json = require "json" local resX,resY = game.GetResolution() local mposx = 0; local mposy = 0; local hovered = nil; local buttonWidth = resX*(3/4); local buttonHeight = 75; local buttonBorder = 2; local portrait game.LoadSkinSample("click-02") game.LoadSkinSample("click-01") game.LoadSkinSample("menu_click") local loading = true; local rooms = {}; local lobby_users = {}; local selected_room = nil; local user_id = nil; local jacket = 0; local all_ready; local user_ready; local hard_mode = false; local rotate_host = false; local start_game_soon = false; local host = nil; local owner = nil; local missing_song = false; local placeholderJacket = gfx.CreateSkinImage("song_select/loading.png", 0) local did_exit = false; local diffColors = {{0,0,255}, {0,255,0}, {255,0,0}, {255, 0, 255}} local grades = { {["max"] = 6999999, ["image"] = gfx.CreateSkinImage("common/grades/D.png", 0)}, {["max"] = 7999999, ["image"] = gfx.CreateSkinImage("common/grades/C.png", 0)}, {["max"] = 8699999, ["image"] = gfx.CreateSkinImage("common/grades/B.png", 0)}, {["max"] = 8999999, ["image"] = gfx.CreateSkinImage("common/grades/A.png", 0)}, {["max"] = 9299999, ["image"] = gfx.CreateSkinImage("common/grades/A+.png", 0)}, {["max"] = 9499999, ["image"] = gfx.CreateSkinImage("common/grades/AA.png", 0)}, {["max"] = 9699999, ["image"] = gfx.CreateSkinImage("common/grades/AA+.png", 0)}, {["max"] = 9799999, ["image"] = gfx.CreateSkinImage("common/grades/AAA.png", 0)}, {["max"] = 9899999, ["image"] = gfx.CreateSkinImage("common/grades/AAA+.png", 0)}, {["max"] = 99999999, ["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") mouse_clipped = function(x,y,w,h) return mposx > x and mposy > y and mposx < x+w and mposy < y+h; end; draw_room = function(name, x, y, selected, hoverindex) local buttonWidth = resX*(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; 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) local rx = x - (buttonWidth / 2); local ty = y - (buttonHeight / 2); gfx.BeginPath(); if can_click then gfx.FillColor(255,255,255); else gfx.FillColor(150,100,100); end gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.FontSize(35); gfx.Text(text, x, y) local xmin,ymin,xmax,ymax = gfx.TextBounds(x, y, text); local sx = xmin - 40; local sy = y - 15; gfx.StrokeColor(0,128,255); if can_click and (mouse_clipped(sx, sy, 31, 30) or mouse_clipped(xmin-10, ymin, xmax-xmin, ymax-ymin)) then hovered = hoverindex; gfx.StrokeColor(255,128,0); end gfx.Rect(sx, y - 15, 30, 30) gfx.StrokeWidth(2) gfx.Stroke() if current then -- Draw checkmark gfx.BeginPath(); gfx.MoveTo(sx+5, sy+10); gfx.LineTo(sx+15, y+5); gfx.LineTo(sx+35, y-15); gfx.StrokeWidth(5) gfx.StrokeColor(0,255,0); gfx.Stroke() end end; local userHeight = 100 draw_user = function(user, x, y, buttonWidth, rank) local buttonHeight = userHeight; local rx = x - (buttonWidth / 2); local ty = y - (buttonHeight / 2); gfx.BeginPath(); gfx.FillColor(256,128,255); gfx.Rect(rx - buttonBorder, ty - buttonBorder, buttonWidth + (buttonBorder * 2), buttonHeight + (buttonBorder * 2)); gfx.Fill(); gfx.BeginPath(); if host == user.id then gfx.FillColor(80,0,0); else gfx.FillColor(0,0,40); end gfx.Rect(rx, ty, buttonWidth, buttonHeight); gfx.Fill(); gfx.BeginPath(); gfx.FillColor(255,255,255); gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE); gfx.FontSize(40); local name = user.name; 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)' end if user.score ~= nil then name = '#'..rank..' '..name end first_y = y - 28 second_y = y + 28 gfx.Text(name, x - buttonWidth/2 + 5, first_y); if user.score ~= nil then gfx.FillColor(255,255,0) gfx.TextAlign(gfx.TEXT_ALIGN_RIGHT + gfx.TEXT_ALIGN_MIDDLE); local combo_text = ' '..user.combo..'x' gfx.Text(combo_text, x+buttonWidth/2 - 5, second_y-5); local xmin,ymin,xmax,ymax = gfx.TextBounds(x+buttonWidth/2 - 5, second_y-5, combo_text); local score_text = ' '..string.format("%08d",user.score); gfx.FillColor(255,255,255) gfx.Text(score_text, xmin, second_y-5); xmin,ymin,xmax,ymax = gfx.TextBounds(xmin, second_y-5, score_text); if user.grade == nil then for i,v in ipairs(grades) do if v.max > user.score then user.grade = v.image break end end end if user.badge == nil and user.clear > 1 then user.badge = badges[user.clear]; end gfx.BeginPath() local iw, ih = gfx.ImageSize(user.grade) local iar = iw/ih local grade_height = buttonHeight/2 - 10 gfx.ImageRect(xmin - iar * grade_height, second_y - buttonHeight/4 , iar * grade_height, grade_height, user.grade, 1, 0) end if user.level ~= 0 then gfx.FillColor(255,255,0) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE); local level_text = 'Lvl '..user.level..' ' gfx.Text(level_text, x-buttonWidth/2 + 5, second_y-5) local xmin,ymin,xmax,ymax = gfx.TextBounds(x-buttonWidth/2 + 5, second_y-5, level_text); if user.badge then gfx.BeginPath() local iw, ih = gfx.ImageSize(user.badge) local iar = iw/ih; local badge_height = buttonHeight/2 - 10 gfx.ImageRect(xmax+5, second_y - buttonHeight/4 , iar * badge_height, badge_height, user.badge, 1, 0) end end end; function render_loading() if not loading then return end gfx.Save() gfx.ResetTransform() gfx.BeginPath() gfx.MoveTo(resX, resY) gfx.LineTo(resX - 350, resY) gfx.LineTo(resX - 300, resY - 50) gfx.LineTo(resX, resY - 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...", resX - 20, resY - 3) gfx.Restore() end function render_info() gfx.Save() gfx.ResetTransform() gfx.BeginPath() gfx.MoveTo(0, resY) gfx.LineTo(550, resY) gfx.LineTo(500, resY - 65) gfx.LineTo(0, resY - 65) gfx.ClosePath() gfx.FillColor(33,33,33) gfx.Fill() gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("Multiplayer", 3, resY - 15) local xmin,ymin,xmax,ymax = gfx.TextBounds(3, resY - 3, "Multiplayer") gfx.FontSize(20) gfx.Text(MULTIPLAYER_VERSION, xmax + 13, resY - 15) --gfx.Text('Server: '..'', xmax + 13, resY - 15) draw_button_color("Settings", 500-60, resY-25, 120, function() mpScreen.OpenSettings(); end, 33,33,33, 33,33,33) gfx.Restore() 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, selected) local shrinkX = w/4 local shrinkY = h/4 if selected then gfx.FontSize(h/2) shrinkX = w/6 shrinkY = h/6 else gfx.FontSize(math.floor(h / 3)) end gfx.BeginPath() gfx.RoundedRectVarying(x+shrinkX,y+shrinkY,w-shrinkX*2,h-shrinkY*2,0,0,0,0) gfx.FillColor(15,15,15) gfx.StrokeColor(table.unpack(diffColors[diff.difficulty + 1])) gfx.StrokeWidth(2) gfx.Fill() gfx.Stroke() gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_MIDDLE + gfx.TEXT_ALIGN_CENTER) gfx.FastText(tostring(diff.level), x+(w/2),y+(h/2)) end local doffset = 0; local timer = 0; draw_cursor = function(x,y,rotation,width) gfx.Save() gfx.BeginPath(); gfx.Translate(x,y) gfx.Rotate(rotation) gfx.StrokeColor(255,128,0) gfx.StrokeWidth(4) gfx.Rect(-width/2, -width/2, width, width) gfx.Stroke() gfx.Restore() end draw_diffs = function(diffs, x, y, w, h, selectedDiff) local diffWidth = w/2.5 local diffHeight = w/2.5 local diffCount = #diffs gfx.Scissor(x,y,w,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, y, 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, y, 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, y, diffWidth, diffHeight, true) gfx.BeginPath() gfx.FillColor(0,128,255) gfx.Rect(x,y+10,2,diffHeight-h/6) gfx.Fill() gfx.BeginPath() gfx.Rect(x+w-2,y+10,2,diffHeight-h/6) gfx.Fill() gfx.ResetScissor() draw_cursor(x + w/2, y +diffHeight/2, timer * math.pi, diffHeight / 1.5) 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 Game)' end if room.password then status = status..'

' end draw_room(room.name .. ': '.. status, resX / 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 = resY - 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 function render_lobby(deltaTime) local jacket_size; -- split is how the screen is split or not if portrait then split = resX jacket_size = math.min(resX/3, resY/3); user_y_off = 375+jacket_size + 70 song_x_off = 0; else split = resX/2 jacket_size = math.min(resX/2, resY/2); user_y_off = 0 song_x_off = 1/2*resX; end gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text(selected_room.name, resX/2, 50) -- === Users === gfx.Text("Users", split/2, user_y_off+100) buttonY = user_y_off + 125 + userHeight/2 for i, user in ipairs(lobby_users) do draw_user(user, split/2, buttonY, split*3/4, i) local side_button_off = 0 if owner == user_id and user.id ~= user_id then draw_button("K",split/2 + split*3/8+10+25, buttonY, 50, function() kick_user(user); end) side_button_off = 60; end if (owner == user_id or host == user_id) and user.id ~= host then draw_button("H",split/2 + split*3/8+10+25+side_button_off, buttonY, 50, function() change_host(user); end) end buttonY = buttonY + userHeight end gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE); gfx.FillColor(255,255,255) -- === song select === gfx.FontSize(60) gfx.Text("Selected Song:", split/2 + song_x_off, 100) gfx.FontSize(40) if selected_song == nil then if host == user_id then gfx.Text("Select song:", split/2 + song_x_off, 175) else if missing_song then gfx.Text("Missing song!!!!", split/2 + song_x_off, 175) else gfx.Text("Host is selecting song", split/2 + song_x_off, 175) end end if jacket == 0 then jacket = placeholderJacket end else gfx.Text(selected_song.title, split/2 + song_x_off, 175) draw_diffs(selected_song.all_difficulties, split/2 + song_x_off - 150, 200, 300, 100, selected_song.diff_index+1) if selected_song.jacket == nil or selected_song.jacket == placeholderJacket then selected_song.jacket = gfx.LoadImageJob(selected_song.jacketPath, placeholderJacket) jacket = selected_song.jacket end end gfx.Save() gfx.BeginPath() gfx.Translate(split/2 + song_x_off, 325+jacket_size/2) gfx.ImageRect(-jacket_size/2,-jacket_size/2,jacket_size,jacket_size,jacket,1,0) if mouse_clipped(split/2 + song_x_off-jacket_size/2, 325, jacket_size,jacket_size) and host == user_id then hovered = function() missing_song = false mpScreen.SelectSong() end end gfx.Restore() if start_game_soon then draw_button("Game starting...", split/2 + song_x_off, 375+jacket_size, 600, function() end); else if host == user_id then if selected_song == nil or not selected_song.self_picked then draw_button_color("Select song", split/2 + song_x_off, 375+jacket_size, 600, function() missing_song = false mpScreen.SelectSong() end, 0, math.min(255, 128 + math.floor(32 * math.cos(timer * math.pi))), 0, 0,128,255); elseif user_ready and all_ready then draw_button("Start game", split/2 + song_x_off, 375+jacket_size, 600, start_game) elseif user_ready and not all_ready then draw_button("Waiting for others", split/2 + song_x_off, 375+jacket_size, 600, function() missing_song = false mpScreen.SelectSong() end) else draw_button("Ready", split/2 + song_x_off, 375+jacket_size, 600, ready_up); end elseif host == nil then draw_button("Waiting for game to end", split/2 + song_x_off, 375+jacket_size, 600, function() end); elseif missing_song then draw_button("Missing Song!", split/2 + song_x_off, 375+jacket_size, 600, function() end); elseif selected_song ~= nil then if user_ready then draw_button("Cancel", split/2 + song_x_off, 375+jacket_size, 600, ready_up); else draw_button("Ready", split/2 + song_x_off, 375+jacket_size, 600, ready_up); end else draw_button("Waiting for host", split/2 + song_x_off, 375+jacket_size, 600, function() end); end end draw_checkbox("Excessive", split/2 + song_x_off - 150, 375+jacket_size + 70, toggle_hard, hard_mode, not start_game_soon) draw_checkbox("Mirror", split/2 + song_x_off, 375+jacket_size + 70, toggle_mirror, mirror_mode, not start_game_soon) draw_checkbox("Rotate Host", split/2 + song_x_off + 150 + 20, 375+jacket_size + 70, toggle_rotate, do_rotate, (owner == user_id or host == user_id) and not start_game_soon) if selected_song ~= nil then gfx.FillColor(255,255,255) gfx.FontSize(20); gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_TOP) if selected_song.min_bpm ~= selected_song.max_bpm then gfx.Text(string.format("BPM: %.0f-%.0f, Start BPM: %.0f, Hispeed: %.0f x %.1f = %.0f", selected_song.min_bpm, selected_song.max_bpm, selected_song.start_bpm, selected_song.speed_bpm, selected_song.hispeed, selected_song.speed_bpm * selected_song.hispeed), split/2 + song_x_off, 375+jacket_size + 70 + 30) else gfx.Text(string.format("BPM: %.0f, Hispeed: %.0f x %.1f = %.0f", selected_song.min_bpm, selected_song.speed_bpm, selected_song.hispeed, selected_song.speed_bpm * selected_song.hispeed), split/2 + song_x_off, 375+jacket_size + 70 + 30) end end end function render_room_list(deltaTime) draw_rooms(175, resY - 290); -- Draw cover for rooms out of view gfx.BeginPath() gfx.FillColor(20, 20, 20) gfx.Rect(0, 0, resX, 145) gfx.Rect(0, resY-170, resX, 170) gfx.Fill() gfx.BeginPath() gfx.FillColor(60, 60, 60) gfx.Rect(0, 145, resX, 2) gfx.Rect(0, resY-170-2, resX, 2) gfx.Fill() gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("Multiplayer Rooms", resX/2, 100) if not loading then draw_button("Create new room", resX/2, resY-40-buttonHeight, resX*(3/4), new_room); end 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.."...", resX/2, resY/4) gfx.FillColor(50,50,50) gfx.BeginPath() gfx.Rect(0, resY/2-10, resX, 40) gfx.Fill(); gfx.FillColor(255,255,255) gfx.Text("Please enter room password:", resX/2, resY/2-40) gfx.Text(string.rep("*",#textInput.text), resX/2, resY/2+40) if passwordError then gfx.FillColor(255,50,50) gfx.FontSize(60 + math.floor(passwordErrorOffset*20)) gfx.Text("Invalid password", resX/2, resY/2+80) end draw_button("Join", resX/2, resY*3/4, resX/2, mpScreen.JoinWithPassword); end function render_new_room_password(delta_time) gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("Create New Room", resX/2, resY/4) gfx.FillColor(50,50,50) gfx.BeginPath() gfx.Rect(0, resY/2-10, resX, 40) gfx.Fill(); gfx.FillColor(255,255,255) gfx.Text("Enter room password:", resX/2, resY/2-40) gfx.Text(string.rep("*",#textInput.text), resX/2, resY/2+40) draw_button("Create Room", resX/2, resY*3/4, resX/2, mpScreen.NewRoomStep); end function render_new_room_name(deltaTime) gfx.FillColor(255,255,255) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER, gfx.TEXT_ALIGN_BOTTOM) gfx.FontSize(70) gfx.Text("Create New Room", resX/2, resY/4) gfx.FillColor(50,50,50) gfx.BeginPath() gfx.Rect(0, resY/2-10, resX, 60) gfx.Fill(); gfx.FillColor(255,255,255) gfx.Text("Please enter room name:", resX/2, resY/2-40) gfx.Text(textInput.text, resX/2, resY/2+40) draw_button("Next", resX/2, resY*3/4, resX/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...", resX/2, resY/4) gfx.FillColor(50,50,50) gfx.BeginPath() gfx.Rect(0, resY/2-10, resX, 60) gfx.Fill(); gfx.FillColor(255,255,255) gfx.Text("Enter a display name:", resX/2, resY/2-40) gfx.Text(textInput.text, resX/2, resY/2+40) draw_button("Join Multiplayer", resX/2, resY*3/4, resX/2, function() loading = true; mpScreen.SaveUsername() end); end render = function(deltaTime) resX,resY = game.GetResolution(); buttonWidth = resX*(3/4); mposx,mposy = game.GetMousePos(); portrait = resY > resX 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 render_password_screen(deltaTime); elseif screenState == "newRoomName" then render_new_room_name() elseif screenState == "newRoomPassword" then render_new_room_password() elseif screenState == "setUsername" then loading = false; render_set_username() end render_loading(); render_info(); 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_FXL then toggle_hard(); end if button == game.BUTTON_FXR then toggle_mirror(); 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