Merge branch 'develop' into rle-screens
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This commit is contained in:
2026-03-22 23:17:45 +01:00
23 changed files with 399 additions and 87 deletions

View File

@@ -90,7 +90,7 @@ end
function MenuWindow.ddr_test()
AudioTestWindow.init()
GameWindow.set_state("minigame_ddr")
MinigameDDRWindow.start("menu", nil)
MinigameDDRWindow.start("menu", "generated", { special_mode = "only_nothing" })
end
--- Refreshes menu items.

View File

@@ -19,6 +19,7 @@ function MinigameDDRWindow.init_context()
local total_width = (4 * arrow_size) + (3 * arrow_spacing)
local start_x = (Config.screen.width - total_width) / 2
return {
special_mode = "normal", -- "normal", "only_special", "only_left", "only_nothing"
bar_fill = 0,
max_fill = 100,
fill_per_hit = 10,
@@ -48,14 +49,92 @@ function MinigameDDRWindow.init_context()
current_song = nil,
pattern_index = 1,
use_pattern = false,
generated_length = 30,
return_window = nil,
win_timer = 0,
on_win = nil,
special_condition_met = false,
total_misses = 0,
total_hits = 0,
special_mode_condition = true,
special_mode_counter = 0
}
end
function MinigameDDRWindow.prepareSong(song, generated_length, special_mode)
local current_song = Util.deepcopy(song)
if current_song.generated then
local pattern = musicator_generate_pattern(generated_length, current_song.bpm, current_song.spd * 4)
current_song.pattern = pattern
current_song.end_frame = pattern[#pattern].frame
if special_mode == "only_special" then
for i, _ in ipairs(current_song.pattern) do
current_song.pattern[i].special = (i % 5 == 0)
end
end
end
return current_song
end
function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context)
local special_mode = game_context.special_mode
if special_mode == "normal" then
Audio.sfx_arrowhit(arrow.note)
elseif special_mode == "only_special" then
if arrow.special then
Audio.sfx_arrowhit(arrow.note)
game_context.special_mode_counter = game_context.special_mode_counter + 1
else
if game_context.special_mode_condition then Audio.sfx_bloop() end
game_context.special_mode_condition = false
end
elseif special_mode == "only_left" then
if arrow.dir == "left" then
Audio.sfx_arrowhit(arrow.note)
game_context.special_mode_counter = game_context.special_mode_counter + 1
if game_context.max_fill <= game_context.bar_fill + game_context.fill_per_hit then
game_context.bar_fill = game_context.bar_fill - game_context.fill_per_hit
end
else
if game_context.special_mode_condition then Audio.sfx_bloop() end
game_context.special_mode_condition = false
end
elseif special_mode == "only_nothing" then
if game_context.special_mode_condition then Audio.sfx_bloop() end
game_context.special_mode_condition = false
end
end
function MinigameDDRWindow.on_end(game_context)
Audio.sfx_select()
game_context.win_timer = Config.timing.minigame_win_duration
local num_special = 0
for _,v in ipairs(game_context.current_song.pattern) do
if game_context.special_mode == "only_left" then
num_special = num_special + ((v.dir == "left" and 1) or 0)
else
num_special = num_special + ((v.special and 1) or 0)
end
end
local was_ok = true
if game_context.special_mode == "normal" then
was_ok = game_context.special_mode_counter == num_special
elseif game_context.special_mode == "only_special" then
was_ok = game_context.special_mode_counter == num_special
elseif game_context.special_mode == "only_left" then
was_ok = game_context.special_mode_counter == num_special
end
game_context.special_mode_condition = game_context.special_mode_condition and was_ok
end
--- Initializes DDR minigame state.
--- @within MinigameDDRWindow
--- @param params table Optional parameters for configuration.<br/>
@@ -76,13 +155,22 @@ end
--- @param[opt] params table Optional parameters for minigame configuration.</br>
function MinigameDDRWindow.start(return_window, song_key, params)
MinigameDDRWindow.init(params)
Audio.music_play_activity_work()
Context.minigame_ddr.return_window = return_window or "game"
Context.minigame_ddr.debug_song_key = song_key
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
Context.minigame_ddr.current_song = MinigameDDRWindow.prepareSong(
Songs[song_key],
Context.minigame_ddr.generated_length,
Context.minigame_ddr.special_mode
)
else
Context.minigame_ddr.use_pattern = false
if song_key then
@@ -91,12 +179,19 @@ function MinigameDDRWindow.start(return_window, song_key, params)
Context.minigame_ddr.debug_status = "Random mode"
end
end
if not Context.test_mode then
Context.minigame_ddr.debug_status = ""
end
Window.set_current("minigame_ddr")
end
--- Spawns a random arrow.
--- @within MinigameDDRWindow
local function spawn_arrow()
trace("random arrow")
local mg = Context.minigame_ddr
local target = mg.target_arrows[math.random(1, 4)]
table.insert(mg.arrows, {
@@ -109,14 +204,16 @@ end
--- Spawns an arrow in a specific direction.
--- @within MinigameDDRWindow
--- @param direction string The direction of the arrow ("left", "down", "up", "right").
local function spawn_arrow_dir(direction)
local function spawn_arrow_dir(direction, note, special)
local mg = Context.minigame_ddr
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
y = mg.bar_y + mg.bar_height + 10,
note = note,
special = special
})
break
end
@@ -174,10 +271,10 @@ function MinigameDDRWindow.update()
if mg.win_timer > 0 then
mg.win_timer = mg.win_timer - 1
if mg.win_timer == 0 then
mg.special_condition_met = (mg.total_misses == 0)
Audio.music_stop()
Meter.on_minigame_complete()
if mg.on_win then
mg.on_win()
mg.on_win(mg)
else
Meter.show()
Window.set_current(mg.return_window)
@@ -187,22 +284,26 @@ function MinigameDDRWindow.update()
end
if mg.bar_fill >= mg.max_fill then
mg.win_timer = Config.timing.minigame_win_duration
MinigameDDRWindow.on_end(mg)
return
end
mg.frame_counter = mg.frame_counter + 1
if mg.use_pattern and mg.current_song and mg.current_song.end_frame then
if mg.frame_counter > mg.current_song.end_frame and #mg.arrows == 0 then
mg.win_timer = Config.timing.minigame_win_duration
MinigameDDRWindow.on_end(mg)
return
end
end
if mg.use_pattern and mg.current_song and mg.current_song.pattern then
local pattern = mg.current_song.pattern
while mg.pattern_index <= #pattern do
local spawn_entry = pattern[mg.pattern_index]
if mg.frame_counter >= spawn_entry.frame then
spawn_arrow_dir(spawn_entry.dir)
spawn_arrow_dir(spawn_entry.dir, spawn_entry.note, spawn_entry.special)
mg.pattern_index = mg.pattern_index + 1
else
break
@@ -215,6 +316,8 @@ function MinigameDDRWindow.update()
mg.arrow_spawn_timer = 0
end
end
-- move arrow downwards
local arrows_to_remove = {}
for i, arrow in ipairs(mg.arrows) do
arrow.y = arrow.y + mg.arrow_fall_speed
@@ -227,26 +330,31 @@ function MinigameDDRWindow.update()
mg.total_misses = mg.total_misses + 1
end
end
-- iterate backwards to avoid index shift issues
for i = #arrows_to_remove, 1, -1 do
table.remove(mg.arrows, arrows_to_remove[i])
end
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
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
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
@@ -254,6 +362,8 @@ function MinigameDDRWindow.update()
local hit = false
for i, arrow in ipairs(mg.arrows) do
if arrow.dir == dir and check_hit(arrow) then
MinigameDDRWindow.on_arrow_hit_special(arrow, mg)
mg.bar_fill = mg.bar_fill + mg.fill_per_hit
if mg.bar_fill > mg.max_fill then
mg.bar_fill = mg.max_fill
@@ -315,7 +425,8 @@ function MinigameDDRWindow.draw()
end
if mg.arrows then
for _, arrow in ipairs(mg.arrows) do
draw_arrow(arrow.x, arrow.y, arrow.dir, Config.colors.blue)
local arrow_color = arrow.special and Config.colors.white or Config.colors.blue
draw_arrow(arrow.x, arrow.y, arrow.dir, arrow_color)
end
end
Print.text_center("Hit the arrows!", Config.screen.width / 2, mg.bar_y + mg.bar_height + 10, Config.colors.light_grey)
@@ -324,7 +435,7 @@ function MinigameDDRWindow.draw()
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
if mg.use_pattern and Context.test_mode then
Print.text_center(
"PATTERN MODE - Frame:" .. mg.frame_counter,
Config.screen.width / 2,
@@ -339,10 +450,16 @@ function MinigameDDRWindow.draw()
Config.colors.light_blue
)
end
else
elseif Context.test_mode then
Print.text_center("RANDOM MODE", Config.screen.width / 2, debug_y, Config.colors.blue)
end
if mg.win_timer > 0 then
Minigame.draw_win_overlay()
if mg.special_mode_condition then
Minigame.draw_win_overlay("SUCCESS...?")
elseif mg.total_hits < 10 then
Minigame.draw_win_overlay("MEH...")
else
Minigame.draw_win_overlay()
end
end
end
end

View File

@@ -84,6 +84,8 @@ function MinigameButtonMashWindow.update()
end
if Input.select() then
Audio.sfx_drum_high()
mg.bar_fill = mg.bar_fill + mg.fill_per_press
mg.button_pressed_timer = mg.button_press_duration
if mg.bar_fill > mg.target_points then
@@ -91,6 +93,7 @@ function MinigameButtonMashWindow.update()
end
end
if mg.bar_fill >= mg.target_points then
Audio.sfx_select()
mg.win_timer = Config.timing.minigame_win_duration
return
end

View File

@@ -114,6 +114,7 @@ function MinigameRhythmWindow.update()
end
end
if mg.score >= mg.max_score then
Audio.sfx_select()
mg.win_timer = Config.timing.minigame_win_duration
return
end