end
-- Update button press timer
if mg.button_pressed_timer > 0 then
mg.button_pressed_timer = mg.button_pressed_timer - 1
end
@@ -39,42 +35,32 @@ end
function MinigameButtonMashWindow.draw()
local mg = Context.minigame_button_mash
-- Draw the underlying window first (for overlay effect)
if mg.return_window == WINDOW_GAME then
GameWindow.draw()
end
-- Draw semi-transparent overlay background
-- Draw darker rectangles to create overlay effect
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 (green -> yellow -> red analogy using available colors)
local bar_color = Config.colors.green
if mg.bar_fill > 66 then
bar_color = Config.colors.item -- yellow
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, bar_color)
rect(mg.bar_x, mg.bar_y, fill_width, mg.bar_height, bar_color)
end
-- Draw button indicator
local button_color = Config.colors.light_grey
if mg.button_pressed_timer > 0 then
button_color = Config.colors.green -- Highlight when pressed
button_color = Config.colors.green
end
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, Config.colors.light_grey)
-- Draw instruction text
Print.text_center("MASH Z!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
-- 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)
end
end

View File

@@ -10,9 +10,7 @@ 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
@@ -20,40 +18,33 @@ function MinigameRhythmWindow.update()
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
Meters.on_minigame_complete()
Meters.show()
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
@@ -61,46 +52,34 @@ 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
rect(line_x - 1, mg.bar_y, 2, mg.bar_height, Config.colors.item)
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
button_color = Config.colors.green
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
end