this
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@ -3,6 +3,9 @@ json = require "json"
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local common = require('common.common');
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local difbar = require("components.diff_rectangle");
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local Background = require('components.background');
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local Dim = require("common.dimensions")
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local Wallpaper = require("components.wallpaper")
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local msg = game.GetSkinSetting("MSG");
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local normname = game.GetSkinSetting("username")
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@ -95,26 +98,6 @@ local missing_song = false;
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local placeholderJacket = gfx.CreateSkinImage("song_select/loading.png", 0)
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local did_exit = false;
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-- Window variables
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local resX, resY
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-- Aspect Ratios
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local landscapeWidescreenRatio = 16 / 9
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local landscapeStandardRatio = 4 / 3
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local portraitWidescreenRatio = 9 / 16
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-- Portrait sizes
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local fullX, fullY
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local desw = 1080
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local desh = 1920
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local function resolutionChange(x, y)
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resX = x
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resY = y
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fullX = portraitWidescreenRatio * y
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fullY = y
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end
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local irHeartbeatRequested = false;
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local irText = ''
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@ -169,22 +152,17 @@ local drawIdol = function(deltaTime)
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idolAnimTransitionScale = 1;
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end
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gfx.ImageRect(0, 0, resX,resY, idolAnimation, 1, 0);
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gfx.ImageRect(0, 0, resx,resy, idolAnimation, 1, 0);
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gfx.GlobalAlpha(1);
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end
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end
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songjacket = function() -- self explanatory -- done
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local resx, resy = game.GetResolution()
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if resx ~= resX or resy ~= resY then
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resolutionChange(resx, resy)
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end
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local jw , jh = gfx.ImageSize(m_jacket);
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gfx.BeginPath();
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-- gfx.ImageRect(jacketPanelX, jacketPanelY, jw/1.18, jh/1.18, m_jacket,1,0);
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gfx.ImageRect(resX, resY, jw/1.18, jh/1.18, m_jacket,1,0);
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gfx.ImageRect(jacketPanelX, jacketPanelY, jw/1.18, jh/1.18, m_jacket,1,0);
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gfx.BeginPath()
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gfx.ImageRect(jacketPanelX+12, jacketPanelY+19,jw/1.269,jh/1.35,jacket,1,0)
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@ -459,7 +437,7 @@ mouse_clipped = function(x,y,w,h)
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end;
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draw_room = function(name, x, y, selected, hoverindex)
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local buttonWidth = resX*(3/4);
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local buttonWidth = resx*(3/4);
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local rx = x - (buttonWidth / 2);
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local ty = y - (buttonHeight / 2);
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local roomButtonBorder = buttonBorder;
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@ -584,17 +562,17 @@ function render_loading()
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gfx.Save()
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gfx.ResetTransform()
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gfx.BeginPath()
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gfx.MoveTo(resX, resY)
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gfx.LineTo(resX - 350, resY)
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gfx.LineTo(resX - 300, resY - 50)
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gfx.LineTo(resX, resY - 50)
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gfx.MoveTo(resx, resy)
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gfx.LineTo(resx - 350, resy)
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gfx.LineTo(resx - 300, resy - 50)
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gfx.LineTo(resx, resy - 50)
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gfx.ClosePath()
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gfx.FillColor(33,33,33)
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gfx.Fill()
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gfx.FillColor(255,255,255)
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gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT, gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(70)
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gfx.Text("LOADING...", resX - 20, resY - 3)
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gfx.Text("LOADING...", resx - 20, resy - 3)
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gfx.Restore()
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end
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@ -696,7 +674,7 @@ function draw_rooms(y, h)
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if room.password then
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status = status..' <P>'
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end
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draw_room(room.name .. ': '.. status, resX / 2, ypos, i == selected_room_index, function()
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draw_room(room.name .. ': '.. status, resx / 2, ypos, i == selected_room_index, function()
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join_room(room)
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end)
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end
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@ -710,7 +688,7 @@ change_selected_room = function(off)
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return;
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end
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local h = resY - 290;
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local h = resy - 290;
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local num_rooms_visible = math.floor(h / (buttonHeight + 10))
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@ -745,18 +723,13 @@ end
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function render_lobby(deltaTime)
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local resx, resy = game.GetResolution()
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if resx ~= resX or resy ~= resY then
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resolutionChange(resx, resy)
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end
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local jw , jh = gfx.ImageSize(bg);
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gfx.BeginPath();
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gfx.ImageRect(0, 0, resX, resY, bg,1,0);
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gfx.ImageRect(0, 0, resx, resy, bg,1,0);
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drawIdol(deltaTime)
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gfx.BeginPath();
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gfx.ImageRect(0, 0, resX, resY, bg_graid1,1,0);
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gfx.ImageRect(0, 0, resX, resY, bg_graid2,1,0);
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gfx.ImageRect(0, 0, resx, resy, bg_graid1,1,0);
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gfx.ImageRect(0, 0, resx, resy, bg_graid2,1,0);
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drawHeader()
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gfx.BeginPath();
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m_base_part()
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@ -788,29 +761,29 @@ end
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function render_room_list(deltaTime)
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draw_rooms(175, resY - 290);
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draw_rooms(175, resy - 290);
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-- Draw cover for rooms out of view
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gfx.BeginPath()
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gfx.FillColor(20, 20, 20)
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gfx.Rect(0, 0, resX, 145)
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gfx.Rect(0, resY-170, resX, 170)
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gfx.Rect(0, 0, resx, 145)
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gfx.Rect(0, resy-170, resx, 170)
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gfx.Fill()
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gfx.BeginPath()
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gfx.FillColor(60, 60, 60)
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gfx.Rect(0, 145, resX, 2)
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gfx.Rect(0, resY-170-2, resX, 2)
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gfx.Rect(0, 145, resx, 2)
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gfx.Rect(0, resy-170-2, resx, 2)
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gfx.Fill()
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gfx.FillColor(255,255,255)
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(70)
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gfx.Text("Multiplayer Rooms", resX/2, 100)
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gfx.Text("Multiplayer Rooms", resx/2, 100)
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if not loading then
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draw_button("Create new room", resX/2, resY-40-buttonHeight, resX*(3/4), new_room);
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draw_button("Create new room", resx/2, resy-40-buttonHeight, resx*(3/4), new_room);
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end
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end
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@ -820,40 +793,40 @@ function render_password_screen(deltaTime)
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gfx.FillColor(255,255,255)
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(70)
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gfx.Text("Joining "..selected_room.name.."...", resX/2, resY/4)
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gfx.Text("Joining "..selected_room.name.."...", resx/2, resy/4)
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gfx.FillColor(50,50,50)
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gfx.BeginPath()
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gfx.Rect(0, resY/2-10, resX, 40)
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gfx.Rect(0, resy/2-10, resx, 40)
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gfx.Fill();
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gfx.FillColor(255,255,255)
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gfx.Text("Please enter room password:", resX/2, resY/2-40)
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gfx.Text(string.rep("*",#textInput.text), resX/2, resY/2+40)
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gfx.Text("Please enter room password:", resx/2, resy/2-40)
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gfx.Text(string.rep("*",#textInput.text), resx/2, resy/2+40)
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if passwordError then
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gfx.FillColor(255,50,50)
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gfx.FontSize(60 + math.floor(passwordErrorOffset*20))
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gfx.Text("Invalid password", resX/2, resY/2+80)
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gfx.Text("Invalid password", resx/2, resy/2+80)
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end
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draw_button("Join", resX/2, resY*3/4, resX/2, mpScreen.JoinWithPassword);
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draw_button("Join", resx/2, resy*3/4, resx/2, mpScreen.JoinWithPassword);
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end
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function render_new_room_password(delta_time)
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gfx.FillColor(255,255,255)
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(70)
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gfx.Text("Create New Room", resX/2, resY/4)
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gfx.Text("Create New Room", resx/2, resy/4)
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gfx.FillColor(50,50,50)
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gfx.BeginPath()
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gfx.Rect(0, resY/2-10, resX, 40)
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gfx.Rect(0, resy/2-10, resx, 40)
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gfx.Fill();
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gfx.FillColor(255,255,255)
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gfx.Text("Enter room password:", resX/2, resY/2-40)
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gfx.Text(string.rep("*",#textInput.text), resX/2, resY/2+40)
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draw_button("Create Room", resX/2, resY*3/4, resX/2, mpScreen.NewRoomStep);
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gfx.Text("Enter room password:", resx/2, resy/2-40)
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gfx.Text(string.rep("*",#textInput.text), resx/2, resy/2+40)
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draw_button("Create Room", resx/2, resy*3/4, resx/2, mpScreen.NewRoomStep);
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end
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--here
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function render_new_room_name(deltaTime)
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@ -862,31 +835,31 @@ function render_new_room_name(deltaTime)
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gfx.FillColor(255,255,255)
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(70)
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gfx.Text("Create New Room", resX/2, resY/4)
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gfx.Text("Create New Room", resx/2, resy/4)
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gfx.Rect(0, resY/2-10, resX, 60)
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gfx.Rect(0, resy/2-10, resx, 60)
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gfx.Text("Please enter room name:", resX/2, resY/2-40)
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gfx.Text(textInput.text, resX/2, resY/2+40)
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draw_button("Next", resX/2, resY*3/4, resX/2, mpScreen.NewRoomStep);
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gfx.Text("Please enter room name:", resx/2, resy/2-40)
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gfx.Text(textInput.text, resx/2, resy/2+40)
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draw_button("Next", resx/2, resy*3/4, resx/2, mpScreen.NewRoomStep);
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end
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function render_set_username(deltaTime)
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gfx.FillColor(255,255,255)
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gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM)
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gfx.FontSize(70)
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gfx.Text("First things first...", resX/2, resY/4)
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gfx.Text("First things first...", resx/2, resy/4)
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gfx.FillColor(50,50,50)
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gfx.BeginPath()
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gfx.Rect(0, resY/2-10, resX, 60)
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gfx.Rect(0, resy/2-10, resx, 60)
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gfx.Fill();
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gfx.FillColor(255,255,255)
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gfx.Text("Enter a display name:", resX/2, resY/2-40)
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gfx.Text(textInput.text, resX/2, resY/2+40)
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draw_button("Join Multiplayer", resX/2, resY*3/4, resX/2, function()
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gfx.Text("Enter a display name:", resx/2, resy/2-40)
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gfx.Text(textInput.text, resx/2, resy/2+40)
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draw_button("Join Multiplayer", resx/2, resy*3/4, resx/2, function()
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loading = true;
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mpScreen.SaveUsername()
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end);
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@ -894,14 +867,14 @@ function render_set_username(deltaTime)
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end
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render = function(deltaTime)
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local resx, resy = game.GetResolution()
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if resx ~= resX or resy ~= resY then
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resolutionChange(resx, resy)
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end
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Dim.updateResolution()
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game.Log(Dim.view.width,game.LOGGER_ERROR)
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Wallpaper.render()
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Dim.transformToDesignSpace()
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buttonWidth = resX*(3/4);
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buttonWidth = resx*(3/4);
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mposx,mposy = game.GetMousePos();
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common.stopMusic();
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