local json = require("common.json") local common = require('common.util'); local Sound = require("common.sound") local Dim = require("common.dimensions") local Wallpaper = require("components.wallpaper") local Background = require('components.background'); local difbar = require("components.diff_rectangle"); local creww = game.GetSkinSetting("single_idol") -- inRoom components local songjacket = require("multi.inRoom.songjacket") local m_own_info = require("multi.inRoom.owninfo") local m_base_part = require("multi.inRoom.basepanel") local m_part = require("multi.inRoom.mainpanel") local m_s_part = require("multi.inRoom.songinfo") local m_bpm_part = require("multi.inRoom.bpmpanel") local m_info_part = require("multi.inRoom.infopanel") -- roomList components local getpanel = require("multi.roomList.getpanel") local headerMatchingImage = gfx.CreateSkinImage("titlescreen/entry.png", 1); local m_4pb_panels_bottom = gfx.CreateSkinImage("multi/lobby/opponent_bottom_panel.png", 1); local m_4pb_panels_top = gfx.CreateSkinImage("multi/lobby/opponent_top_panel.png", 1); local bg = gfx.CreateSkinImage("multi/lobby/bg.png", 1); local bg_graid1 = gfx.CreateSkinImage("multi/lobby/gradient_bottom.png", 1); local bg_graid2 = gfx.CreateSkinImage("multi/lobby/gradient_top.png", 1); local idle = "/idle" local idolAnimation = gfx.LoadSkinAnimation('crew/anim/'..creww..idle, 1 / 30, 0, true); local idolAnimTransitionScale = 0; local leftPanelX = 575; local leftPanelY = 1472; local desw,desh = Dim.design.width,Dim.design.height local mposx = 0; local mposy = 0; local hovered = nil; local buttonWidth = desw*(3/4); local buttonHeight = 75; local buttonBorder = 2; local portrait local jacket_size; local BAR_ALPHA = 191; local HEADER_HEIGHT = 100 local scale; game.LoadSkinSample("click-02") game.LoadSkinSample("click-01") game.LoadSkinSample("menu_click") local loading = true; local rooms = {}; local lobby_users = {}; selected_room = nil; local user_id = nil; local all_ready; local user_ready; local go; local hard_mode = false; local rotate_host = false; local start_game_soon = false; local host = nil; local owner = nil; local missing_song = false; local did_exit = false; local irHeartbeatRequested = false; irText = '' local grades = { {["max"] = 6900000, ["image"] = gfx.CreateSkinImage("common/grades/D.png", 0)}, {["max"] = 7900000, ["image"] = gfx.CreateSkinImage("common/grades/C.png", 0)}, {["max"] = 8600000, ["image"] = gfx.CreateSkinImage("common/grades/B.png", 0)}, {["max"] = 8900000, ["image"] = gfx.CreateSkinImage("common/grades/A.png", 0)}, {["max"] = 9200000, ["image"] = gfx.CreateSkinImage("common/grades/A+.png", 0)}, {["max"] = 9400000, ["image"] = gfx.CreateSkinImage("common/grades/AA.png", 0)}, {["max"] = 9600000, ["image"] = gfx.CreateSkinImage("common/grades/AA+.png", 0)}, {["max"] = 9700000, ["image"] = gfx.CreateSkinImage("common/grades/AAA.png", 0)}, {["max"] = 9800000, ["image"] = gfx.CreateSkinImage("common/grades/AAA+.png", 0)}, {["max"] = 9900000, ["image"] = gfx.CreateSkinImage("common/grades/S.png", 0)} } local badges = { gfx.CreateSkinImage("badges/played.png", 0), gfx.CreateSkinImage("badges/clear.png", 0), gfx.CreateSkinImage("badges/hard-clear.png", 0), gfx.CreateSkinImage("badges/full-combo.png", 0), gfx.CreateSkinImage("badges/perfect.png", 0) } local user_name_key = game.GetSkinSetting('multi.user_name_key') if user_name_key == nil then user_name_key = 'nick' end local name = game.GetSkinSetting(user_name_key) if name == nil or name == '' then name = 'Guest' end local normal_font = game.GetSkinSetting('multi.normal_font') if normal_font == nil then normal_font = 'NotoSans-Regular.ttf' end local mono_font = game.GetSkinSetting('multi.mono_font') if mono_font == nil then mono_font = 'NovaMono.ttf' end local SERVER = game.GetSkinSetting("multi.server") local drawIdol = function(deltaTime) local idolAnimTickRes = gfx.TickAnimation(idolAnimation, deltaTime); if idolAnimTickRes == 1 then gfx.GlobalAlpha(idolAnimTransitionScale); idolAnimTransitionScale = idolAnimTransitionScale + 1 / 60; if (idolAnimTransitionScale > 1) then idolAnimTransitionScale = 1; end gfx.ImageRect(0, 0, Dim.design.width,Dim.design.height, idolAnimation, 1, 0); gfx.GlobalAlpha(1); end end user_setup = function () -- (semi new) user layering local distance = 350 for i, user in ipairs(lobby_users) do buttonY = 1142-360/1.2 if owner == user_id and user.id ~= user_id then draw_button("K",525+distance, buttonY, 100, function() kick_user(user); end) end if (owner == user_id or host == user_id) and user.id ~= host then draw_button("H",16, buttonY+250, 50, function() change_host(user);end) end if i == 1 then draw_user(user, -distance, 1142-360/1.2, 420/1.2, 330/1.2,215,245.5) elseif i == 2 then draw_user(user, 16, 1142-360/1.2, 420/1.2, 330/1.2,215,245.5) elseif i == 3 then draw_user(user, 16+distance, 1142-360/1.2, 420/1.2, 330/1.2,215,245.5) elseif i == 4 then draw_user(user, 16+distance+distance, 1142-360/1.2, 42030//1.2, 31.2,215,245.5) elseif i > 4 then draw_user(user, 16+distance+distance+distance+distance, 1142-360/1.2, 420/1.2, 330/1.2, 31.2,215,245.5) end end end function drawHeader() gfx.BeginPath() gfx.FillColor(0, 0, 0, BAR_ALPHA) gfx.Rect(0, 0, desw, HEADER_HEIGHT) gfx.Fill() gfx.ClosePath() gfx.ImageRect(desw / 2 - 200, HEADER_HEIGHT / 2 - 20, 400, 40, headerMatchingImage, 1, 0) end mouse_clipped = function(x,y,w,h) return mposx > x and mposy > y and mposx < x+w and mposy < y+h; end; -- look into this when people are online draw_room = function(name, x, y, selected, hoverindex) local buttonWidth = desw*(3/4); local rx = x - (buttonWidth / 2); local ty = y - (buttonHeight / 2); local roomButtonBorder = buttonBorder; gfx.BeginPath(); gfx.FillColor(0,128,255); if selected then gfx.FillColor(0,255,0); roomButtonBorder = 4; end if mouse_clipped(rx,ty, buttonWidth, buttonHeight) then hovered = hoverindex; gfx.FillColor(255,128,0); end gfx.Rect(rx - roomButtonBorder, ty - roomButtonBorder, buttonWidth + (roomButtonBorder * 2), buttonHeight + (roomButtonBorder * 2)); gfx.Fill(); gfx.BeginPath(); gfx.FillColor(40,40,40); gfx.Rect(rx, ty, buttonWidth, buttonHeight); gfx.Fill(); gfx.BeginPath(); gfx.FillColor(255,255,255); gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.FontSize(40); gfx.Text(name, x, y); end; custom_button = function (name,x,y,image,font,fSize,hoverindex) local jw,jh = gfx.ImageSize(image); gfx.BeginPath(); gfx.ImageRect(x, y, jw, jh, image,1,0); gfx.BeginPath(); gfx.FillColor(255,255,255); gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.LoadSkinFont(font) gfx.FontSize(fSize); gfx.Text(name, x+(jw/2)+5, y+(jh/2.25)); end draw_button = function(name, x, y, buttonWidth, hoverindex) draw_button_color(name, x, y, buttonWidth, hoverindex, 40,40,40, 0,128,255) end draw_button_color = function(name, x, y, buttonWidth, hoverindex,r,g,b, olr,olg,olb) local rx = x - (buttonWidth / 2); local ty = y - (buttonHeight / 2); gfx.BeginPath(); gfx.FillColor(olr, olg, olb); if mouse_clipped(rx,ty, buttonWidth, buttonHeight) then hovered = hoverindex; gfx.FillColor(255,128,0); end gfx.Rect(rx - buttonBorder, ty - buttonBorder, buttonWidth + (buttonBorder * 2), buttonHeight + (buttonBorder * 2)); gfx.Fill(); gfx.BeginPath(); gfx.FillColor(r,g,b); gfx.Rect(rx, ty, buttonWidth, buttonHeight); gfx.Fill(); gfx.BeginPath(); gfx.FillColor(255,255,255); gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.FontSize(40); gfx.Text(name, x, y); end; draw_checkbox = function(text, x, y, hoverindex, current, can_click) gfx.BeginPath(); if can_click then gfx.FillColor(255,255,255,100); else gfx.FillColor(100,100,100,100); end gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.Text(text, x, y) local xmin,ymin,xmax,ymax = gfx.TextBounds(x, y, text); local sx = xmin - 40; local sy = y - 15; if can_click and mouse_clipped(xmin-10, ymin, xmax-xmin, ymax-ymin) then hovered = hoverindex; end if current then -- Draw checkmark gfx.BeginPath(); gfx.FillColor(0, 236, 0,100); gfx.Text(text, x, y) end end; draw_user = function(user, x, y , w, h, breadx,bready, idolID) local name = user.name local showthing = false if user.id == user_id then name = name end if user.id == host then name = name..' (host)' elseif user.missing_map then name = name..' (NO CHART)' elseif user.ready then name = name..' (ready)' showthing = true D = 1 elseif not user.ready then showthing = false D = 0 end gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE); gfx.FillColor(255,255,255) gfx.FontSize(30) gfx.BeginPath() gfx.ImageRect(x,y,w,h,m_4pb_panels_bottom,1,0) gfx.BeginPath() gfx.ImageRect(x,y,w,h,m_4pb_panels_top,1,0) gfx.Text(name, x+136, y+51.5) gfx.Text(msg, x+136, y+25.5) gfx.FontSize(22) gfx.Text(irText,x+32, y+225) if showthing == true then local jw , jh = gfx.ImageSize(ready_bt); gfx.BeginPath(); gfx.ImageRect(x+breadx, y+bready, jw/1.18, jh/1.18, ready_bt,1,0); elseif showthing == false then local jw , jh = gfx.ImageSize(ready_bt); gfx.BeginPath(); gfx.ImageRect(x+breadx, y+bready, jw/1.18, jh/1.18, ready_bt,0,0); end end; function render_loading() if not loading then return end gfx.Save() gfx.ResetTransform() gfx.BeginPath() gfx.MoveTo(desw, desh) gfx.LineTo(desw - 350, desh) gfx.LineTo(desw - 300, desh - 50) gfx.LineTo(desw, desh - 50) gfx.ClosePath() gfx.FillColor(33,33,33) gfx.Fill() gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("LOADING...", desw - 20, desh - 3) gfx.Restore() end function render_info() if searchStatus then gfx.BeginPath() gfx.FillColor(255,255,255) gfx.FontSize(20); gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP) gfx.Text(searchStatus, 3, 3) end end draw_diff_icon = function(diff, x, y, w, h) difbar.render(deltaTime, x, y, 1, diff.difficulty+1, diff.level); end local doffset = 0; local timer = 0; local possy = 1095; local possx = 150; draw_diffs = function(diffs, x, y, w, h, selectedDiff) local diffWidth = w/2 local diffHeight = w/2 local diffCount = #diffs gfx.Scissor(x+84 + possx,y + possy,w/2.451,h) for i = math.max(selectedDiff - 2, 1), math.max(selectedDiff - 1,1) do local diff = diffs[i] local xpos = x + ((w/2 - diffWidth/2) + (selectedDiff - i + doffset)*(-0.8*diffWidth)) if i ~= selectedDiff then draw_diff_icon(diff, xpos + possx, y + possy, diffWidth, diffHeight, false) end end --after selected for i = math.min(selectedDiff + 2, diffCount), selectedDiff + 1,-1 do local diff = diffs[i] local xpos = x + ((w/2 - diffWidth/2) + (selectedDiff - i + doffset)*(-0.8*diffWidth)) if i ~= selectedDiff then draw_diff_icon(diff, xpos + possx, y + possy, diffWidth, diffHeight, false) end end local diff = diffs[selectedDiff] local xpos = x + ((w/2 - diffWidth/2) + (doffset)*(-0.8*diffWidth)) draw_diff_icon(diff, xpos + possx, y + possy, diffWidth, diffHeight, true) gfx.ResetScissor() end set_diff = function(oldDiff, newDiff) game.PlaySample("click-02") doffset = doffset + oldDiff - newDiff end; local selected_room_index = 1; local ioffset = 0; function draw_rooms(y, h) if #rooms == 0 then return end local num_rooms_visible = math.floor(h / (buttonHeight + 10)) local first_half_rooms = math.floor(num_rooms_visible/2) local second_half_rooms = math.ceil(num_rooms_visible/2) - 1 local start_offset = math.max(selected_room_index - first_half_rooms, 1); local end_offset = math.min(selected_room_index + second_half_rooms + 2, #rooms); local start_index_offset = 1; -- If our selection is near the start or end we have to offset if selected_room_index <= first_half_rooms then start_index_offset = 0; end_offset = math.min(#rooms, num_rooms_visible + 1) end if selected_room_index >= #rooms - second_half_rooms then start_offset = math.max(1, #rooms - num_rooms_visible) end_offset = #rooms end for i = start_offset, end_offset do local room = rooms[i]; -- if selected room < halfvis then we start at 1 -- if sel > #rooms - halfvis then we start at -halfvis local offset_index = (start_offset + first_half_rooms) - i + start_index_offset local offsetY = (offset_index + ioffset) * (buttonHeight + 10); local ypos = y + (h/2) - offsetY; local status = room.current..'/'..room.max if room.ingame then status = status..' (IN MATCH)' end if room.password then status = status..'

' end draw_room(room.name .. ': '.. status, desw/2, ypos, i == selected_room_index, function() join_room(room) end) end end change_selected_room = function(off) local new_index = selected_room_index + off; --selected_room_index = 2; if new_index < 1 or new_index > #rooms then return; end local h = desh - 290; local num_rooms_visible = math.floor(h / (buttonHeight + 10)) local first_half_rooms = math.floor(num_rooms_visible/2) local second_half_rooms = math.ceil(num_rooms_visible/2) - 1 if off > 0 and (selected_room_index < first_half_rooms or selected_room_index >= #rooms - second_half_rooms - 1) then elseif off < 0 and (selected_room_index <= first_half_rooms or selected_room_index >= #rooms - second_half_rooms) then else ioffset = ioffset - new_index + selected_room_index; end game.PlaySample("menu_click") selected_room_index = new_index; end local IR_HeartbeatResponse = function(res) if res.statusCode == IRData.States.Success then irText = res.body.serverName .. ' ' .. res.body.irVersion; else game.Log("Can't connect to IR!", game.LOGGER_WARNING) end end local IR_Handle = function() if not irHeartbeatRequested then IR.Heartbeat(IR_HeartbeatResponse) irHeartbeatRequested = true; end end function render_lobby(deltaTime) gfx.BeginPath(); gfx.ImageRect(0, 0, desw, desh, bg,1,0); drawIdol(deltaTime) gfx.BeginPath(); gfx.ImageRect(0, 0, desw, desh, bg_graid1,1,0); gfx.ImageRect(0, 0, desw, desh, bg_graid2,1,0); gfx.BeginPath(); m_base_part() m_own_info() user_setup() m_info_part() m_part() m_s_part() m_bpm_part() songjacket() end function render_room_list(deltaTime) Background.draw(deltaTime) drawHeader() getpanel() end passwordErrorOffset = 0; function render_password_screen(deltaTime) gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("Joining "..selected_room.name.."...", desw/2, desh/4) gfx.FillColor(50,50,50) gfx.BeginPath() gfx.Rect(0, desh/2-10, desw, 40) gfx.Fill(); gfx.FillColor(255,255,255) gfx.Text("Please enter room password:", desw/2, desh/2-40) gfx.Text(string.rep("*",#textInput.text), desw/2, desh/2+40) if passwordError then gfx.FillColor(255,50,50) gfx.FontSize(60 + math.floor(passwordErrorOffset*20)) gfx.Text("Invalid password", desw/2, desh/2+80) end draw_button("Join", desw/2, desh*3/4, desw/2, mpScreen.JoinWithPassword); end function render_new_room_password(deltaTime) gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("Create New Room", desw/2, desh/4) -- make something here gfx.FillColor(255,255,255) gfx.Text("Enter room password:", desw/2, desh/2-40) gfx.Text(string.rep("*",#textInput.text), desw/2, desh/2+40) draw_button("Create Room", desw/2, desh*3/4, desw/2, mpScreen.NewRoomStep); end function render_new_room_name(deltaTime) gfx.BeginPath(); gfx.LoadSkinFont("segoeui.ttf") gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("Create New Room", desw/2, desh/4) gfx.Rect(0, desh/2-10, desw/2, 60) gfx.Text("Please enter room name:", desw/2, desh/2-40) gfx.Text(textInput.text, desw/2, desh/2+40) draw_button("Next", desw/2, desh*3/4, desw/2, mpScreen.NewRoomStep); end function render_set_username(deltaTime) gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("First things first...", desw/2, desh/4) gfx.FillColor(50,50,50) gfx.BeginPath() gfx.Rect(0, desh/2-10, desw, 60) gfx.Fill(); gfx.FillColor(255,255,255) gfx.Text("Enter a display name:", desw/2, desh/2-40) gfx.Text(textInput.text, desw/2, desh/2+40) draw_button("Join Multiplayer", desw/2, desh*3/4, desw/2, function() loading = true; mpScreen.SaveUsername() end); end render = function(deltaTime) IR_Handle() Dim.updateResolution() Wallpaper.render() Dim.transformToScreenSpace() mposx,mposy = game.GetMousePos(); Sound.stopMusic(); doffset = doffset * 0.9 ioffset = ioffset * 0.9 passwordErrorOffset = passwordErrorOffset * 0.9 timer = (timer + deltaTime) timer = timer % 2 hovered = nil; gfx.LoadSkinFont(normal_font); do_sounds(deltaTime); -- Room Listing View if screenState == "inRoom" then render_lobby(deltaTime); elseif screenState == "roomList" then render_room_list(deltaTime); elseif screenState == "passwordScreen" then Background.draw(deltaTime) render_password_screen(deltaTime); elseif screenState == "newRoomName" then Background.draw(deltaTime) render_new_room_name() elseif screenState == "newRoomPassword" then Background.draw(deltaTime) render_new_room_password() elseif screenState == "setUsername" then Background.draw(deltaTime) loading = false; render_set_username() end render_loading(); render_info(); drawHeader() end -- Ready up to play function ready_up() Tcp.SendLine(json.encode({topic="user.ready.toggle"})) end -- Toggle hard gauage function toggle_hard() Tcp.SendLine(json.encode({topic="user.hard.toggle"})) end -- Toggle hard gauage function toggle_mirror() Tcp.SendLine(json.encode({topic="user.mirror.toggle"})) end function new_room() host = user_id owner = user_id mpScreen.NewRoomStep() end -- Toggle host rotation function toggle_rotate() Tcp.SendLine(json.encode({topic="room.option.rotation.toggle"})) end -- Change lobby host function change_host(user) Tcp.SendLine(json.encode({topic="room.host.set", host=user.id})) end -- Kick user function kick_user(user) Tcp.SendLine(json.encode({topic="room.kick", id=user.id})) end -- Tell the server to start the game function start_game() selected_song.self_picked = false if (selected_song == nil) then return end if (start_game_soon) then return end Tcp.SendLine(json.encode({topic="room.game.start"})) end -- Join a given room function join_room(room) host = user_id selected_room = room; if room.password then mpScreen.JoinWithPassword(room.id) else mpScreen.JoinWithoutPassword(room.id) end end -- Handle button presses to advance the UI button_pressed = function(button) if button == game.BUTTON_STA then if start_game_soon then return end if screenState == "roomList" then if #rooms == 0 then new_room() else -- TODO navigate room selection join_room(rooms[selected_room_index]) end elseif screenState == "inRoom" then if host == user_id then if selected_song and selected_song.self_picked then if all_ready then start_game() else missing_song = false mpScreen.SelectSong() end else missing_song = false mpScreen.SelectSong() end else ready_up() end end end if button == game.BUTTON_BTA then toggle_hard(); end if button == game.BUTTON_BTB then toggle_mirror(); end if button == game.BUTTON_BTC then toggle_rotate(); end if button == game.BUTTON_BTD then for i, user in ipairs(lobby_users) do if lobby_users[i] == user then kick_user(user); end end end end -- Handle the escape key around the UI function key_pressed(key) if key == 27 then --escape pressed if screenState == "roomList" then did_exit = true; mpScreen.Exit(); return end -- Reset room data screenState = "roomList" -- have to update here selected_room = nil; rooms = {}; selected_song = nil selected_song_index = 1; jacket = 0; end end -- Handle mouse clicks in the UI mouse_pressed = function(button) if hovered then hovered() end return 0 end function init_tcp() Tcp.SetTopicHandler("server.info", function(data) loading = false user_id = data.userid end) -- Update the list of rooms as well as get user_id for the client Tcp.SetTopicHandler("server.rooms", function(data) rooms = {} for i, room in ipairs(data.rooms) do table.insert(rooms, room) end end) Tcp.SetTopicHandler("server.room.joined", function(data) selected_room = data.room end) local sound_time = 0; local sound_clip = nil; local sounds_left = 0; local sound_interval = 0; function repeat_sound(clip, times, interval) sound_clip = clip; sound_time = 0; sounds_left = times - 1; sound_interval = interval; game.PlaySample(clip) end function do_sounds(deltaTime) if sound_clip == nil then return end sound_time = sound_time + deltaTime; if sound_time > sound_interval then sound_time = sound_time - sound_interval; game.PlaySample(sound_clip); sounds_left = sounds_left - 1 if sounds_left <= 0 then sound_clip = nil end end end local last_song = nil -- Update the current lobby Tcp.SetTopicHandler("room.update", function(data) -- Update the users in the lobby lobby_users = {} local prev_all_ready = all_ready; all_ready = true for i, user in ipairs(data.users) do table.insert(lobby_users, user) if user.id == user_id then user_ready = user.ready end if not user.ready then all_ready = false end end if user_id == host and #data.users > 1 and all_ready and not prev_all_ready then repeat_sound("click-02", 3, .1) end if data.host == user_id and host ~= user_id then repeat_sound("click-02", 3, .1) end if data.song ~=nil and last_song ~=data.song then game.PlaySample("menu_click") last_song = data.song end host = data.host if data.owner then owner = data.owner else owner = host end hard_mode = data.hard_mode mirror_mode = data.mirror_mode do_rotate = data.do_rotate if data.start_soon and not start_game_soon then repeat_sound("click-01", 5, 1) end start_game_soon = data.start_soon end) end