More menu stuff.
This commit is contained in:
parent
51a0bcbdb8
commit
8fedf05276
Binary file not shown.
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@ -0,0 +1,10 @@
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return setmetatable({
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["newgame_button"] = "New Game",
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["join_button"] = "Join Server",
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["quit_button"] = "Quit",
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["option_button"] = "Settings",
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["mainmenu_button"] = "Main Menu",
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["option_name"] = "Player Name",
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["option_pron"] = "Player Pronouns",
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["option_tint"] = "Player Colour",
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}, {__index = function( t, k ) return k end } )
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@ -14,4 +14,13 @@ function browser.onLoad( )
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lg.setColor( 1, 1, 1, 1 )
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end
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return scene.add( browser, 'browser' )
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function browser.mousepressed()
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end
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function browser.keypressed( key, code, isRepeat )
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if code == "escape" then return scene.mainmenu() end
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end
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scene.browser = browser
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return browser
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@ -0,0 +1,42 @@
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local button = {}
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local lg = assert( love.graphics )
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function button:new( t, x, y, w, h, text, color, callback )
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--print( t.x, t.y, t.w, t.h, t.text, t.color, t.callback )
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return setmetatable( t or
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{
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x = 0, y = 0,
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w = 100, h = 100,
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text = text, color = color,
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callback = callback,
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selected = false
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},
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{
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__index = button,
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__call = t.callback or callback
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}
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)
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end
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function button:contains( x, y )
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local mx, my, Mx, My = self.x, self.y, self.x + self.w, self.y + self.h
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return (x < Mx and x > mx and y > my and y < My)
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end
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function button:draw( )
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lg.setColor( self.color )
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lg.rectangle( "fill", self.x, self.y, self.w, self.h, 10)
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if self.selected then
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lg.setColor( 1, 1, 1, 0.8 )
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lg.rectangle( "fill", self.x + 3, self.y + 3, self.w - 6, self.h - 6, 10 )
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else
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lg.setColor( 0, 0, 0, 0.7 )
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end
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lg.setColor( 0, 0, 0, 0.7 )
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lg.print( self.text, self.x + 15, self.y + 10 )
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end
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return setmetatable( button, { __call = button.new } )
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@ -8,26 +8,42 @@ local game = {}
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local t = 0
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local tick = 0
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local currentWorld = shared.NewWorld()
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function game.draw()
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end
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function game.onPacket( data, msg )
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if data then print( data, msg ) end
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end
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function game.update( dt )
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t = dt + t
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game.onPacket( udp:receive() )
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if t > 0.1 then
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t = 0
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tick = tick + 1
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local s = string.format("client: %d", tick)
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print( s )
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udp:send( s )
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udp:send( tostring(tick) )
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end
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end
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function game.newGame( )
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game.curWorld = shared.NewWorld() --Last world state received from server.
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game.preWorld = shared.NewWorld() --Current world state predicted by this client.
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end
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function game.disconnect( )
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return scene.mainmenu()
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end
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function game.onLoad( )
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udp:settimeout( 0 )
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udp:setpeername( "192.168.2.15", 51312 )
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end
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return scene.add( game, 'game' )
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function game.keypressed( key, code, isRepeat )
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if code == "escape" then return game.disconnect() end
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end
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scene.game = game
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return game
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@ -1,40 +1,100 @@
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--Main menu for client.
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local lg = assert( love.graphics )
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local love = assert( love )
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local scene = assert( require 'client.scene' )
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local strings = assert( require 'client.strings' )
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local strings = assert( require 'client.assets.strings' )
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local button = assert( require 'client.button' )
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local menu = {}
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local t = 0
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local wWidth = 800
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local wHeight = 600
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function menu.onLoad()
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lg.setNewFont( 32 )
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end
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local selectedButtonIdx = nil
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local canvas = lg.newCanvas()
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local buttons =
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{
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button{
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x = 15, w = 400, h = 50,
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y = 115,
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text = strings.newgame_button,
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color = { 0.3, 0.2, 0.9, 0.5 },
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callback = function() return scene.game() end },
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button{
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x = 15, w = 400, h = 50,
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y = 115 + 55,
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text = strings.join_button,
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color = { 0.3, 0.2, 0.8, 0.5 },
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callback = function() return scene.browser() end },
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button{
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x = 15, w = 400, h = 50,
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y = 115 + 55 * 2,
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text = strings.option_button,
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color = { 0.3, 0.2, 0.9, 0.5 },
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callback = function() return scene.options() end },
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button{
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x = 15, w = 400, h = 50,
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y = 115 + 55 * 3,
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text = strings.quit_button,
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color = { 0.3, 0.2, 1.0, 0.5 },
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callback = love.event.quit },
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}
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local gradientQuad = lg.newMesh{
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{
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-- top-left corner (red-tinted)
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0, 0, -- position of the vertex
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0, 0, -- texture coordinate at the vertex position
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0.4, 0.1, 0.4, 0.0 -- color of the vertex
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},
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{
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-- top-right corner (green-tinted)
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1, 0,
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1, 0, -- texture coordinates are in the range of [0, 1]
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0.8, 0.3, 0.1, 1.0
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},
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{
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-- bottom-right corner (blue-tinted)
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1, 1,
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1, 1,
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0.7, 0.4, 0.1, 1.0
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},
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{
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-- bottom-left corner (yellow-tinted)
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0, 1,
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0, 1,
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0.4, 0.15, 0.3, 0.0
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},
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}
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function menu.draw()
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local x, y = 10, 10
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do
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lg.setColor( 1, 0.8, 0.5, 1 )
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lg.rectangle( "fill", x, y, ( wWidth - 20 ) / 2, 50, 15 )
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lg.setColor( 1, 1, 1, 1 )
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lg.print( strings.newgame_button, x + 15, y + 5 )
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y = y + 100
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end
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do
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lg.setColor( 1, 0.8, 0.5, 1 )
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lg.rectangle( "fill", x, y, ( wWidth - 20 ) / 2, 50, 15 )
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lg.setColor( 1, 1, 1, 1 )
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lg.print( strings.join_button, x + 15, y + 5 )
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y = y + 100
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end
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do
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lg.setColor( 1, 0.8, 0.5, 1 )
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lg.rectangle( "fill", x, y, ( wWidth - 20 ) / 2, 50, 15 )
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lg.setColor( 1, 1, 1, 1 )
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lg.print( strings.quit_button, x + 15, y + 5 )
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y = y + 100
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end
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lg.setCanvas()
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lg.setColor( 1,1,1,1 )
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lg.draw( canvas )
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end
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function menu.paint()
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lg.setCanvas( canvas )
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--bg
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lg.setColor( 0.8, 0.6, 0.3, 1 )
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lg.rectangle( "fill", 0, 0, wWidth, wHeight )
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--buttons
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for id, button in pairs( buttons ) do button:draw( ) end
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--gradient
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lg.setColor( 1, 1, 1, 1 )
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lg.draw( gradientQuad, 0, 0, 0, wWidth, wHeight )
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lg.setCanvas()
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end
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function menu.onLoad()
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lg.setNewFont( "client/assets/SitkaB.ttc", 28 )
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return menu.resize( lg.getDimensions() )
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end
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function menu.update( dt )
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@ -43,20 +103,64 @@ end
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function menu.resize( w, h )
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wWidth, wHeight = w, h
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canvas = lg.newCanvas()
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for id, uiButton in pairs( buttons ) do
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uiButton.w = wWidth
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end
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menu.paint()
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end
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function menu.mousemoved( x, y, dx, dy, istouch )
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if selectedButtonIdx then
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buttons[selectedButtonIdx].selected = false
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selectedButtonIdx = nil
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end
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for id, menuButton in ipairs( buttons ) do
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if menuButton:contains( x, y ) then
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menuButton.selected = true
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selectedButtonIdx = id
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break
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end
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end
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return menu.paint()
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end
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function menu.mousepressed( x, y, button, istouch, presses )
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if button == 1 then scene.load( 'browser' )
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else scene.load( 'game' )
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end
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if not selectedButtonIdx then return end
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local uiButton = buttons[selectedButtonIdx]
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if uiButton:contains( x, y ) then return uiButton() end
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return menu.paint()
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end
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function menu.keypressed( key, code, isrepeat )
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if code == "escape" then
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return love.event.quit()
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end
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if code == "return" and selectedButtonIdx then
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return buttons[selectedButtonIdx]()
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end
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if code == "down" or code == "tab" or code == "up" then
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local sbi = (selectedButtonIdx or 1)
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buttons[sbi].selected = false
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--Increment / decrement
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sbi = sbi + ((code == "up") and -1 or 1)
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if sbi > #buttons then sbi = 1 end
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if sbi < 1 then sbi = #buttons end
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--Assign
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print( "selecting button: ", sbi )
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selectedButtonIdx = sbi
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buttons[selectedButtonIdx].selected = true
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end
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return menu.paint()
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end
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return scene.add( menu, 'menu' )
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scene.mainmenu = menu
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return menu
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@ -0,0 +1,108 @@
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local lg = assert( love.graphics )
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local love = assert( love )
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local scene = assert( require 'client.scene' )
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local strings = assert( require 'client.assets.strings' )
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local button = assert( require 'client.button' )
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local menu = {}
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local t = 0
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local wWidth = 800
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local wHeight = 600
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local selectedButtonIdx = nil
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local buttons =
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{
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button{
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x = 15, w = 400, h = 50,
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y = 115,
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text = strings.option_name,
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color = { 0.5, 0.7, 0.5, 1 },
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callback = function() print("Adjust Name") end },
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button{
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x = 15, w = 400, h = 50,
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y = 115 + 55,
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text = strings.option_pron,
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color = { 0.5, 0.7, 0.5, 1 },
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callback = function() print("Adjust Name") end },
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button{
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x = 15, w = 400, h = 50,
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y = 115 + 55 * 2,
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text = strings.option_tint,
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color = { 0.5, 0.7, 0.5, 1 },
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callback = function() print("Adjust Colour") end },
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button{
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x = 15, w = 400, h = 50,
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y = 115 + 55 * 3,
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text = strings.mainmenu_button,
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color = { 0.5, 0.7, 0.5, 1 },
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callback = function() print("Adjust Name") return scene.mainmenu() end },
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}
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function menu.onLoad()
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end
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function menu.draw()
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for id, button in pairs( buttons ) do button:draw( ) end
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end
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function menu.update( dt )
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t = t + dt
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end
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function menu.resize( w, h )
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wWidth, wHeight = w, h
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end
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function menu.mousemoved( x, y, dx, dy, istouch )
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if selectedButtonIdx then
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buttons[selectedButtonIdx].selected = false
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selectedButtonIdx = nil
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end
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for id, menuButton in ipairs( buttons ) do
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if menuButton:contains( x, y ) then
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menuButton.selected = true
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selectedButtonIdx = id
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break
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end
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end
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end
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function menu.mousepressed( x, y, button, istouch, presses )
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if not selectedButtonIdx then return end
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local uiButton = buttons[selectedButtonIdx]
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if uiButton:contains( x, y ) then return uiButton() end
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end
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function menu.keypressed( key, code, isrepeat )
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if code == "escape" then
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return scene.mainmenu()
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end
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if code == "return" and selectedButtonIdx then
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return buttons[selectedButtonIdx]()
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end
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if code == "down" or code == "tab" or code == "up" then
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local sbi = (selectedButtonIdx or 1)
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buttons[sbi].selected = false
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--Increment / decrement
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sbi = sbi + ((code == "up") and -1 or 1)
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if sbi > #buttons then sbi = 1 end
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if sbi < 1 then sbi = #buttons end
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--Assign
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print( "selecting button: ", sbi )
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selectedButtonIdx = sbi
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buttons[selectedButtonIdx].selected = true
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end
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end
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scene.options = menu
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return menu
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@ -2,19 +2,22 @@ local scene = {}
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local love = assert( love )
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local mt = {}
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function mt.load( name )
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print( "Loading Scene:", name )
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local scene = assert( scene[name] )
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local function loadScene( scene )
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print( "Loading Scene:", scene.name )
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for k, v in pairs( scene ) do
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love[k] = v
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end
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scene.onLoad()
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end
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function mt.add( t, name )
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print( "Adding Scene:", t.name or name )
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scene[name] = t
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return t
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local function newScene( scenes, name, t )
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t.name = t.name or name
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print( "Adding Scene:", t.name )
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setmetatable( t, { __call = function() return loadScene( t ) end } )
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rawset( scenes, name, t )
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end
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return setmetatable( scene, {__index = mt } )
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return setmetatable( scene,
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{__call = loadScene,
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__newindex = newScene
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} )
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@ -1,5 +0,0 @@
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return {
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["newgame_button"] = "New Game",
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["join_button"] = "Join Server",
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["quit_button"] = "Quit",
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}
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@ -7,5 +7,6 @@ function love.load()
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assert( require 'client.menu' )
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assert( require 'client.browser' )
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assert( require 'client.game' )
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scenes.load( 'menu' )
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assert( require 'client.options' )
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scenes.mainmenu()
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end
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@ -9,6 +9,10 @@ local server = {
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serverName = "dajjal-server",
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}
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local clients = {
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}
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do
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local _print = print
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function server.Print(...)
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@ -25,9 +29,11 @@ function server.StartLocalClient()
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os.execute( "start vision.bat" )
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end
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--Incoming packet.
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function server.Parse( packet, ip, port )
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if not packet then return end
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print( packet )
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print( packet, ip, port )
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return server.Parse( udp:receivefrom() ) -- Process any packets we missed.
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end
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function server.Start()
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@ -38,15 +44,18 @@ function server.Start()
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repeat
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server.Parse( udp:receivefrom() )
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server.Advance()
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until socket.sleep( 0.1 )
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until socket.sleep( 0.1 - (socket.gettime() % 0.1) )
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end
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function server.Advance()
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server.tick = server.tick + 1
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for id, client in ipairs( clients ) do
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udp:sendto( string.format("server: %d client: %d", server.tick, client.tick), client.ip, client.port)
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end
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end
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function server.NewGame()
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server.tick = 0
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end
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function server.Quit()
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