main = require "main" color = require "color" ui = require "ui" world = require "world" char = require "char" player = require "player" bp = require "broadphase" action = require "action" room = require "room" import World from world import LocalPlayer from player import LobbyRoom from room mod = ... mod.node = am.group! --mod.node\append(am.sprite("data/lobby_bg.png")) mod.node\append(am.translate(0,main.height/2)^ am.text("Join lobby...", color.fg, "center","top")\tag("join_id")) char_selector = am.translate(0,(main.height/2)+64) mod.loaded = false mod.load = (id) -> main.world = World! main.world\set_room(LobbyRoom!) main.world\join(id) mod.node("join_id").text = "Lobby id:" .. id main.root("screen")\append(mod.node) touch_indicator = am.group! touch_cursor = am.sprite("data/cursor.png",vec4(1,1,1,1),"left","top") touch_loc = am.translate(0,0)^ touch_cursor touch_indicator\append(touch_loc) char_selector = ui.create_char_selector2(mod.node) char_right, char_left, char_text = char_selector[1], char_selector[2], char_selector[3] mod.buttons = {char_left, char_right} classes = char.class_order class_s = 1 char_right.color = color.transparent char_left.color = color.transparent mod.node\action(coroutine.create(() -> while not main.world.client_open! coroutine.yield! char_left.color = color.white char_right.color = color.white char_text.text = "Tumbler" main.world\load! action.sync_players! while true if #main.win\active_touches! > 0 touch = main.win\touch_position(1) touch_cursor.color = vec4(1,1,1,1) touch_loc.x = touch.x touch_loc.y = touch.y col_but = bp.check(touch.x, touch.y + 64) if #col_but > 0 touch_cursor.color = vec4(0.5,0.5,0.5,0.5) if #col_but > 0 and main.win\touch_began(1) if col_but[1] == char_left class_s = class_s - 1 if class_s == 0 class_s = #classes if col_but[1] == char_right class_s = class_s + 1 if class_s > #classes class_s = 1 char_text.text = classes[class_s] action.request_class_change(classes[class_s]) else touch_cursor.color = vec4(0,0,0,0) coroutine.yield! )) mod.node\append(touch_indicator) mod.loaded = true mod.unload = () -> main.root("screen")\remove(mod.node) for _, button in pairs(mod.buttons) bp.remove(button) mod.loaded = false mod