i accidentally [doxxed myself](https://github.com/JannisX11/blockbench/issues/1322), thanks blockbench!
1178 lines
44 KiB
Lua
1178 lines
44 KiB
Lua
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--[[--------------------------------------------------------------------------------------
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███████╗ ██████╗ ██╗ ██╗██╗███████╗██╗ ██╗██╗ ██╗ █████╗ ██████╗ ██╗
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██╔════╝██╔═══██╗██║ ██║██║██╔════╝██║ ██║╚██╗ ██╔╝ ██╔══██╗██╔══██╗██║
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███████╗██║ ██║██║ ██║██║███████╗███████║ ╚████╔╝ ███████║██████╔╝██║
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╚════██║██║▄▄ ██║██║ ██║██║╚════██║██╔══██║ ╚██╔╝ ██╔══██║██╔═══╝ ██║
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███████║╚██████╔╝╚██████╔╝██║███████║██║ ██║ ██║ ██║ ██║██║ ██║
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╚══════╝ ╚══▀▀═╝ ╚═════╝ ╚═╝╚══════╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝
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--]]--------------------------------------------------------------------------------------ANSI Shadow
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-- Author: Squishy
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-- Discord tag: @mrsirsquishy
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-- Version: 1.0.0
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-- Legal: ARR
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-- Special Thanks to
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-- @jimmyhelp for errors and just generally helping me get things working.
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-- IMPORTANT FOR NEW USERS!!! READ THIS!!!
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-- Thank you for using SquAPI! Unless you're experienced and wish to actually modify the functionality
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-- of this script, I wouldn't reccomend snooping around.
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-- Don't know exactly what you're doing? This site contains a guide on how to use!(also linked on github):
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-- https://mrsirsquishy.notion.site/Squishy-API-Guide-3e72692e93a248b5bd88353c96d8e6c5
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|
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-- This SquAPI file does have some mini-documentation on paramaters if you need like a quick reference, but
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-- do not modify, and do not copy-paste code from this file unless you are an avid scripter who knows what they are doing.
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-- Don't be afraid to ask me for help, just make sure to provide as much info as possible so I or someone can help you faster.
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--setup stuff
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-- Locates SquAssets, if it exists
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-- Written by FOX
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local squassets
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local scripts = listFiles("/", true)
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for _, path in pairs(scripts) do
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local search = string.find(path, "SquAssets")
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if search then
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squassets = require(path)
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end
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end
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-- If SquAssets doesn't exist then error
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if not squassets then
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error("§4Missing SquAssets file! Make sure to download that from the GitHub too!§c")
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end
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local squapi = {}
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-- SQUAPI CONTROL VARIABLES AND CONFIG ----------------------------------------------------------
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-------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------
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-- these variables can be changed to control certain features of squapi.
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--when true it will automatically tick and update all the functions, when false it won't do that.
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--if false, you can run each objects respective tick/update functions on your own - better control.
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squapi.autoFunctionUpdates = true
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-- FUNCTIONS --------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------
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-- TAIL PHYSICS
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-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
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-- tailSegmentList: the list of each individual tail segment of your tail
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-- *idleXMovement: how much the tail should sway side to side
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-- *idleYMovement: how much the tail should sway up and down
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-- *idleXSpeed: how fast the tail should sway side to side
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-- *idleYSpeed: how fast the tail should sway up and down
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-- *bendStrength: how strongly the tail moves when you move
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-- *velocityPush: this will cause the tail to bend when you move forward/backward, good if your tail is bent downward or upward.
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-- *initialMovementOffset: this will offset the tails initial sway, this is good for when you have multiple tails and you want to desync them
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-- *offsetBetweenSegments: how much each tail segment should be offset from the previous one
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-- *stiffness: how stiff the tail should be
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-- *bounce: how bouncy the tail should be
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-- *flyingOffset: when flying, riptiding, or swimming, it may look strange to have the tail stick out, so instead it will rotate to this value(so use this to flatten your tail during these movements)
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-- *downLimit: the lowest each tail segment can rotate
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-- *upLimit: the highest each tail segment can rotate
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squapi.tails = {}
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squapi.tail = {}
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squapi.tail.__index = squapi.tail
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function squapi.tail:new(tailSegmentList, idleXMovement, idleYMovement, idleXSpeed, idleYSpeed, bendStrength, velocityPush, initialMovementOffset, offsetBetweenSegments, stiffness, bounce, flyingOffset, downLimit, upLimit)
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local self = setmetatable({}, squapi.tail)
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-- INIT -------------------------------------------------------------------------
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--error checker
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if type(tailSegmentList) == "ModelPart" then
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tailSegmentList = {tailSegmentList}
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end
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assert(type(tailSegmentList) == "table",
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"your tailSegmentList table seems to to be incorrect")
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self.berps = {}
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self.targets = {}
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self.stiffness = stiffness or .005
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self.bounce = bounce or .9
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self.downLimit = downLimit or -90
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self.upLimit = upLimit or 45
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for i = 1, #tailSegmentList do
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assert(tailSegmentList[i]:getType() == "GROUP",
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"§4The tail segment at position "..i.." of the table is not a group. The tail segments need to be groups that are nested inside the previous segment.§c")
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self.berps[i] = {squassets.BERP:new(self.stiffness, self.bounce), squassets.BERP:new(self.stiffness, self.bounce, self.downLimit, self.upLimit)}
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self.targets[i] = {0, 0}
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end
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self.tailSegmentList = tailSegmentList
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self.idleXMovement = idleXMovement or 15
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self.idleYMovement = idleYMovement or 5
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self.idleXSpeed = idleXSpeed or 1.2
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self.idleYSpeed = idleYSpeed or 2
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self.bendStrength = bendStrength or 2
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self.velocityPush = velocityPush or 0
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self.initialMovementOffset = initialMovementOffset or 0
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self.flyingOffset = flyingOffset or 90
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self.offsetBetweenSegments = offsetBetweenSegments or 1
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-- CONTROL -------------------------------------------------------------------------
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-- UPDATES -------------------------------------------------------------------------
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self.currentBodyRot = 0
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self.oldBodyRot = 0
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self.bodyRotSpeed = 0
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function self:tick()
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self.oldBodyRot = self.currentBodyRot
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self.currentBodyRot = player:getBodyYaw()
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self.bodyRotSpeed = math.max(math.min(self.currentBodyRot-self.oldBodyRot, 20), -20)
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local time = world.getTime()
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local vel = squassets.forwardVel()
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local yvel = squassets.verticalVel()
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local svel = squassets.sideVel()
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local bendStrength = self.bendStrength/(math.abs((yvel*30))+vel*30 + 1)
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local pose = player:getPose()
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for i = 1, #self.tailSegmentList do
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self.targets[i][1] = math.sin((time * self.idleXSpeed)/10 - (i)) * self.idleXMovement
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self.targets[i][2] = math.sin((time * self.idleYSpeed)/10 - (i * self.offsetBetweenSegments) + self.initialMovementOffset) * self.idleYMovement
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self.targets[i][1] = self.targets[i][1] + self.bodyRotSpeed*self.bendStrength + svel*self.bendStrength*40
|
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self.targets[i][2] = self.targets[i][2] + yvel * 15 * self.bendStrength - vel*self.bendStrength*15*self.velocityPush
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if i == 1 then
|
|
if pose == "FALL_FLYING" or pose == "SWIMMING" or player:riptideSpinning() then
|
|
self.targets[i][2] = self.flyingOffset
|
|
end
|
|
end
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|
end
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|
end
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function self:render(dt, context)
|
|
local pose = player:getPose()
|
|
if pose ~= "SLEEPING" then
|
|
for i, tail in ipairs(self.tailSegmentList) do
|
|
tail:setOffsetRot(
|
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self.berps[i][2]:berp(self.targets[i][2], dt),
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self.berps[i][1]:berp(self.targets[i][1], dt),
|
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0
|
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)
|
|
end
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|
else
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|
|
|
end
|
|
end
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table.insert(squapi.ears, self)
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return self
|
|
end
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-- EAR PHYSICS
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-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- leftEar: the left ear's model path
|
|
-- *rightEar: the right ear's model path, if you don't have a right ear, just leave this blank or set to nil
|
|
-- *rangeMultiplier: how far the ears should rotate with your head, reccomended 1
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|
-- *horizontalEars: if you have elf-like ears(ears that stick out horizontally), set this to true
|
|
-- *bendStrength: how much the ears should move when you move, reccomended 2
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-- *doEarFlick: whether or not the ears should randomly flick, reccomended true
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-- *earFlickChance: how often the ears should flick, reccomended 400
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|
-- *earStiffness: how stiff the ears should be, reccomended 0.1
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-- *earBounce: how bouncy the ears should be, reccomended 0.8
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|
|
|
squapi.ears = {}
|
|
squapi.ear = {}
|
|
squapi.ear.__index = squapi.ear
|
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function squapi.ear:new(leftEar, rightEar, rangeMultiplier, horizontalEars, bendStrength, doEarFlick, earFlickChance, earStiffness, earBounce)
|
|
local self = setmetatable({}, squapi.ear)
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|
|
|
-- INIT -------------------------------------------------------------------------
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|
|
assert(leftEar,
|
|
"§4The first ear's model path is incorrect.§c")
|
|
self.leftEar = leftEar
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|
self.rightEar = rightEar
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|
self.horizontalEars = horizontalEars
|
|
self.rangeMultiplier = rangeMultiplier or 1
|
|
if self.horizontalEars then self.rangeMultiplier = self.rangeMultiplier/2 end
|
|
self.bendStrength = bendStrength or 2
|
|
local earStiffness = earStiffness or 0.1
|
|
local earBounce = earBounce or 0.8
|
|
|
|
if doEarFlick == nil then doEarFlick = true end
|
|
self.doEarFlick = doEarFlick
|
|
self.earFlickChance = earFlickChance or 400
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|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
self.enabled = true
|
|
function self:toggle()
|
|
self.enabled = not self.enabled
|
|
end
|
|
function self:disable()
|
|
self.enabled = false
|
|
end
|
|
function self:enable()
|
|
self.enabled = true
|
|
end
|
|
|
|
-- UPDATES -------------------------------------------------------------------------
|
|
|
|
self.eary = squassets.BERP:new(earStiffness, earBounce)
|
|
self.earx = squassets.BERP:new(earStiffness, earBounce)
|
|
self.earz = squassets.BERP:new(earStiffness, earBounce)
|
|
self.targets = {0,0,0}
|
|
self.oldpose = "STANDING"
|
|
function self:tick()
|
|
if self.enabled then
|
|
local vel = math.min(math.max(-0.75, squassets.forwardVel()), 0.75)
|
|
local yvel = math.min(math.max(-1.5, squassets.verticalVel()), 1.5)*5
|
|
local svel = math.min(math.max(-0.5, squassets.sideVel()),0.5)
|
|
local headrot = squassets.getHeadRot()
|
|
local bend = self.bendStrength
|
|
if headrot[1] < -22.5 then bend = -bend end
|
|
|
|
--gives the ears a short push when crouching/uncrouching
|
|
local pose = player:getPose()
|
|
if pose == "CROUCHING" and self.oldpose == "STANDING" then
|
|
self.eary.vel = self.eary.vel + 5 * self.bendStrength
|
|
elseif pose == "STANDING" and self.oldpose == "CROUCHING" then
|
|
self.eary.vel = self.eary.vel - 5 * self.bendStrength
|
|
end
|
|
self.oldpose = pose
|
|
|
|
--main physics
|
|
if self.horizontalEars then
|
|
local rot = 10*bend*(yvel + vel*10) + headrot[1] * self.rangeMultiplier
|
|
local addrot = headrot[2] * self.rangeMultiplier
|
|
self.targets[2] = rot + addrot
|
|
self.targets[3] = -rot + addrot
|
|
else
|
|
self.targets[1] = headrot[1] * self.rangeMultiplier + 2*bend*(yvel + vel * 15)
|
|
self.targets[2] = headrot[2] * self.rangeMultiplier - svel*100*self.bendStrength
|
|
self.targets[3] = self.targets[2]
|
|
end
|
|
|
|
--ear flicking
|
|
if self.doEarFlick then
|
|
if math.random(0, self.earFlickChance) == 1 then
|
|
if math.random(0, 1) == 1 then
|
|
self.earx.vel = self.earx.vel + 50
|
|
else
|
|
self.earz.vel = self.earz.vel - 50
|
|
end
|
|
end
|
|
end
|
|
|
|
else
|
|
leftEar:setOffsetRot(0,0,0)
|
|
rightEar:setOffsetRot(0,0,0)
|
|
end
|
|
end
|
|
|
|
function self:render(dt, context)
|
|
if self.enabled then
|
|
self.eary:berp(self.targets[1], dt)
|
|
self.earx:berp(self.targets[2], dt)
|
|
self.earz:berp(self.targets[3], dt)
|
|
|
|
local rot3 = self.earx.pos/4
|
|
local rot3b = self.earz.pos/4
|
|
|
|
if self.horizontalEars then
|
|
local y = self.eary.pos/4
|
|
self.leftEar:setOffsetRot(y, self.earx.pos/3, rot3)
|
|
if self.rightEar then
|
|
self.rightEar:setOffsetRot(y, self.earz.pos/3, rot3b)
|
|
end
|
|
else
|
|
self.leftEar:setOffsetRot(self.eary.pos, rot3, rot3)
|
|
if self.rightEar then
|
|
self.rightEar:setOffsetRot(self.eary.pos, rot3b, rot3b)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
table.insert(squapi.ears, self)
|
|
return self
|
|
end
|
|
|
|
|
|
--CROUCH ANIMATION
|
|
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- crouch: the animation to play when you crouch. Make sure this animation is on "hold on last frame" and override.
|
|
-- *uncrouch: the animation to play when you uncrouch. make sure to set to "play once" and set to override. If it's just a pose with no actual animation, than you should leave this blank or set to nil
|
|
-- *crawl: same as crouch but for crawling
|
|
-- *uncrawl: same as uncrouch but for crawling
|
|
|
|
function squapi.crouch(crouch, uncrouch, crawl, uncrawl)
|
|
|
|
local oldstate = "STANDING"
|
|
function events.render(dt, context)
|
|
local pose = player:getPose()
|
|
if pose == "SWIMMING" and not player:isInWater() then pose = "CRAWLING" end
|
|
|
|
if pose == "CROUCHING" then
|
|
if uncrouch ~= nil then
|
|
uncrouch:stop()
|
|
end
|
|
crouch:play()
|
|
elseif oldstate == "CROUCHING" then
|
|
crouch:stop()
|
|
if uncrouch ~= nil then
|
|
uncrouch:play()
|
|
end
|
|
elseif crawl ~= nil then
|
|
if pose == "CRAWLING" then
|
|
if uncrawl ~= nil then
|
|
uncrawl:stop()
|
|
end
|
|
crawl:play()
|
|
elseif oldstate == "CRAWLING" then
|
|
crawl:stop()
|
|
if uncrawl ~= nil then
|
|
uncrawl:play()
|
|
end
|
|
end
|
|
end
|
|
|
|
oldstate = pose
|
|
end
|
|
end
|
|
|
|
|
|
|
|
--BEWB PHYSICS
|
|
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- element: the bewb element that you want to affect(models.[modelname].path)
|
|
-- bendability(2): how much the bewb should move when you move
|
|
-- stiff(0.05): how stiff the bewb should be
|
|
-- bounce(0.9): how bouncy the bewb should be
|
|
-- doIdle(true): whether or not the bewb should have an idle sway(like breathing)
|
|
-- idleStrength(4): how much the bewb should sway when idle
|
|
-- idleSpeed(1): how fast the bewb should sway when idle
|
|
-- downLimit(-10): the lowest the bewb can rotate
|
|
-- upLimit(25): the highest the bewb can rotate
|
|
|
|
squapi.bewbs = {}
|
|
squapi.bewb = {}
|
|
squapi.bewb.__index = squapi.bewb
|
|
function squapi.bewb:new(element, bendability, stiff, bounce, doIdle, idleStrength, idleSpeed, downLimit, upLimit)
|
|
local self = setmetatable({}, squapi.bewb)
|
|
|
|
-- INIT -------------------------------------------------------------------------
|
|
assert(element,"§4Your model path for bewb is incorrect.§c")
|
|
self.element = element
|
|
if doIdle == nil then doIdle = true end
|
|
self.doIdle = doIdle
|
|
self.bendability = bendability or 2
|
|
self.bewby = squassets.BERP:new(stiff or 0.05, bounce or 0.9, downLimit or -10, upLimit or 25 )
|
|
self.idleStrength = idleStrength or 4
|
|
self.idleSpeed = idleSpeed or 1
|
|
self.target = 0
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
self.enabled = true
|
|
function self:toggle()
|
|
self.enabled = not self.enabled
|
|
end
|
|
function self:disable()
|
|
self.enabled = false
|
|
end
|
|
function self:enable()
|
|
self.enabled = true
|
|
end
|
|
|
|
|
|
-- UPDATE -------------------------------------------------------------------------
|
|
|
|
self.oldpose = "STANDING"
|
|
function self:tick()
|
|
if self.enabled then
|
|
local vel = squassets.forwardVel()
|
|
local yvel = squassets.verticalVel()
|
|
local worldtime = world.getTime()
|
|
|
|
if self.doIdle then
|
|
self.target = math.sin(worldtime/8*self.idleSpeed)*self.idleStrength
|
|
end
|
|
|
|
--physics when crouching/uncrouching
|
|
local pose = player:getPose()
|
|
if pose == "CROUCHING" and self.oldpose == "STANDING" then
|
|
self.bewby.vel = self.bewby.vel + self.bendability
|
|
elseif pose == "STANDING" and self.oldpose == "CROUCHING" then
|
|
self.bewby.vel = self.bewby.vel - self.bendability
|
|
end
|
|
self.oldpose = pose
|
|
|
|
--physics when moving
|
|
self.bewby.vel = self.bewby.vel - yvel * self.bendability
|
|
self.bewby.vel = self.bewby.vel - vel * self.bendability
|
|
else
|
|
self.target = 0
|
|
end
|
|
end
|
|
|
|
function self:render(dt, context)
|
|
self.element:setOffsetRot(self.bewby:berp(self.target, dt),0,0)
|
|
end
|
|
|
|
table.insert(squapi.bewbs, self)
|
|
return self
|
|
end
|
|
|
|
|
|
--RANDOM ANIMATION OBJECT
|
|
--this object will take in an animation and plays it randomly every tick by a specified amount.
|
|
--animation: the animation to play
|
|
--*chanceRange: an optional paramater that sets the range. 0 means every tick, larger values mean lower chances of playing every tick.
|
|
--*isBlink: if this is for blinking set this to true so that it doesn't blink while sleeping.
|
|
|
|
squapi.randimation = {}
|
|
squapi.randimation.__index = squapi.randimation
|
|
function squapi.randimation:new(animation, chanceRange, isBlink)
|
|
local self = setmetatable({}, squapi.randimation)
|
|
|
|
-- INIT -------------------------------------------------------------------------
|
|
self.isBlink = isBlink
|
|
self.animation = animation
|
|
self.chanceRange = chanceRange or 200
|
|
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
self.enabled = true
|
|
function self:toggle()
|
|
self.enabled = not self.enabled
|
|
end
|
|
function self:disable()
|
|
self.enabled = false
|
|
end
|
|
function self:enable()
|
|
self.enabled = true
|
|
end
|
|
|
|
-- UPDATES -------------------------------------------------------------------------
|
|
|
|
function events.tick()
|
|
if self.enabled and (not self.isBlink or player:getPose() ~= "SLEEPING") and math.random(0, self.chanceRange) == 0 and self.animation:isStopped() then
|
|
self.animation:play()
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
-- MOVING EYES
|
|
--guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- element: the eye element that is going to be moved, each eye is seperate.
|
|
-- *leftdistance: the distance from the eye to it's leftmost posistion
|
|
-- *rightdistance: the distance from the eye to it's rightmost posistion
|
|
-- *updistance: the distance from the eye to it's upmost posistion
|
|
-- *downdistance: the distance from the eye to it's downmost posistion
|
|
squapi.eyes = {}
|
|
squapi.eye = {}
|
|
squapi.eye.__index = squapi.eye
|
|
function squapi.eye:new(element, leftDistance, rightDistance, upDistance, downDistance, switchValues)
|
|
local self = setmetatable({}, squapi.eye)
|
|
|
|
-- INIT -------------------------------------------------------------------------
|
|
assert(element,
|
|
"§4Your eye model path is incorrect.§c")
|
|
self.switchValues = switchValues or false
|
|
self.left = leftDistance or .25
|
|
self.right = rightDistance or 1.25
|
|
self.up = upDistance or 0.5
|
|
self.down = downDistance or 0.5
|
|
|
|
self.x = 0
|
|
self.y = 0
|
|
self.eyeScale = 1
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
--For funzies if you want to change the scale of the eyes you can use this.(lerps to scale)
|
|
function self:setEyeScale(scale)
|
|
self.eyeScale = scale
|
|
end
|
|
|
|
self.enabled = true
|
|
function self:toggle()
|
|
self.enabled = not self.enabled
|
|
end
|
|
function self:disable()
|
|
self.enabled = false
|
|
end
|
|
function self:enable()
|
|
self.enabled = true
|
|
end
|
|
|
|
--resets position
|
|
function self:zero()
|
|
self.x, self.y = 0, 0
|
|
end
|
|
|
|
-- UPDATES -------------------------------------------------------------------------
|
|
|
|
function self:tick()
|
|
if self.enabled then
|
|
local headrot = squassets.getHeadRot()
|
|
headrot[2] = math.max(math.min(50, headrot[2]), -50)
|
|
|
|
--parabolic curve so that you can control the middle position of the eyes.
|
|
self.x = -squassets.parabolagraph(-50, -self.left, 0,0, 50, self.right, headrot[2])
|
|
self.y = squassets.parabolagraph(-90, -self.down, 0,0, 90, self.up, headrot[1])
|
|
|
|
--prevents any eye shenanigans
|
|
self.x = math.max(math.min(self.left, self.x), -self.right)
|
|
self.y = math.max(math.min(self.up, self.y), -self.down)
|
|
end
|
|
|
|
end
|
|
|
|
function self:render(dt, context)
|
|
local c = element:getPos()
|
|
if self.switchValues then
|
|
element:setPos(0,math.lerp(c[2], self.y, dt),math.lerp(c[3], -self.x, dt))
|
|
else
|
|
element:setPos(math.lerp(c[1], self.x, dt),math.lerp(c[2], self.y, dt),0)
|
|
end
|
|
local scale = math.lerp(element:getOffsetScale()[1], self.eyeScale, dt)
|
|
element:setOffsetScale(scale, scale, scale)
|
|
end
|
|
|
|
table.insert(squapi.eyes, self)
|
|
return self
|
|
end
|
|
|
|
|
|
-- HOVER POINT ITEM
|
|
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- element: the element you are moving. Make sure that your element has
|
|
-- *springStrength(0.2):how strongly the object is pulled to it's original spot
|
|
-- *mass(5): how heavy the object is(heavier accelerate/deccelerate slower)
|
|
-- *resistance(1): how much the elements speed decays(like air resistance)
|
|
-- *rotationSpeed(0.05):how fast the element should rotate to it's normal rotation
|
|
-- *doCollisions(false):whether or not the element should collide with blocks(warning: the system is janky)
|
|
|
|
squapi.hoverPoints = {}
|
|
squapi.hoverPoint = {}
|
|
squapi.hoverPoint.__index = squapi.hoverPoint
|
|
function squapi.hoverPoint:new(element, springStrength, mass, resistance, rotationSpeed, doCollisions)
|
|
local self = setmetatable({}, squapi.hoverPoint)
|
|
|
|
-- INIT -------------------------------------------------------------------------
|
|
self.element = element
|
|
assert(self.element,
|
|
"§4The Hover point's model path is incorrect.§c")
|
|
self.element:setParentType("WORLD")
|
|
|
|
|
|
self.springStrength = springStrength or 0.2
|
|
self.mass = mass or 5
|
|
self.resistance = resistance or 1
|
|
self.rotationSpeed = rotationSpeed or 0.05
|
|
self.doCollisions = doCollisions
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
self.enabled = true
|
|
function self:toggle()
|
|
self.enabled = not self.enabled
|
|
end
|
|
function self:disable()
|
|
self.enabled = false
|
|
end
|
|
function self:enable()
|
|
self.enabled = true
|
|
end
|
|
|
|
-- returns to normal position
|
|
function self:reset()
|
|
local yaw = math.rad(player:getBodyYaw())
|
|
local sin, cos = math.sin(yaw), math.cos(yaw)
|
|
local offset = vec(
|
|
cos*self.elementOffset.x - sin*self.elementOffset.z,
|
|
self.elementOffset.y,
|
|
sin*self.elementOffset.x + cos*self.elementOffset.z
|
|
)
|
|
self.element:setPos((player:getPos() - self.elementOffset + offset)*16)
|
|
end
|
|
|
|
self.pos = vec(0,0,0)
|
|
self.vel = vec(0,0,0)
|
|
|
|
-- UPDATES -------------------------------------------------------------------------
|
|
|
|
self.elementOffset = vec(0,0,0)
|
|
self.init = true
|
|
self.delay = 0
|
|
|
|
function self:tick()
|
|
if self.enabled then
|
|
if self.init then
|
|
self.init = false
|
|
self.pos = player:getPos()
|
|
self.elementOffset = self.element:partToWorldMatrix():apply()
|
|
self.element:setPos(self.pos*16)
|
|
self.element:setOffsetRot(0,-player:getBodyYaw(),0)
|
|
end
|
|
|
|
local yaw = math.rad(player:getBodyYaw())
|
|
local sin, cos = math.sin(yaw), math.cos(yaw)
|
|
|
|
--adjusts the target based on the players rotation
|
|
local offset = vec(
|
|
cos*self.elementOffset.x - sin*self.elementOffset.z,
|
|
self.elementOffset.y,
|
|
sin*self.elementOffset.x + cos*self.elementOffset.z
|
|
)
|
|
|
|
local target = (player:getPos() - self.elementOffset) + offset
|
|
local pos = self.element:partToWorldMatrix():apply()
|
|
local dif = self.pos - target
|
|
|
|
local force = vec(0,0,0)
|
|
|
|
if self.delay == 0 then
|
|
--behold my very janky collision system
|
|
if self.doCollisions and world.getBlockState(pos):getCollisionShape()[1] then
|
|
local block, hitPos, side = raycast:block(pos-self.vel*2, pos)
|
|
self.pos = self.pos + (hitPos - pos)
|
|
if side == "east" or side == "west" then
|
|
self.vel.x = -self.vel.x*0.5
|
|
elseif side == "north" or side == "south" then
|
|
self.vel.z = -self.vel.z*0.5
|
|
else
|
|
self.vel.y = -self.vel.y*0.5
|
|
end
|
|
self.delay = 2
|
|
else
|
|
force = force - dif*self.springStrength --spring force
|
|
end
|
|
else
|
|
self.delay = self.delay - 1
|
|
end
|
|
force = force -self.vel*self.resistance --resistive force(based on air resistance)
|
|
|
|
self.vel = self.vel + force/self.mass
|
|
self.pos = self.pos + self.vel
|
|
|
|
|
|
end
|
|
end
|
|
|
|
function self:render(dt, context)
|
|
self.element:setPos(
|
|
math.lerp(self.element:getPos(), self.pos*16, dt/2)
|
|
)
|
|
self.element:setOffsetRot(0, math.lerp(self.element:getOffsetRot()[2], -player:getBodyYaw(), dt*self.rotationSpeed), 0)
|
|
end
|
|
|
|
table.insert(squapi.hoverPoints, self)
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
|
|
-- LEG MOVEMENT - will make an element mimic the rotation of a vanilla leg, but allows you to control the strength. Good for different length legs or legs under dresses.
|
|
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- element: the element you want to apply the movement to
|
|
-- *strength(1): how much it rotates(1 is default, 0.5 is half, 2 is double, etc.)
|
|
-- *isRight(false): if this is the right leg or not
|
|
-- *keepPosition(true): if you want the element to keep it's position as well.
|
|
|
|
squapi.legs = {}
|
|
squapi.leg = {}
|
|
squapi.leg.__index = squapi.leg
|
|
function squapi.leg:new(element, strength, isRight, keepPosition)
|
|
local self = squassets.vanillaElement:new(element, strength, keepPosition)
|
|
|
|
-- INIT -------------------------------------------------------------------------
|
|
if isRight == nil then isRight = false end
|
|
self.isRight = isRight
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
-- UPDATES -------------------------------------------------------------------------
|
|
|
|
function self:getVanilla()
|
|
if self.isRight then
|
|
self.rot = vanilla_model.RIGHT_LEG:getOriginRot()
|
|
self.pos = vanilla_model.RIGHT_LEG:getOriginPos()
|
|
else
|
|
self.rot = vanilla_model.LEFT_LEG:getOriginRot()
|
|
self.pos = vanilla_model.LEFT_LEG:getOriginPos()
|
|
end
|
|
return self.rot, self.pos
|
|
end
|
|
|
|
table.insert(squapi.legs, self)
|
|
return self
|
|
end
|
|
|
|
-- ARM MOVEMENT - will make an element mimic the rotation of a vanilla arm, but allows you to control the strength. Good for different length arms.
|
|
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- element: the element you want to apply the movement to
|
|
-- *strength(1): how much it rotates(1 is default, 0.5 is half, 2 is double, etc.)
|
|
-- *isRight(false): if this is the right arm or not
|
|
-- *keepPosition(true): if you want the element to keep it's position as well.
|
|
|
|
squapi.arms = {}
|
|
squapi.arm = {}
|
|
squapi.arm.__index = squapi.arm
|
|
function squapi.arm:new(element, strength, isRight, keepPosition)
|
|
local self = squassets.vanillaElement:new(element, strength, keepPosition)
|
|
|
|
-- INIT -------------------------------------------------------------------------
|
|
if isRight == nil then isRight = false end
|
|
self.isRight = isRight
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
--inherits functions from squassets.vanillaElement
|
|
|
|
-- UPDATES -------------------------------------------------------------------------
|
|
|
|
function self:getVanilla()
|
|
if self.isRight then
|
|
self.rot = vanilla_model.RIGHT_ARM:getOriginRot()
|
|
else
|
|
self.rot = vanilla_model.LEFT_ARM:getOriginRot()
|
|
end
|
|
self.pos = -vanilla_model.LEFT_ARM:getOriginPos()
|
|
return self.rot, self.pos
|
|
end
|
|
|
|
table.insert(squapi.arms, self)
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
-- SMOOTH HEAD - Mimics a vanilla player head, but smoother and with some extra life. can also do smooth Torsos and Smooth Necks!
|
|
-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
|
|
-- element: The head element that you wish to effect
|
|
-- *strength: The target rotation is multiplied by this factor. For example setting to 1 will follow vanilla rotation, 0.5 is half of that, and 2 is double vanilla rotation.
|
|
-- *tilt: For context the smooth head applies a slight tilt to the head as it's rotated toward the side, this controls the strength of that tilt.
|
|
-- *speed: How fast the head will rotate toward the target rotation. For example 1 is base speed, 0.5 is half of that, and 2 is double speed.
|
|
-- *keepOriginalHeadPos: When true(automatically true) the heads position will follow the vanilla head position. For example when crouching the head will shift down to follow. set to false to disable.
|
|
|
|
--Smooth Neck? Smooth Torso?
|
|
--This can do that too if you change what you input for these:
|
|
-- element: Instead of a single element, input a table of head elements(imagine it like {element1, element2, etc.}). This will apply the head rotations to each of these.
|
|
-- *strength: Instead of an single number, you can put in a table(imagine it like {strength1, strength2, etc.}). This will apply each strength to each respective element.(make sure it is the same length as your element table)
|
|
-- As a tip, you can imagine the strength as a percentage of the heads vanilla rotation.
|
|
-- So if you have a head and a torso, you might do 0.5 for the head, and 0.5 for the torso to add up to 1(100% of the vanilla heads rotation), or maybe even 0.25 for torso, and 0.75 for head, it's up to you!
|
|
|
|
squapi.smoothHeads = {}
|
|
squapi.smoothHead = {}
|
|
squapi.smoothHead.__index = squapi.smoothHead
|
|
function squapi.smoothHead:new(element, strength, tilt, speed, keepOriginalHeadPos)
|
|
local self = setmetatable({}, squapi.smoothHead)
|
|
|
|
-- INIT -------------------------------------------------------------------------
|
|
if type(element) == "ModelPart" then
|
|
assert(element, "§4Your model path for smoothHead is incorrect.§c")
|
|
element = {element}
|
|
end
|
|
assert(type(element) == "table", "§4your element table seems to to be incorrect.§c")
|
|
|
|
for i = 1, #element do
|
|
assert(element[i]:getType() == "GROUP",
|
|
"§4The head element at position "..i.." of the table is not a group. The head elements need to be groups that are nested inside one another to function properly.§c")
|
|
assert(element[i], "§4The head segment at position "..i.." is incorrect.§c")
|
|
element[i]:setParentType("NONE")
|
|
end
|
|
self.element = element
|
|
|
|
self.strength = strength or 1
|
|
if type(self.strength) == "number" then
|
|
local strengthDiv = self.strength/#element
|
|
self.strength = {}
|
|
for i = 1, #element do
|
|
self.strength[i] = strengthDiv
|
|
end
|
|
end
|
|
|
|
self.tilt = tilt or 0.1
|
|
if keepOriginalHeadPos == nil then keepOriginalHeadPos = true end
|
|
self.keepOriginalHeadPos = keepOriginalHeadPos
|
|
self.headRot = vec(0, 0, 0)
|
|
self.offset = vec(0, 0, 0)
|
|
self.speed = (speed or 1)/2
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
|
|
-- Applies an offset to the heads rotation to more easily modify it. Applies as a vector.(for multisegments it will modify the target rotation)
|
|
function self:setOffset(xRot, yRot, zRot)
|
|
self.offset = vec(xRot, yRot, zRot)
|
|
end
|
|
|
|
self.enabled = true
|
|
function self:toggle()
|
|
self.enabled = not self.enabled
|
|
end
|
|
function self:disable()
|
|
self.enabled = false
|
|
end
|
|
function self:enable()
|
|
self.enabled = true
|
|
end
|
|
|
|
function self:zero()
|
|
for i, v in pairs(self.element) do
|
|
v:setPos(0, 0, 0)
|
|
v:setOffsetRot(0, 0, 0)
|
|
self.headRot = vec(0,0,0)
|
|
end
|
|
end
|
|
|
|
|
|
|
|
-- UPDATE -------------------------------------------------------------------------
|
|
function self:tick()
|
|
if self.enabled then
|
|
local vanillaHeadRot = squassets.getHeadRot()
|
|
|
|
self.headRot[1] = self.headRot[1] + (vanillaHeadRot[1] - self.headRot[1])*self.speed
|
|
self.headRot[2] = self.headRot[2] + (vanillaHeadRot[2] - self.headRot[2])*self.speed
|
|
self.headRot[3] = self.headRot[2]*self.tilt
|
|
end
|
|
end
|
|
|
|
function self:render(dt, context)
|
|
if self.enabled then
|
|
dt = dt/5
|
|
for i, v in pairs(self.element) do
|
|
local c = self.element[i]:getOffsetRot()
|
|
local target = (self.headRot*self.strength[i])-self.offset/#self.element
|
|
self.element[i]:setOffsetRot(math.lerp(c[1], target[1], dt), math.lerp(c[2], target[2], dt), math.lerp(c[3], target[3], dt))
|
|
|
|
-- Better Combat SquAPI Compatibility created by @jimmyhelp and @foxy2526 on Discord
|
|
if renderer:isFirstPerson() and context == "RENDER" then
|
|
self.element[i]:setVisible(false)
|
|
else
|
|
self.element[i]:setVisible(true)
|
|
end
|
|
end
|
|
|
|
if self.keepOriginalHeadPos then
|
|
self.element[#self.element]:setPos(-vanilla_model.HEAD:getOriginPos())
|
|
end
|
|
end
|
|
end
|
|
|
|
table.insert(squapi.smoothHeads, self)
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--BOUNCE WALK
|
|
-- guide:(note if it has a * that means you can leave it blank/nil to use reccomended settings)
|
|
-- model: the path to your model element. Most cases, if you're model is named "model", than it'd be models.model (replace model with the name of your model)
|
|
-- *bounceMultipler: normally 1, this multiples how much the bounce occurs. values greater than 1 will increase bounce, and values less than 1 will decrease bounce.
|
|
|
|
squapi.bounceWalks = {}
|
|
squapi.bounceWalk = {}
|
|
squapi.bounceWalk.__index = squapi.bounceWalk
|
|
function squapi.bounceWalk:new(model, bounceMultiplier)
|
|
local self = setmetatable({}, squapi.bounceWalk)
|
|
-- INIT -------------------------------------------------------------------------
|
|
assert(model, "Your model path is incorrect for bounceWalk")
|
|
self.bounceMultiplier = bounceMultiplier or 1
|
|
self.target = 0
|
|
|
|
-- CONTROL -------------------------------------------------------------------------
|
|
|
|
self.enabled = true
|
|
function self:toggle()
|
|
self.enabled = not self.enabled
|
|
end
|
|
function self:disable()
|
|
self.enabled = false
|
|
end
|
|
function self:enable()
|
|
self.enabled = true
|
|
end
|
|
|
|
-- UPDATES -------------------------------------------------------------------------
|
|
|
|
function self:render(dt, context)
|
|
local pose = player:getPose()
|
|
if self.enabled and (pose == "STANDING" or pose == "CROUCHING") then
|
|
|
|
local leftlegrot = vanilla_model.LEFT_LEG:getOriginRot()[1]
|
|
local bounce = self.bounceMultiplier
|
|
if pose == "CROUCHING" then
|
|
bounce = bounce/2
|
|
end
|
|
self.target = math.abs(leftlegrot)/40*bounce
|
|
|
|
else
|
|
self.target = 0
|
|
end
|
|
model:setPos(0, math.lerp(model:getPos()[2], self.target, dt), 0)
|
|
end
|
|
|
|
table.insert(squapi.bounceWalks, self)
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
|
|
--TAUR PHYSICS
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-- guide: (note if it has a * that means you can leave it blank)
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-- taurBody: the group of the body that contains all parts of the actual centaur part of the body, pivot should be placed near the connection between body and taurs body
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-- *frontLegs: the group that contains both front legs
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-- *backLegs: the group that contains both back legs
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squapi.taurs = {}
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squapi.taur = {}
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squapi.taur.__index = squapi.taur
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function squapi.taur:new(taurBody, frontLegs, backLegs)
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local self = setmetatable({}, squapi.taur)
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-- INIT -------------------------------------------------------------------------
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assert(taurBody, "§4Your model path for the body in taurPhysics is incorrect.§c")
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--assert(frontLegs, "§4Your model path for the front legs in taurPhysics is incorrect.§c")
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--assert(backLegs, "§4Your model path for the back legs in taurPhysics is incorrect.§c")
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self.taurBody = taurBody
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self.frontLegs = frontLegs
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self.backLegs = backLegs
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self.taur = squassets.BERP:new(0.01, 0.5)
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self.target = 0
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-- CONTROL -------------------------------------------------------------------------
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self.enabled = true
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function self:toggle()
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self.enabled = not self.enabled
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end
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function self:disable()
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self.enabled = false
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end
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function self:enable()
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self.enabled = true
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end
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-- UPDATES -------------------------------------------------------------------------
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function self:tick()
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if self.enabled then
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self.target = math.min(math.max(-30, squassets.verticalVel() * 40), 45)
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end
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end
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function self:render(dt, context)
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if self.enabled then
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self.taur:berp(self.target, dt/2)
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local pose = player:getPose()
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if pose == "FALL_FLYING" or pose == "SWIMMING" or (player:isClimbing() and not player:isOnGround()) or player:riptideSpinning() then
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self.taurBody:setRot(80, 0, 0)
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if self.backLegs then
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self.backLegs:setRot(-50, 0, 0)
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end
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if self.frontLegs then
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self.frontLegs:setRot(-50, 0, 0)
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end
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else
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self.taurBody:setRot(self.taur.pos, 0, 0)
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if self.backLegs then
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self.backLegs:setRot(self.taur.pos*3, 0, 0)
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end
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if self.frontLegs then
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self.frontLegs:setRot(-self.taur.pos*3, 0, 0)
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end
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end
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end
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end
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table.insert(squapi.taurs, self)
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return self
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end
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-- CUSTOM FIRST PERSON HAND
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--!!Make sure the setting for modifying first person hands is enabled in the Figura settings for this to work properly!!
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-- guide:(note if it has a * that means you can leave it blank/nil to use reccomended settings)
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-- element: the actual hand element to change
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-- *x: the x change
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-- *y: the y change
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-- *z: the z change
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-- *scale: this will multiply the size of the element by this size
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-- *onlyVisibleInFP:if true, this will make the element invisible when not in first person
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squapi.FPHands = {}
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squapi.FPHand = {}
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squapi.FPHand.__index = squapi.FPHand
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function squapi.FPHand:new(element, x, y, z, scale, onlyVisibleInFP)
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local self = setmetatable(self, squapi.FPHand)
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-- INIT -------------------------------------------------------------------------
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assert(element, "Your First Person Hand path is incorrect")
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element:setParentType("RightArm")
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self.element = element
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self.x = x or 0
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self.y = y or 0
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self.z = z or 0
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self.scale = scale or 1
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self.onlyVisibleInFP = onlyVisibleInFP
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-- CONTROL -------------------------------------------------------------------------
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function self:updatePos(x, y, z)
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self.x = x
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self.y = y
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self.z = z
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end
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-- UPDATES -------------------------------------------------------------------------
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function self:render(dt, context)
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if context == "FIRST_PERSON" then
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if self.onlyVisibleInFP then
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self.element:setVisible(true)
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end
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self.element:setPos(self.x, self.y, self.z)
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self.element:setScale(self.scale,self.scale,self.scale)
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else
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if self.onlyVisibleInFP then
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self.element:setVisible(false)
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end
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self.element:setPos(0,0,0)
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end
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end
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table.insert(squapi.FPHands, self)
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return self
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end
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-- Easy-use Animated Texture.
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-- guide:(note if it has a * that means you can leave it blank to use reccomended settings)
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-- element: the part of your model who's texture will be aniamted
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-- numberOfFrames: the number of frames
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-- framePercent: what percent width/height the uv takes up of the whole texture. for example: if there is a 100x100 texture, and the uv is 20x20, this will be .20
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-- *slowFactor: increase this to slow down the animation.
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-- *vertical: set to true if you'd like the animation frames to go down instead of right.
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function squapi.animateTexture(element, numberOfFrames, framePercent, slowFactor, vertical)
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assert(element,
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"§4Your model path for animateTexture is incorrect.§c")
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vertical = vertical or false
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slowFactor = slowFactor or 1
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function events.tick()
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local time = world.getTime()
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local frameshift = math.floor(time/slowFactor)%numberOfFrames*framePercent
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if vertical then element:setUV(0, frameshift) else element:setUV(frameshift, 0) end
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end
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end
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-- UPDATES ALL SQUAPI FEATURES --------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------------------------------
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if squapi.autoFunctionUpdates then
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function events.tick()
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for i, v in pairs(squapi.smoothHeads) do
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v:tick()
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end
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for i, v in pairs(squapi.eyes) do
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v:tick()
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end
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for i, v in pairs(squapi.bewbs) do
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v:tick()
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end
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for i, v in pairs(squapi.hoverPoints) do
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v:tick()
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end
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for i, v in pairs(squapi.ears) do
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v:tick()
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end
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for i, v in pairs(squapi.tails) do
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v:tick()
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end
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for i, v in pairs(squapi.taurs) do
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v:tick()
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end
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end
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function events.render(dt, context)
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for i, v in pairs(squapi.smoothHeads) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.FPHands) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.bounceWalks) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.legs) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.arms) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.eyes) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.bewbs) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.hoverPoints) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.ears) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.tails) do
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v:render(dt, context)
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end
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for i, v in pairs(squapi.taurs) do
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v:render(dt, context)
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end
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end
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end
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return squapi
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