repo stringclasses 254
values | file_path stringlengths 29 241 | code stringlengths 100 233k | tokens int64 14 69.4k |
|---|---|---|---|
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Panels/ResizablePanel.luau | local DragHandle = require("@root/Panels/DragHandle")
local React = require("@pkg/React")
local Sift = require("@pkg/Sift")
local types = require("@root/Panels/types")
local defaultProps = {
dragHandleSize = 8, -- px
minSize = Vector2.new(0, 0),
maxSize = Vector2.new(math.huge, math.huge),
}
export type Props = {
LayoutOrder: number?,
children: { [string]: React.Node }?,
dragHandles: { types.DragHandle }?,
hoverIconX: string?,
hoverIconY: string?,
initialSize: UDim2,
onResize: ((newSize: Vector2) -> ())?,
}
type InternalProps = Props & typeof(defaultProps)
local function ResizablePanel(providedProps: Props)
local props: InternalProps = Sift.Dictionary.merge(defaultProps, providedProps)
local absoluteSize, setAbsoluteSize = React.useState(nil :: Vector2?)
local clampedAbsoluteSize = React.useMemo(function()
return if absoluteSize
then Vector2.new(
math.clamp(absoluteSize.X, props.minSize.X, props.maxSize.X),
math.clamp(absoluteSize.Y, props.minSize.Y, props.maxSize.Y)
)
else nil
end, { absoluteSize })
local isWidthResizable = React.useMemo(function()
if props.dragHandles then
return Sift.Array.includes(props.dragHandles, "Left") or Sift.Array.includes(props.dragHandles, "Right")
end
return false
end, { props.dragHandles })
local isHeightResizable = React.useMemo(function()
if props.dragHandles then
return Sift.Array.includes(props.dragHandles, "Top") or Sift.Array.includes(props.dragHandles, "Bottom")
end
return false
end, { props.dragHandles })
local width = React.useMemo(function()
return if clampedAbsoluteSize and isWidthResizable
then UDim.new(0, clampedAbsoluteSize.X)
else props.initialSize.Width
end, { clampedAbsoluteSize })
local height = React.useMemo(function()
return if clampedAbsoluteSize and isHeightResizable
then UDim.new(0, clampedAbsoluteSize.Y)
else props.initialSize.Height
end, { clampedAbsoluteSize, props.initialSize } :: { unknown })
local onAbsoluteSizeChanged = React.useCallback(function(rbx: Frame)
setAbsoluteSize(rbx.AbsoluteSize)
end, {})
local onHandleDragged = React.useCallback(function(handle: types.DragHandle, delta: Vector2)
setAbsoluteSize(function(prev: Vector2)
local x = prev.X + delta.X
local y = prev.Y - delta.Y
if handle == "Top" or handle == "Bottom" then
x = prev.X
elseif handle == "Right" or handle == "Left" then
y = prev.Y
end
return Vector2.new(x, y)
end)
end, { props.minSize, props.maxSize })
React.useEffect(function()
if clampedAbsoluteSize and props.onResize then
props.onResize(clampedAbsoluteSize)
end
end, { clampedAbsoluteSize })
local dragHandles: { [string]: React.Node } = {}
if props.dragHandles then
for _, handle: types.DragHandle in props.dragHandles do
dragHandles[handle] = React.createElement(DragHandle, {
handle = handle,
hoverIconX = props.hoverIconX,
hoverIconY = props.hoverIconY,
onDrag = function(delta: Vector2)
onHandleDragged(handle, delta)
end,
onDragEnd = function()
if clampedAbsoluteSize then
setAbsoluteSize(clampedAbsoluteSize)
end
end,
})
end
end
return React.createElement("Frame", {
LayoutOrder = props.LayoutOrder,
Size = UDim2.new(width, height),
BackgroundTransparency = 1,
[React.Change.AbsoluteSize] = onAbsoluteSizeChanged,
}, {
DragHandles = React.createElement(React.Fragment, nil, dragHandles),
Children = React.createElement("Frame", {
BackgroundTransparency = 1,
Size = UDim2.fromScale(1, 1),
}, props.children),
})
end
return ResizablePanel
| 938 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Panels/ResizablePanel.story.luau | local React = require("@pkg/React")
local ResizablePanel = require("./ResizablePanel")
local controls = {
minWidth = 200,
maxWidth = 500,
minHeight = 200,
maxHeight = 500,
}
type Props = {
controls: typeof(controls),
}
return {
controls = controls,
story = function(props: Props)
return React.createElement(ResizablePanel, {
initialSize = UDim2.fromOffset(props.controls.maxWidth - props.controls.minWidth, 300),
maxSize = Vector2.new(props.controls.maxWidth, props.controls.maxHeight),
minSize = Vector2.new(props.controls.minWidth, props.controls.minHeight),
dragHandles = {
-- Luau FIXME: Type '{string}' could not be converted into '{"Bottom" | "Left" | "Right" | "Top"}'
"Right" :: any,
"Bottom" :: any,
},
}, {
Content = React.createElement("Frame", {
Size = UDim2.fromScale(1, 1),
}),
})
end,
}
| 234 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Panels/Sidebar.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local StorybookTreeView = require("@root/Storybook/StorybookTreeView")
local Storyteller = require("@pkg/Storyteller")
local IconName = Foundation.Enums.IconName
local InputSize = Foundation.Enums.InputSize
local ScrollView = Foundation.ScrollView
local TextInput = Foundation.TextInput
local View = Foundation.View
local withCommonProps = Foundation.Utility.withCommonProps
local e = React.createElement
local useCallback = React.useCallback
local useState = React.useState
type LoadedStorybook = Storyteller.LoadedStorybook
type UnavailableStorybook = Storyteller.UnavailableStorybook
type SidebarProps = {
onStoryChanged: (storyModule: ModuleScript?, storybook: LoadedStorybook?) -> (),
onShowErrorPage: (unavailableStorybook: UnavailableStorybook) -> (),
} & Foundation.CommonProps
local function Sidebar(props: SidebarProps)
local searchTerm: string?, setSearchTerm = useState(nil :: string?)
local onSearchTermChanged = useCallback(function(newSearchTerm: string)
setSearchTerm(if newSearchTerm == "" then nil else newSearchTerm)
end, {})
return e(
View,
withCommonProps(props, {
tag = "bg-surface-0 col size-full",
}),
{
Search = e(View, {
LayoutOrder = 1,
tag = "auto-y padding-medium size-full-0",
}, {
SearchBar = e(TextInput, {
label = "",
leadingIcon = IconName.MagnifyingGlass,
onChanged = onSearchTermChanged,
placeholder = "Search...",
size = InputSize.Small,
text = "",
width = UDim.new(1, 0),
}),
}),
Content = e(ScrollView, {
LayoutOrder = 2,
scroll = {
AutomaticCanvasSize = Enum.AutomaticSize.Y,
CanvasSize = UDim2.fromScale(0, 0),
ScrollingDirection = Enum.ScrollingDirection.Y,
},
layout = {
FillDirection = Enum.FillDirection.Vertical,
},
tag = "shrink size-full",
}, {
StorybookTreeView = e(StorybookTreeView, {
onShowErrorPage = props.onShowErrorPage,
onStoryChanged = props.onStoryChanged,
searchTerm = searchTerm,
}),
}),
}
)
end
return React.memo(Sidebar)
| 538 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Panels/Sidebar.story.luau | local React = require("@pkg/React")
local Storyteller = require("@pkg/Storyteller")
local Sidebar = require("./Sidebar")
return {
summary = "Sidebar containing brand, searchbar, and component tree",
controls = {},
story = function()
local storybooks = Storyteller.useStorybooks(game)
return React.createElement(Sidebar, {
storybooks = storybooks,
onStoryChanged = function(storyModule, storybook)
print("storyModule", storyModule)
print("storybook", storybook)
end,
onShowErrorPage = function(unavailableStorybook)
print("unavailableStorybook", unavailableStorybook)
end,
})
end,
}
| 150 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Panels/Topbar.luau | local Foundation = require("@rbxpkg/Foundation")
local LuauPolyfill = require("@pkg/LuauPolyfill")
local React = require("@pkg/React")
local ReactSignals = require("@pkg/ReactCharm")
local AboutView = require("@root/About/AboutView")
local FeedbackDialog = require("@root/Feedback/FeedbackDialog")
local NavigationContext = require("@root/Navigation/NavigationContext")
local StoryActionsContext = require("@root/Storybook/StoryActionsContext")
local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local Object = LuauPolyfill.Object
local Dialog = Foundation.Dialog
local Divider = Foundation.Divider
local Dropdown = Foundation.Dropdown
local IconButton = Foundation.IconButton
local IconName = Foundation.Enums.IconName
local IconVariant = Foundation.Enums.IconVariant
local InputSize = Foundation.Enums.InputSize
local Menu = Foundation.Menu
local Orientation = Foundation.Enums.Orientation
local PopoverAlign = Foundation.Enums.PopoverAlign
local PopoverSide = Foundation.Enums.PopoverSide
local Tooltip = Foundation.Tooltip
local View = Foundation.View
local withCommonProps = Foundation.Utility.withCommonProps
local e = React.createElement
local useCallback = React.useCallback
local useRef = React.useRef
local useState = React.useState
local useSignalState = ReactSignals.useSignalState
type ItemId = number | string
type TopbarProps = {} & Foundation.CommonProps
local function Topbar(props: TopbarProps)
local helpButtonRef = useRef(nil :: GuiObject?)
local isAboutMenuOpen, setIsAboutMenuOpen = useState(false)
local isHelpMenuOpen, setIsHelpMenuOpen = useState(false)
local isFeedbackDialogOpen, setIsFeedbackDialogOpen = useState(false)
local navigation = NavigationContext.use()
local storyActions = StoryActionsContext.useStoryActions()
local userSettingsStore = useSignalState(UserSettingsStore.get)
local userSettings = useSignalState(userSettingsStore.getStorage)
local onThemeChanged = useCallback(function(itemId: ItemId)
userSettingsStore.setStorage(function(currentValue)
return Object.assign({}, currentValue, {
theme = itemId,
})
end)
end, { userSettingsStore.setStorage })
return e(
View,
withCommonProps(props, {
tag = "align-y-center bg-surface-0 flex-x-between padding-right-medium padding-y-medium row size-full-1400",
}),
{
Actions = e(View, {
LayoutOrder = 1,
tag = "auto-x gap-medium row size-0-full",
}, {
Zoom = e(View, {
LayoutOrder = 1,
tag = "auto-x row size-0-full",
}, {
ZoomIn = e(Tooltip, {
LayoutOrder = 1,
align = PopoverAlign.Center,
side = PopoverSide.Bottom,
title = "Zoom In",
}, {
Trigger = e(IconButton, {
icon = IconName.MagnifyingGlassPlus,
isDisabled = storyActions.isDisabled,
onActivated = storyActions.zoom.zoomIn,
size = InputSize.Small,
}),
}),
ZoomOut = e(Tooltip, {
LayoutOrder = 2,
align = PopoverAlign.Center,
side = PopoverSide.Bottom,
title = "Zoom Out",
}, {
Trigger = e(IconButton, {
icon = IconName.MagnifyingGlassMinus,
isDisabled = storyActions.isDisabled,
onActivated = storyActions.zoom.zoomOut,
size = InputSize.Small,
}),
}),
}),
ZoomDivider = e(Divider, {
LayoutOrder = 2,
orientation = Orientation.Vertical,
}),
Views = e(View, {
LayoutOrder = 3,
tag = "auto-x row size-0-full",
}, {
Source = e(Tooltip, {
LayoutOrder = 1,
align = PopoverAlign.Center,
side = PopoverSide.Bottom,
title = "View Source Code",
}, {
Trigger = e(IconButton, {
icon = IconName.Code,
isDisabled = storyActions.isDisabled,
onActivated = storyActions.viewCode,
size = InputSize.Small,
}),
}),
Viewport = e(Tooltip, {
LayoutOrder = 2,
align = PopoverAlign.Center,
side = PopoverSide.Bottom,
title = "Preview in Viewport",
}, {
Trigger = e(IconButton, {
icon = IconName.Eye,
isDisabled = storyActions.isDisabled,
onActivated = storyActions.viewportPreview,
size = InputSize.Small,
}),
}),
Explorer = e(Tooltip, {
LayoutOrder = 3,
align = PopoverAlign.Center,
side = PopoverSide.Bottom,
title = "View in Explorer",
}, {
Trigger = e(IconButton, {
icon = IconName.MagnifyingGlass,
isDisabled = storyActions.isDisabled,
onActivated = storyActions.viewExplorer,
size = InputSize.Small,
}),
}),
}),
ViewsDivider = e(Divider, {
LayoutOrder = 4,
orientation = Orientation.Vertical,
}),
Theme = e(Dropdown.Root, {
LayoutOrder = 5,
items = {
{ id = "system", text = "System" },
{ id = "dark", text = "Dark" },
{ id = "light", text = "Light" },
},
label = "",
onItemChanged = onThemeChanged,
placeholder = "Theme",
size = InputSize.Small,
value = userSettings.theme,
width = UDim.new(0, 160),
}),
}),
Support = e(View, {
LayoutOrder = 2,
tag = "auto-x row size-0-full",
}, {
Help = e(Tooltip, {
LayoutOrder = 1,
align = PopoverAlign.Center,
side = PopoverSide.Bottom,
title = "Help",
}, {
Trigger = e(IconButton, {
icon = IconName.CircleQuestion,
onActivated = function()
setIsHelpMenuOpen(true)
end,
ref = helpButtonRef,
size = InputSize.Small,
}),
}),
Settings = e(Tooltip, {
LayoutOrder = 2,
align = PopoverAlign.End,
side = PopoverSide.Bottom,
title = "Settings",
}, {
Trigger = e(IconButton, {
icon = {
name = IconName.Gear,
variant = if navigation.currentScreen == "Settings"
then IconVariant.Filled
else IconVariant.Regular,
},
onActivated = function()
if navigation.currentScreen ~= "Settings" then
navigation.navigateTo("Settings")
else
navigation.navigateTo("Home")
end
end,
size = InputSize.Small,
}),
}),
}),
AboutMenu = isAboutMenuOpen and e(Dialog.Root, {
disablePortal = false,
hasBackdrop = true,
onClose = function()
setIsAboutMenuOpen(false)
end,
}, {
Title = e(Dialog.Title, {
text = "About",
}),
Content = e(Dialog.Content, nil, {
View = e(AboutView),
}),
}),
FeedbackDialog = if isFeedbackDialogOpen
then React.createElement(FeedbackDialog, {
onClose = function()
setIsFeedbackDialogOpen(false)
end,
})
else nil,
HelpMenu = e(Menu, {
anchorRef = helpButtonRef,
isOpen = isHelpMenuOpen,
items = {
{
id = "About",
text = "About",
onActivated = function()
setIsAboutMenuOpen(true)
setIsHelpMenuOpen(false)
end,
},
{
id = "Feedback",
text = "Send feedback",
onActivated = function()
setIsFeedbackDialogOpen(true)
setIsHelpMenuOpen(false)
end,
},
{
id = "Logs",
text = "Logs",
onActivated = function()
if navigation.currentScreen ~= "Settings" then
navigation.navigateTo("Logs")
else
navigation.navigateTo("Home")
end
setIsHelpMenuOpen(false)
end,
},
},
onPressedOutside = function()
setIsHelpMenuOpen(function(currentValue)
return not currentValue
end)
end,
}),
}
)
end
return React.memo(Topbar)
| 1,909 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Permissions/tryGetService.luau | local function tryGetService(serviceName: string): Instance?
local service
pcall(function()
service = game:GetService(serviceName)
end)
if service then
return service
end
-- Some services cannot be retrieved by GetService but still exist in the DM
-- and can be retrieved by name.
pcall(function()
service = game:FindFirstChild(serviceName)
end)
return service
end
return tryGetService
| 92 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Plugin/LocalStorageStore.luau | local Charm = require("@pkg/Charm")
local t = require("@pkg/t")
local createPluginSettingsStore = require("@root/Plugin/createPluginSettingsStore")
export type LocalStorageStore = {
lastOpenedStoryPath: string?,
pinnedInstancePaths: { string }?,
wasUserPromptedForTelemetry: boolean,
}
local defaultValue: LocalStorageStore = {
wasUserPromptedForTelemetry = false,
}
local validate = t.interface({
lastOpenedStoryPath = t.optional(t.string),
pinnedInstancePaths = t.optional(t.array(t.string)),
wasUserPromptedForTelemetry = t.boolean,
})
-- Initialize the store eagerly at module level so createPluginSettingsStore's
-- internal Charm.effect is a top-level effect, not one nested inside a computed.
local get = Charm.signal(createPluginSettingsStore("FlipbookLocalStorage", defaultValue, validate))
return {
get = get,
}
| 187 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Plugin/PluginApp.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Storyteller = require("@pkg/Storyteller")
local NavigationContext = require("@root/Navigation/NavigationContext")
local ResizablePanel = require("@root/Panels/ResizablePanel")
local Screen = require("@root/Navigation/Screen")
local Sidebar = require("@root/Panels/Sidebar")
local StoryActionsContext = require("@root/Storybook/StoryActionsContext")
local TelemetryOptOutDialog = require("@root/Telemetry/TelemetryOptOutDialog")
local Topbar = require("@root/Panels/Topbar")
local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local constants = require("@root/constants")
local createLoadedStorybook = require("@root/Storybook/createLoadedStorybook")
local fireEventAsync = require("@root/Telemetry/fireEventAsync")
local nextLayoutOrder = require("@root/Common/nextLayoutOrder")
local useSignalState = ReactCharm.useSignalState
type LoadedStorybook = Storyteller.LoadedStorybook
type UnavailableStorybook = Storyteller.UnavailableStorybook
local defaultStorybook = createLoadedStorybook()
local function App()
local userSettingsStore = useSignalState(UserSettingsStore.get)
local userSettings = useSignalState(userSettingsStore.getStorage)
local storyModule: ModuleScript?, setStoryModule = React.useState(nil :: ModuleScript?)
local storybook, setStorybook = React.useState(nil :: LoadedStorybook?)
local unavailableStorybook: UnavailableStorybook?, setUnavailableStorybook =
React.useState(nil :: UnavailableStorybook?)
local navigation = NavigationContext.use()
local onStoryChanged = React.useCallback(function(newStoryModule: ModuleScript?, newStorybook: LoadedStorybook?)
navigation.navigateTo("Home")
setUnavailableStorybook(nil)
if newStoryModule and not newStorybook then
newStorybook = defaultStorybook
end
task.spawn(function()
fireEventAsync({
eventName = "StoryOpened",
})
end)
setStoryModule(newStoryModule)
setStorybook(newStorybook)
end, { navigation.navigateTo } :: { unknown })
local onShowErrorPage = React.useCallback(function(newUnavailableStorybook: UnavailableStorybook)
setStoryModule(nil)
setStorybook(nil)
setUnavailableStorybook(newUnavailableStorybook)
end, {})
return React.createElement(Foundation.View, {
tag = "size-full row align-y-center flex-between",
}, {
StoryActionsProvider = React.createElement(StoryActionsContext.Provider, {
story = storyModule,
}, {
SidebarWrapper = React.createElement(ResizablePanel, {
LayoutOrder = nextLayoutOrder(),
initialSize = UDim2.new(0, userSettings.sidebarWidth, 1, 0),
dragHandles = { "Right" :: "Right" },
minSize = Vector2.new(constants.SIDEBAR_MIN_WIDTH, 0),
maxSize = Vector2.new(constants.SIDEBAR_MAX_WIDTH, math.huge),
}, {
Sidebar = React.createElement(Sidebar, {
onStoryChanged = onStoryChanged,
onShowErrorPage = onShowErrorPage,
}),
}),
MainWrapper = React.createElement(Foundation.View, {
tag = "size-full col shrink",
LayoutOrder = nextLayoutOrder(),
}, {
Topbar = React.createElement(Topbar, {
LayoutOrder = nextLayoutOrder(),
}),
ScreenWrapper = React.createElement(Foundation.View, {
LayoutOrder = nextLayoutOrder(),
tag = "size-full shrink",
}, {
Screen = React.createElement(Screen, {
story = storyModule,
storybook = storybook,
unavailableStorybook = unavailableStorybook,
}),
}),
}),
}),
TelemetryOptOutDialog = React.createElement(TelemetryOptOutDialog),
})
end
return App
| 864 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Plugin/PluginApp.story.luau | local React = require("@pkg/React")
local PluginApp = require("./PluginApp")
return {
summary = "The main component that handles the entire plugin",
controls = {},
story = function()
return React.createElement(PluginApp)
end,
}
| 53 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Plugin/PluginStore/createPluginStore.luau | local Charm = require("@pkg/Charm")
local CharmTypes = require("@root/Common/CharmTypes")
export type PluginStore = {
getPlugin: CharmTypes.Getter<Plugin?>,
setPlugin: CharmTypes.Setter<Plugin?>,
}
--[[
This is a basic store to keep track of the Plugin instance.
A quirk of the `plugin` keyword is that it's only defined in top-level
scripts, like `init.server.luau`. It must be passed along by reference after
that point, as attempting to use `plugin` in a ModuleScript will result in
nil value. To work around this, we just toss the plugin instance into this
store to share it around other parts of the app
]]
local function createPluginStore(): PluginStore
local getPlugin, setPlugin = Charm.signal(nil :: Plugin?)
return {
getPlugin = getPlugin,
setPlugin = setPlugin,
}
end
return createPluginStore
| 197 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Plugin/PluginStore/init.luau | local Charm = require("@pkg/Charm")
local createPluginStore = require("@self/createPluginStore")
return {
get = Charm.computed(createPluginStore),
}
| 34 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Plugin/createFlipbookPlugin.luau | local React = require("@pkg/React")
local ReactRoblox = require("@pkg/ReactRoblox")
local ContextProviders = require("@root/Common/ContextProviders")
local PluginApp = require("@root/Plugin/PluginApp")
local fireEventAsync = require("@root/Telemetry/fireEventAsync")
local logger = require("@root/logger")
local function stopwatch(callback: () -> ()): string
local start = os.clock()
callback()
return ("%.2fms"):format((os.clock() - start) * 1000)
end
local function createFlipbookPlugin(plugin: Plugin, widget: DockWidgetPluginGui, button: PluginToolbarButton?)
local connections: { RBXScriptConnection } = {}
local root = ReactRoblox.createRoot(widget)
-- FIXME: ContextProviders having an error won't fail tests. We really need
-- a smoketest for this file
local app = React.createElement(ContextProviders, {
plugin = plugin,
overlayGui = widget :: GuiBase2d,
}, {
PluginApp = React.createElement(PluginApp),
})
local function unmount()
logger:Info("unmounting app...")
local elapsedMs = stopwatch(function()
root:unmount()
end)
logger:Info(`unmounted app in {elapsedMs}`)
task.spawn(function()
fireEventAsync({
eventName = "AppClosed",
})
end)
end
local function mount()
logger:Info("mounting app...")
local elapsedMs = stopwatch(function()
root:render(app)
end)
logger:Info(`mounted app in {elapsedMs}`)
task.spawn(function()
fireEventAsync({
eventName = "AppOpened",
})
end)
end
if button ~= nil then
table.insert(
connections,
button.Click:Connect(function()
widget.Enabled = not widget.Enabled
end)
)
table.insert(
connections,
widget:GetPropertyChangedSignal("Enabled"):Connect(function()
button:SetActive(widget.Enabled)
end)
)
end
table.insert(
connections,
widget:GetPropertyChangedSignal("Enabled"):Connect(function()
if widget.Enabled then
mount()
else
unmount()
end
end)
)
if widget.Enabled then
mount()
end
local function destroy()
logger:Info("destroying app...")
local elapsedMs = stopwatch(function()
unmount()
for _, connection in connections do
connection:Disconnect()
end
end)
logger:Info(`destroyed app in {elapsedMs}`)
end
return {
mount = mount,
unmount = unmount,
destroy = destroy,
}
end
return createFlipbookPlugin
| 579 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Plugin/createPluginSettingsStore.luau | local HttpService = game:GetService("HttpService")
local Charm = require("@pkg/Charm")
local CharmTypes = require("@root/Common/CharmTypes")
local PluginStore = require("@root/Plugin/PluginStore")
local logger = require("@root/logger")
export type PluginSettingsStore<T> = {
getStorage: CharmTypes.Getter<T>,
setStorage: CharmTypes.Setter<T>,
isSettingDefault: (settingName: string) -> boolean,
getIsLoading: CharmTypes.Getter<boolean>,
getErr: CharmTypes.Getter<string?>,
waitForLoaded: () -> (),
}
--[[
Creates a store to manage plugin settings.
Settings are persisted using Plugin:SetSetting and Plugin:GetSetting, and are
stored as JSON strings. The settings are loaded once when the store is first
created, and any changes to the settings are automatically saved.
]]
local function createPluginSettingsStore<T>(
storageKey: string,
defaultValue: T,
validate: (value: any) -> (boolean, string)
): PluginSettingsStore<T>
local getStorage, setStorageSignal = Charm.signal(defaultValue)
local getIsLoading, setIsLoading = Charm.signal(true)
local getErr, setErr = Charm.signal(nil :: string?)
local getIsInitialized, setIsInitialized = Charm.signal(false)
local prevStorage: T?
local function readPluginSettingsAsync(plugin: Plugin): T?
logger:Info(`reading plugin settings for {storageKey} from disk...`)
local data
local success, err = pcall(function()
data = plugin:GetSetting(storageKey)
end)
if success then
logger:Info(`read raw plugin settings for {storageKey}:`, data)
else
logger:Warn(`failed to read plugin settings for {storageKey}: {err}`)
setErr(err)
return nil
end
if typeof(data) == "string" then
logger:Info(`deserializing plugin settings for {storageKey} to object...`)
local json
success, err = pcall(function()
json = HttpService:JSONDecode(data)
end)
if not success then
logger:Warn(`failed to load plugin settings for {storageKey}: {err}`)
setErr(err)
return nil
end
success, err = validate(json)
if not success then
logger:Warn(`plugin settings are malformed for {storageKey}: {err}`)
setErr(err)
return nil
end
logger:Info(`got plugin settings for {storageKey}:`, json)
return json
end
logger:Info("no plugin settings to read")
return nil
end
local function writePluginSettingsAsync(plugin: Plugin, storage: T)
logger:Info("writing plugin settings to disk...")
local data
local success, err = pcall(function()
data = HttpService:JSONEncode(storage)
end)
if success then
logger:Info(`parsed storage value into JSON: {data}`)
else
logger:Warn(`failed to parse storage value into JSON: {err}`)
setErr(err)
return
end
if data then
success, err = pcall(function()
plugin:SetSetting(storageKey, data)
end)
if success then
logger:Info(`wrote plugin settings to disk: {data}`)
else
logger:Warn(`failed to write plugin settings to disk: {err}`)
end
end
end
local function setStorageInternal(newValue: CharmTypes.Update<T>): T
setStorageSignal(newValue)
local newStorage = Charm.untracked(getStorage)
if newStorage ~= prevStorage then
local plugin = Charm.untracked(function()
return PluginStore.get().getPlugin()
end)
if plugin then
task.spawn(function()
writePluginSettingsAsync(plugin, newStorage)
end)
end
else
logger:Debug("skipping disk write since storage value did not change")
end
prevStorage = newStorage
return newStorage
end
local function setStorage(newValue: CharmTypes.Update<T>): T
assert(
not Charm.untracked(getIsLoading),
"attempt to set storage while PluginSettingsStore is still loading. Call `PluginSettingsStore.waitForLoaded()` before setting storage"
)
return setStorageInternal(newValue)
end
local function waitForLoaded()
while getIsLoading() do
task.wait()
end
end
local function loadInitialSettings(plugin: Plugin)
if not getIsLoading() then
logger:Warn("attempt to load initial plugin settings after loading has already finished")
return
end
if getIsInitialized() then
logger:Warn("attempt to load initial settings after they've already been initialized")
return
end
logger:Debug("loading initial plugin settings")
task.spawn(function()
local data = readPluginSettingsAsync(plugin)
if data then
setStorageInternal(data)
logger:Debug("finished loading plugin settings")
else
logger:Debug("no data on disk")
end
setIsLoading(false)
setIsInitialized(true)
end)
end
local function isSettingDefault(settingName: string): boolean
local storage = Charm.untracked(getStorage)
if typeof(defaultValue) ~= "table" or typeof(storage) ~= "table" then
return true
end
local settingDefaultValue = defaultValue[settingName]
local storedValue = storage[settingName]
return storedValue == nil or storedValue == settingDefaultValue
end
Charm.effect(function()
local plugin = PluginStore.get().getPlugin()
if plugin and not getIsInitialized() then
loadInitialSettings(plugin)
end
end)
return {
getIsLoading = getIsLoading,
getErr = getErr,
getStorage = getStorage,
setStorage = setStorage,
isSettingDefault = isSettingDefault,
waitForLoaded = waitForLoaded,
}
end
return createPluginSettingsStore
| 1,274 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/NoStorySelected.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local nextLayoutOrder = require("@root/Common/nextLayoutOrder")
local useTokens = Foundation.Hooks.useTokens
local e = React.createElement
local function NoStorySelected()
local tokens = useTokens()
return e(Foundation.View, {
tag = "size-full col bg-surface-200 gap-medium align-y-center align-x-center",
}, {
Icon = e(Foundation.Icon, {
name = Foundation.Enums.IconName.SquareBooks,
style = tokens.Color.ActionStandard.Foreground,
size = Foundation.Enums.IconSize.Large,
LayoutOrder = nextLayoutOrder(),
}),
Message = e(Foundation.Text, {
tag = "auto-xy text-heading-medium",
Text = "Select a story to preview it",
LayoutOrder = nextLayoutOrder(),
}),
})
end
return NoStorySelected
| 197 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/NoStorySelected.story.luau | local React = require("@pkg/React")
local NoStorySelected = require("./NoStorySelected")
return {
story = function()
return React.createElement(NoStorySelected)
end,
}
| 39 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/PinnedInstanceStore/createPinnedInstanceStore.luau | local Charm = require("@pkg/Charm")
local Sift = require("@pkg/Sift")
local LocalStorageStore = require("@root/Plugin/LocalStorageStore")
local fireEventAsync = require("@root/Telemetry/fireEventAsync")
local getInstanceFromPath = require("@root/Common/getInstanceFromPath")
local getInstancePath = require("@root/Common/getInstancePath")
export type PinnedInstance = {
path: string,
instance: Instance?,
}
export type PinnedInstanceStore = {
getPinnedInstances: () -> { PinnedInstance },
isPinned: (instance: Instance) -> boolean,
pin: (instance: Instance) -> (),
unpin: (instance: Instance) -> (),
waitForLoaded: () -> (),
}
local function createPinnedInstanceStore(): PinnedInstanceStore
local localStorageStore = LocalStorageStore.get()
local getPinnedPaths = Charm.computed(function()
local storage = localStorageStore.getStorage()
return storage.pinnedInstancePaths or {}
end)
local function setPinnedPaths(update: (prev: { string }) -> { string })
localStorageStore.setStorage(function(prev)
return Sift.Dictionary.join(prev, {
pinnedInstancePaths = update(prev.pinnedInstancePaths or {}),
})
end)
end
local getPinnedInstances = Charm.computed(function()
local pinnedPaths = getPinnedPaths()
return Sift.List.map(pinnedPaths, function(pinnedPath)
return {
path = pinnedPath,
instance = getInstanceFromPath(pinnedPath),
} :: PinnedInstance
end)
end)
local function pin(instance: Instance)
task.spawn(function()
fireEventAsync({
eventName = "NodePinned",
})
end)
setPinnedPaths(function(prev)
return Sift.List.append(prev, getInstancePath(instance))
end)
end
local function unpin(instance: Instance)
task.spawn(function()
fireEventAsync({
eventName = "NodeUnpinned",
})
end)
setPinnedPaths(function(prev)
return Sift.List.removeValue(prev, getInstancePath(instance))
end)
end
local function isPinned(instance: Instance)
return Sift.List.has(getPinnedPaths(), getInstancePath(instance))
end
local function waitForLoaded()
return localStorageStore.waitForLoaded()
end
return {
pin = pin,
unpin = unpin,
isPinned = isPinned,
getPinnedInstances = getPinnedInstances,
waitForLoaded = waitForLoaded,
}
end
return createPinnedInstanceStore
| 536 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/PinnedInstanceStore/init.luau | local Charm = require("@pkg/Charm")
local createPinnedInstanceStore = require("@self/createPinnedInstanceStore")
return {
get = Charm.computed(createPinnedInstanceStore),
}
| 40 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryActionsContext.luau | local Selection = game:GetService("Selection")
local PluginStore = require("@root/Plugin/PluginStore")
local React = require("@pkg/React")
local ReactSignals = require("@pkg/ReactCharm")
local useZoom = require("@root/Common/useZoom")
local e = React.createElement
local useRef = React.useRef
local useCallback = React.useCallback
local useContext = React.useContext
local useState = React.useState
local useSignalState = ReactSignals.useSignalState
export type StoryActionsContext = {
isDisabled: boolean,
isMountedInViewport: boolean,
storyContainerRef: { current: GuiObject? }?,
viewportPreview: () -> (),
viewCode: () -> (),
viewExplorer: () -> (),
zoom: {
value: number,
zoomIn: () -> (),
zoomOut: () -> (),
},
}
local StoryActionsContext = React.createContext({} :: StoryActionsContext)
export type StoryActionsProviderProps = {
children: React.ReactNode,
story: ModuleScript?,
}
local function StoryActionsProvider(props: StoryActionsProviderProps)
local pluginStore = useSignalState(PluginStore.get)
local plugin = useSignalState(pluginStore.getPlugin)
local isMountedInViewport, setIsMountedInViewport = useState(false)
local storyContainerRef = useRef(nil :: GuiObject?)
local zoom = useZoom(props.story)
local viewportPreview = useCallback(function()
setIsMountedInViewport(function(currentValue)
return not currentValue
end)
end, {})
local viewCode = useCallback(function()
if props.story == nil then
return
end
Selection:Set({ props.story })
if plugin ~= nil then
plugin:OpenScript(props.story)
end
end, { plugin, props.story } :: { any })
local viewExplorer = useCallback(function()
if storyContainerRef.current == nil then
return
end
Selection:Set({ storyContainerRef.current:FindFirstAncestorWhichIsA("GuiObject") or storyContainerRef.current })
end, {})
return e(StoryActionsContext.Provider, {
value = {
isDisabled = props.story == nil,
isMountedInViewport = isMountedInViewport,
storyContainerRef = storyContainerRef,
viewportPreview = viewportPreview,
viewCode = viewCode,
viewExplorer = viewExplorer,
zoom = zoom,
},
}, props.children)
end
local function useStoryActions(): StoryActionsContext
return useContext(StoryActionsContext)
end
return {
Context = StoryActionsContext,
Provider = StoryActionsProvider,
useStoryActions = useStoryActions,
}
| 549 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryControls.luau | local Constants = require("@root/constants")
local Foundation = require("@rbxpkg/Foundation")
local LuauPolyfill = require("@pkg/LuauPolyfill")
local React = require("@pkg/React")
local ReactSignals = require("@pkg/ReactCharm")
local ResizablePanel = require("@root/Panels/ResizablePanel")
local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local useSortedControls = require("@root/Storybook/useSortedControls")
local Checkbox = Foundation.Checkbox
local Divider = Foundation.Divider
local Dropdown = Foundation.Dropdown
local InputSize = Foundation.Enums.InputSize
local NumberInput = Foundation.NumberInput
local ScrollView = Foundation.ScrollView
local Text = Foundation.Text
local TextInput = Foundation.TextInput
local View = Foundation.View
local useTokens = Foundation.Hooks.useTokens
local withCommonProps = Foundation.Utility.withCommonProps
local Array = LuauPolyfill.Array
local e = React.createElement
local useState = React.useState
local useSignalState = ReactSignals.useSignalState
type StoryControlsProps = {
controls: { [string]: any },
modifiedControls: { [string]: any },
setControl: (key: string, value: any) -> (),
} & Foundation.CommonProps
-- NOTE(Paul): In the future, we'll want to store more than just
-- controls here, we'll also want to have tabs for stuff like
-- accessibility as well. I was planning to use the <Foundation.Tabs />
-- component to show-off the Accessibility tab for future purposes,
-- but turns out it doesn't work when in a `col` with a `shrink size-full`
-- as it's sibling.
local function StoryControls(props: StoryControlsProps)
local tokens = useTokens()
local userSettingsStore = useSignalState(UserSettingsStore.get)
local userSettings = useSignalState(userSettingsStore.getStorage)
local sortedControls = useSortedControls(props.controls)
local pendingControl, setPendingControl = useState(nil :: string?)
local controlElements: { [string]: React.ReactNode } = {}
for index, control in sortedControls do
local function setControl(newValue: any)
local newValueAsNumber = tonumber(newValue)
if newValueAsNumber ~= nil then
newValue = newValueAsNumber
end
props.setControl(control.key, newValue)
end
local controlType = typeof(control.value)
local controlInput: React.ReactNode = nil
if controlType == "boolean" then
controlInput = e(Checkbox, {
isChecked = control.value,
label = "",
onActivated = setControl,
size = InputSize.Small,
})
elseif controlType == "number" then
controlInput = e(NumberInput, {
label = "",
onChanged = setControl,
size = InputSize.Small,
step = 1,
value = control.value,
width = UDim.new(1, 0),
})
elseif controlType == "string" then
controlInput = e(TextInput, {
label = "",
onChanged = function(newText)
setPendingControl(newText)
end,
onFocusLost = function()
setControl(pendingControl)
end,
onReturnPressed = function()
setControl(pendingControl)
end,
text = control.value,
size = InputSize.Small,
width = UDim.new(1, 0),
})
elseif controlType == "table" and Array.isArray(control.value) then
local changedValue = props.modifiedControls[control.key]
local controlItems = Array.map(control.value, function(value): Foundation.DropdownItem
return {
id = value,
text = tostring(value),
}
end)
controlInput = e(Dropdown.Root, {
items = controlItems,
label = "",
onItemChanged = setControl,
size = InputSize.Small,
value = if changedValue ~= nil then changedValue else control.value[1],
width = UDim.new(1, 0),
})
end
controlElements[control.key] = e(View, {
LayoutOrder = index,
tag = "auto-y col size-full-0",
}, {
Content = e(View, {
LayoutOrder = 1,
tag = "align-y-center auto-y gap-medium padding-medium row size-full-0",
}, {
Title = e(Text, {
LayoutOrder = 1,
Size = UDim2.fromScale(0.2, 0),
Text = control.key,
tag = "auto-y text-align-x-left text-label-medium",
}),
Option = e(View, {
LayoutOrder = 2,
tag = "align-x-left auto-y fill row",
}, {
-- Keying by the identity of sortedControls fixes a bug where
-- the options visually do not update when two stories have the
-- exact same controls.
[`Option_{sortedControls}`] = controlInput,
}),
}),
Divider = index < #sortedControls and e(Divider, {
LayoutOrder = 2,
}),
})
end
return e(
ResizablePanel,
withCommonProps(props, {
dragHandles = { "Top" :: "Top" },
initialSize = UDim2.new(1, 0, 0, userSettings.controlsHeight),
maxSize = Vector2.new(0, Constants.CONTROLS_MAX_HEIGHT),
minSize = Vector2.new(0, Constants.CONTROLS_MIN_HEIGHT),
}),
{
Content = e(View, {
tag = "bg-surface-100 col size-full",
}, {
-- NOTE(Paul): Adding a temporary pseudo-tab element for the time
-- being so that we have separation between the controls panel
-- and the story view.
Tabs = e(View, {
LayoutOrder = 1,
tag = "auto-y col size-full-0",
}, {
Tab = e(View, {
LayoutOrder = 1,
onActivated = function() end,
tag = "col size-2000-1100",
}, {
Content = e(View, {
tag = "align-x-center align-y-center row size-full",
}, {
Text = e(Text, {
Text = "Controls",
tag = "anchor-center-center auto-xy content-emphasis position-center-center text-label-medium",
}),
}),
Border = e(View, {
Size = UDim2.new(1, 0, 0, tokens.Stroke.Thick),
backgroundStyle = tokens.Color.System.Contrast,
tag = "anchor-bottom-center position-bottom-center",
}),
}),
Divider = e(Divider, {
LayoutOrder = 2,
}),
}),
ScrollContent = e(ScrollView, {
LayoutOrder = 2,
scroll = {
AutomaticCanvasSize = Enum.AutomaticSize.Y,
CanvasSize = UDim2.fromScale(0, 0),
ScrollingDirection = Enum.ScrollingDirection.Y,
},
layout = {
FillDirection = Enum.FillDirection.Vertical,
},
tag = "shrink size-full",
}, {
Header = e(View, {
LayoutOrder = 0,
tag = "auto-y col size-full-0",
}, {
Content = e(View, {
LayoutOrder = 1,
tag = "auto-y align-y-center gap-medium padding-medium row size-full-0",
}, {
Name = e(Text, {
LayoutOrder = 1,
Size = UDim2.fromScale(0.2, 0),
Text = "Name",
tag = "auto-y content-muted text-align-x-left text-title-medium",
}),
Control = e(Text, {
LayoutOrder = 2,
Text = "Control",
tag = "auto-y content-muted fill text-align-x-left text-title-medium",
}),
}),
Divider = e(Divider, {
LayoutOrder = 2,
}),
}),
Controls = e(React.Fragment, nil, controlElements),
}),
}),
}
)
end
return React.memo(StoryControls)
| 1,814 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryControls.story.luau | local React = require("@pkg/React")
local StoryControls = require("@root/Storybook/StoryControls")
return {
summary = "Panel for configuring the controls of a story",
story = function()
return React.createElement(StoryControls, {
controls = {
foo = "bar",
checkbox = false,
number = 10,
dropdown = {
"Option 1",
"Option 2",
"Option 3",
},
onlyTwentyCharacters = "OnlyTwentyCharacters",
badControlType = function() end,
},
modifiedControls = {},
setControl = function() end,
})
end,
}
| 149 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryError.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local CodeBlock = require("@root/Common/CodeBlock")
local useTokens = Foundation.Hooks.useTokens
export type Props = {
LayoutOrder: number?,
errorMessage: string,
}
local function StoryError(props: Props)
local tokens = useTokens()
return React.createElement(Foundation.ScrollView, {
LayoutOrder = props.LayoutOrder,
scroll = {
ScrollingDirection = Enum.ScrollingDirection.Y,
AutomaticCanvasSize = Enum.AutomaticSize.Y,
CanvasSize = UDim2.new(1, 0),
},
layout = {
FillDirection = Enum.FillDirection.Vertical,
},
tag = "size-full padding-small gap-medium",
}, {
CodeBlock = React.createElement(CodeBlock, {
source = props.errorMessage,
sourceColor = tokens.Color.ActionAlert.Foreground.Color3,
}),
})
end
return StoryError
| 208 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryError.story.luau | local React = require("@pkg/React")
local StoryError = require("@root/Storybook/StoryError")
return {
summary = "Component for displaying error messages to the user",
story = function()
local _, result = xpcall(function()
error("Oops!")
end, debug.traceback)
return React.createElement(StoryError, {
errorMessage = result,
})
end,
}
| 86 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryMeta.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local Storyteller = require("@pkg/Storyteller")
local nextLayoutOrder = require("@root/Common/nextLayoutOrder")
local MAX_SUMMARY_SIZE = 600
local e = React.createElement
type LoadedStory = Storyteller.LoadedStory<unknown>
export type Props = {
story: LoadedStory,
layoutOrder: number?,
}
local function StoryMeta(props: Props)
return e(Foundation.View, {
tag = "size-full-0 auto-y col gap-medium",
LayoutOrder = props.layoutOrder,
}, {
Title = e(Foundation.Text, {
tag = "auto-xy text-heading-large",
Text = props.story.name,
LayoutOrder = nextLayoutOrder(),
}),
Summary = props.story.summary and e(Foundation.Text, {
tag = "auto-xy text-body-medium text-wrap",
LayoutOrder = nextLayoutOrder(),
Text = props.story.summary,
sizeConstraint = {
MaxSize = Vector2.new(MAX_SUMMARY_SIZE, math.huge),
},
}),
})
end
return StoryMeta
| 252 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryMeta.story.luau | local React = require("@pkg/React")
local Storyteller = require("@pkg/Storyteller")
local StoryMeta = require("./StoryMeta")
return {
story = function()
local storybooks = Storyteller.useStorybooks(game)
local story, setStory = React.useState(nil :: Storyteller.LoadedStory<any>?)
React.useEffect(function()
local storybook = storybooks.available[1]
if storybook then
local storyModule = Storyteller.findStoryModulesForStorybook(storybook)[1]
if storyModule then
setStory(Storyteller.loadStoryModule(storyModule, storybook))
end
end
end, { storybooks.available })
if not story then
return
end
return React.createElement(StoryMeta, {
story = story,
})
end,
}
| 185 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryPreview.luau | local CoreGui = game:GetService("CoreGui")
local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactRoblox = require("@pkg/ReactRoblox")
local Storyteller = require("@pkg/Storyteller")
local StoryActionsContext = require("@root/Storybook/StoryActionsContext")
local StoryError = require("@root/Storybook/StoryError")
local e = React.createElement
local useState = React.useState
local useEffect = React.useEffect
type LoadedStory = Storyteller.LoadedStory<unknown>
export type Props = {
LayoutOrder: number?,
story: LoadedStory,
controls: Storyteller.StoryControls,
extraProps: Storyteller.StoryControls, -- TODO: Change to ExtraStoryProps
}
local function StoryPreview(props: Props): React.Node
local storyActions = StoryActionsContext.useStoryActions()
local err: string?, setErr = useState(nil :: string?)
useEffect(function()
setErr(nil)
end, { props.story })
if err then
return e(StoryError, {
LayoutOrder = props.LayoutOrder,
errorMessage = err,
})
end
if storyActions.isMountedInViewport then
return ReactRoblox.createPortal({
Story = e("ScreenGui", {
ZIndexBehavior = Enum.ZIndexBehavior.Sibling,
ref = storyActions.storyContainerRef,
}, {
StoryContainer = e(Storyteller.StoryContainer, {
story = props.story,
controls = props.controls,
extraProps = props.extraProps,
onError = setErr,
}),
}),
}, CoreGui)
end
return e(Foundation.ScrollView, {
tag = "size-full",
scroll = {
ScrollingDirection = Enum.ScrollingDirection.XY,
AutomaticCanvasSize = Enum.AutomaticSize.XY,
CanvasSize = UDim2.new(0, 0),
},
layout = {
FillDirection = Enum.FillDirection.Vertical,
},
LayoutOrder = props.LayoutOrder,
ref = storyActions.storyContainerRef,
}, {
Scale = e("UIScale", {
Scale = 1 + storyActions.zoom.value,
}),
StoryContainer = e(Storyteller.StoryContainer, {
story = props.story,
controls = props.controls,
extraProps = props.extraProps,
onError = setErr,
}),
})
end
return StoryPreview
| 543 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryView.luau | local Foundation = require("@rbxpkg/Foundation")
local LuauPolyfill = require("@pkg/LuauPolyfill")
local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Storyteller = require("@pkg/Storyteller")
local PluginStore = require("@root/Plugin/PluginStore")
local StoryControls = require("@root/Storybook/StoryControls")
local StoryError = require("@root/Storybook/StoryError")
local StoryPreview = require("@root/Storybook/StoryPreview")
local useThemeName = require("@root/Common/useThemeName")
local Divider = Foundation.Divider
local Text = Foundation.Text
local View = Foundation.View
local Object = LuauPolyfill.Object
local e = React.createElement
local useCallback = React.useCallback
local useEffect = React.useEffect
local useMemo = React.useMemo
local useState = React.useState
local useSignalState = ReactCharm.useSignalState
local useStory = Storyteller.useStory
type LoadedStorybook = Storyteller.LoadedStorybook
type StoryViewProps = {
storyModule: ModuleScript,
storybook: LoadedStorybook,
}
local function StoryView(props: StoryViewProps)
local story, storyError = useStory(props.storyModule, props.storybook)
local theme = useThemeName()
local pluginStore = useSignalState(PluginStore.get)
local plugin = useSignalState(pluginStore.getPlugin)
local modifiedControls, setModifiedControls = useState({})
local controls = useMemo(function()
local newControls = {}
if story ~= nil and story.controls ~= nil then
for key, value in story.controls do
if modifiedControls[key] ~= nil and typeof(value) ~= "table" then
newControls[key] = modifiedControls[key]
else
newControls[key] = value
end
end
end
return newControls
end, { story, modifiedControls } :: { any })
local extraProps: Storyteller.StoryProps = useMemo(function()
return {
theme = theme :: useThemeName.ThemeName,
locale = "en-us",
plugin = plugin,
}
end, { theme, plugin } :: { unknown })
local setControl = useCallback(function(key: string, value: any)
setModifiedControls(function(currentValue)
return Object.assign({}, currentValue, {
[key] = value,
})
end)
end, {})
useEffect(function()
setModifiedControls({})
end, { story })
return e(View, {
tag = "size-full bg-surface-200",
}, {
Error = storyError ~= nil and e(StoryError, {
errorMessage = storyError,
}),
Story = story ~= nil and e(View, {
tag = "col size-full",
}, {
Info = e(View, {
LayoutOrder = 1,
tag = "auto-y col gap-small padding-large size-full-0",
}, {
Title = e(Text, {
LayoutOrder = 1,
Text = story.name,
tag = {
-- NOTE (Paul): Super nitpick-y, but keeping all this on
-- one line made for some really weird formatting that I
-- couldn't accept.
["auto-y content-emphasis size-full-0"] = true,
["text-align-x-left text-align-y-top text-heading-large text-wrap"] = true,
},
}),
Summary = story.summary ~= nil and e(Text, {
LayoutOrder = 2,
Text = story.summary,
sizeConstraint = { MaxSize = Vector2.new(600, math.huge) },
tag = "auto-y size-full-0 text-align-x-left text-align-y-top text-body-medium text-wrap",
}),
}),
Divider = e(Divider, {
LayoutOrder = 2,
}),
Preview = e(View, {
LayoutOrder = 3,
tag = "padding-large shrink size-full",
}, {
StoryPreview = React.createElement(StoryPreview, {
story = story,
controls = controls,
extraProps = extraProps,
}),
}),
Controls = next(controls) ~= nil and e(StoryControls, {
LayoutOrder = 4,
controls = controls,
modifiedControls = modifiedControls,
setControl = setControl,
}),
}),
})
end
return React.memo(StoryView)
| 974 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StoryViewNavbar.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Sift = require("@pkg/Sift")
local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local nextLayoutOrder = require("@root/Common/nextLayoutOrder")
local e = React.createElement
local noop = function() end
local useSignalState = ReactCharm.useSignalState
local useCallback = React.useCallback
type Props = {
layoutOrder: number?,
onPreviewInViewport: (() -> ())?,
onZoomIn: (() -> ())?,
onZoomOut: (() -> ())?,
onViewCode: (() -> ())?,
onExplorer: (() -> ())?,
}
local function StoryViewNavbar(props: Props)
local userSettingsStore = useSignalState(UserSettingsStore.get)
local userSettings = useSignalState(userSettingsStore.getStorage)
local onThemeChanged = useCallback(function(itemId: string | number)
userSettingsStore.setStorage(function(prev)
return Sift.Dictionary.join(prev, {
theme = itemId,
})
end)
end, { userSettingsStore.setStorage })
return e(Foundation.View, {
tag = "size-full-0 auto-y row gap-small align-y-center",
LayoutOrder = props.layoutOrder,
}, {
Zoom = e(Foundation.View, {
tag = "auto-xy row",
LayoutOrder = nextLayoutOrder(),
}, {
Magnify = e(Foundation.IconButton, {
icon = Foundation.Enums.IconName.MagnifyingGlassPlus,
onActivated = props.onZoomIn or noop,
LayoutOrder = nextLayoutOrder(),
}),
Minify = e(Foundation.IconButton, {
icon = Foundation.Enums.IconName.MagnifyingGlassMinus,
onActivated = props.onZoomOut or noop,
LayoutOrder = nextLayoutOrder(),
}),
}),
-- Need to wrap the divider to constrain its height. Without this
-- the divider will expand to the full height of the viewport
VerticalDivider = e(Foundation.View, {
tag = "size-0-800 auto-x",
LayoutOrder = nextLayoutOrder(),
}, {
Divider = e(Foundation.Divider, {
orientation = Foundation.Enums.DividerOrientation.Vertical,
}),
}),
Explorer = e(Foundation.Button, {
text = "Explorer",
size = Foundation.Enums.ButtonSize.Small,
onActivated = props.onExplorer or noop,
LayoutOrder = nextLayoutOrder(),
}),
ViewCode = e(Foundation.Button, {
text = "View Code",
size = Foundation.Enums.ButtonSize.Small,
onActivated = props.onViewCode or noop,
LayoutOrder = nextLayoutOrder(),
}),
PreviewInViewport = e(Foundation.Button, {
text = "Preview in Viewport",
size = Foundation.Enums.ButtonSize.Small,
onActivated = props.onPreviewInViewport or noop,
LayoutOrder = nextLayoutOrder(),
}),
ThemeSelection = e(Foundation.Dropdown.Root, {
size = Foundation.Enums.InputSize.Small,
label = "",
onItemChanged = onThemeChanged,
width = UDim.new(0, 150),
value = userSettings.theme,
items = {
{
id = "system",
text = "System",
},
{
id = "dark",
text = "Dark",
},
{
id = "light",
text = "Light",
},
},
LayoutOrder = nextLayoutOrder(),
}),
})
end
return StoryViewNavbar
| 793 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StorybookError.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local Storyteller = require("@pkg/Storyteller")
local CodeBlock = require("@root/Common/CodeBlock")
local nextLayoutOrder = require("@root/Common/nextLayoutOrder")
local useTokens = Foundation.Hooks.useTokens
type UnavailableStorybook = Storyteller.UnavailableStorybook
export type Props = {
unavailableStorybook: UnavailableStorybook,
layoutOrder: number?,
}
local function StorybookError(props: Props)
local tokens = useTokens()
local storybookSource = props.unavailableStorybook.storybook.source.Source
return React.createElement(Foundation.ScrollView, {
tag = "size-full padding-large gap-large",
scroll = {
ScrollingDirection = Enum.ScrollingDirection.XY,
AutomaticCanvasSize = Enum.AutomaticSize.XY,
CanvasSize = UDim2.fromScale(0, 0),
},
layout = {
FillDirection = Enum.FillDirection.Vertical,
},
LayoutOrder = props.layoutOrder,
}, {
MainText = React.createElement(Foundation.Text, {
tag = "auto-xy text-body-medium text-align-x-left",
Text = `Failed to load {props.unavailableStorybook.storybook.name}`,
LayoutOrder = nextLayoutOrder(),
}),
Problem = React.createElement(Foundation.View, {
tag = "auto-xy gap-medium col",
LayoutOrder = nextLayoutOrder(),
}, {
Title = React.createElement(Foundation.Text, {
tag = "auto-xy text-heading-medium",
Text = "Error",
LayoutOrder = nextLayoutOrder(),
}),
CodeBlock = React.createElement(CodeBlock, {
source = props.unavailableStorybook.problem,
sourceColor = tokens.Color.ActionAlert.Foreground.Color3,
layoutOrder = nextLayoutOrder(),
}),
}),
StorybookSource = React.createElement(Foundation.View, {
tag = "auto-xy gap-medium col",
LayoutOrder = nextLayoutOrder(),
}, {
Title = React.createElement(Foundation.Text, {
tag = "auto-xy text-heading-medium",
Text = "Storybook Source",
LayoutOrder = nextLayoutOrder(),
}),
CodeBlock = React.createElement(CodeBlock, {
source = storybookSource,
layoutOrder = nextLayoutOrder(),
}),
}),
})
end
return StorybookError
| 530 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StorybookError.story.luau | local React = require("@pkg/React")
local Storyteller = require("@pkg/Storyteller")
local StorybookError = require("@root/Storybook/StorybookError")
type UnavailableStorybook = Storyteller.UnavailableStorybook
return {
summary = "Component for displaying error messages to the user",
story = function()
local storybookModule = script.Parent.Parent["init.storybook"]
local unavailableStorybook: UnavailableStorybook = {
problem = "Something went wrong!",
storybook = {
name = storybookModule.Name,
source = storybookModule,
loader = {} :: any,
storyRoots = {},
},
}
return React.createElement(StorybookError, {
unavailableStorybook = unavailableStorybook,
})
end,
}
| 175 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StorybookTreeView.luau | local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Sift = require("@pkg/Sift")
local Storyteller = require("@pkg/Storyteller")
local TreeView = require("@root/TreeView")
local PinnedInstanceStore = require("@root/Storybook/PinnedInstanceStore")
local createTreeNodeForStoryModule = require("@root/Storybook/createTreeNodeForStoryModule")
local createTreeNodesForStorybook = require("@root/Storybook/createTreeNodesForStorybook")
local useLastOpenedStory = require("@root/Storybook/useLastOpenedStory")
local usePrevious = require("@root/Common/usePrevious")
type TreeNodeStore = TreeView.TreeNodeStore
type LoadedStorybook = Storyteller.LoadedStorybook
type UnavailableStorybook = Storyteller.UnavailableStorybook
type LoadedStory<T> = Storyteller.LoadedStory<T>
local useCallback = React.useCallback
local useEffect = React.useEffect
local useMemo = React.useMemo
local useRef = React.useRef
local useSignalState = ReactCharm.useSignalState
local useStorybooks = Storyteller.useStorybooks
local useOrphanedStoryModules = Storyteller.useOrphanedStoryModules
export type Props = {
searchTerm: string?,
onStoryChanged: ((storyModule: ModuleScript?, storybook: LoadedStorybook?) -> ())?,
onShowErrorPage: ((unavailableStorybook: UnavailableStorybook) -> ())?,
layoutOrder: number?,
}
local function StorybookTreeView(props: Props)
local storybookByNodeId = useRef({} :: { [string]: LoadedStorybook })
local unavailableStorybookByNodeId = useRef({} :: { [string]: UnavailableStorybook })
local lastOpenedStory, setLastOpenedStory = useLastOpenedStory()
local storybooks = useStorybooks()
local orphanedStoryModules = useOrphanedStoryModules()
local nodesByInstance = useRef({} :: { [Instance]: TreeNodeStore })
local pinnedInstanceStore = useSignalState(PinnedInstanceStore.get)
local rootNode = useMemo(function()
local node = TreeView.createTreeNodeStore()
node.setName("<root>")
return node
end, {})
local pinned = useMemo(function()
local node = TreeView.createTreeNodeStore()
node.setName("Pinned")
node.setIcon(TreeView.TreeNodeIcon.Pin)
node.setIsExpanded(true)
node.setIsVisible(false)
node.parentTo(rootNode)
return node
end, { rootNode })
local unavailableStorybooks = useMemo(function()
local node = TreeView.createTreeNodeStore()
node.setName("Unavailable Storybooks")
node.setIcon(TreeView.TreeNodeIcon.Folder)
node.setIsVisible(false)
node.parentTo(rootNode)
return node
end, { rootNode })
local unknownStories = useMemo(function()
local node = TreeView.createTreeNodeStore()
node.setName("Unknown Stories")
node.setIcon(TreeView.TreeNodeIcon.Folder)
node.setIsVisible(false)
node.parentTo(rootNode)
return node
end, { rootNode })
local pinnedChildren = useSignalState(pinned.getChildren)
local pinnedNodes = useSignalState(rootNode.getPinnedDescendants)
local prevPinnedNodes = usePrevious(pinnedNodes)
local selectedNode = useSignalState(rootNode.getSelectedDescendants)[1]
local prevSelectedNode: TreeNodeStore? = usePrevious(selectedNode)
local filter = useCallback(function(node: TreeNodeStore)
if not props.searchTerm or props.searchTerm == "" then
return false
end
return node.getName():lower():match(props.searchTerm:lower()) == nil
end, { props.searchTerm })
-- There can be pinned paths that were never apart of the current DataModel,
-- so only add the "Pinned" root if there are children to show
useEffect(function()
pinned.setIsVisible(#pinnedChildren > 0)
end, { pinnedChildren } :: { unknown })
-- This handles automatically moving a node under the Pinned node once the
-- node's instance becomes pinned
useEffect(function()
if pinnedNodes ~= prevPinnedNodes then
-- Put any previously pinned nodes back to the root
if prevPinnedNodes then
for _, node in prevPinnedNodes do
if not node.getIsPinned() then
node.parentTo(rootNode)
end
end
end
for _, node in pinnedNodes do
node.parentTo(pinned)
end
end
end, { pinnedNodes, prevPinnedNodes, pinned, rootNode } :: { unknown })
-- Convert available storybooks into nodes
useEffect(function()
for _, storybook in storybooks.available do
if nodesByInstance.current[storybook.source] then
continue
end
local node = createTreeNodesForStorybook(storybook :: any)
nodesByInstance.current[storybook.source] = node
storybookByNodeId.current[node.id] = storybook :: any
if pinnedInstanceStore.isPinned(storybook.source) then
node.setIsPinned(true)
node.parentTo(pinned)
else
node.parentTo(rootNode)
end
end
end, { storybooks.available, pinnedInstanceStore.isPinned, pinned, rootNode } :: { unknown })
-- Convert unavailable storybooks into nodes
useEffect(function()
unavailableStorybooks.setIsVisible(#storybooks.unavailable > 0)
for _, unavailableStorybook in storybooks.unavailable do
local source = unavailableStorybook.storybook.source
if nodesByInstance.current[source] then
continue
end
local node = TreeView.createTreeNodeStore()
node.setName(unavailableStorybook.storybook.name)
node.setIcon(TreeView.TreeNodeIcon.Alert)
node.parentTo(unavailableStorybooks)
nodesByInstance.current[source] = node
unavailableStorybookByNodeId.current[node.id] = unavailableStorybook
end
end, { storybooks.unavailable, unavailableStorybooks })
-- Convert orphaned stories into nodes
useEffect(function()
unknownStories.setIsVisible(#orphanedStoryModules > 0)
for _, orphan in orphanedStoryModules do
if nodesByInstance.current[orphan] then
continue
end
local node = createTreeNodeForStoryModule(orphan)
node.parentTo(unknownStories)
nodesByInstance.current[orphan] = node
end
end, { orphanedStoryModules, unknownStories } :: { unknown })
-- Handle the removal of any nodes when instances get removed
useEffect(function()
local instances: { Instance } = Sift.List.join(
Sift.List.map(storybooks.available, function(storybook)
return storybook.source
end),
Sift.List.map(storybooks.unavailable, function(unavailableStorybook)
return unavailableStorybook.storybook.source
end),
orphanedStoryModules
)
for instance, node in nodesByInstance.current do
if not table.find(instances, instance) then
node.parentTo(nil)
nodesByInstance.current[instance] = nil
end
end
end, { storybooks.available, storybooks.unavailable, orphanedStoryModules } :: { unknown })
-- Reopening the story from the previous session
local wasLastStoryOpened = useRef(false)
local descendants = useSignalState(rootNode.getDescendants)
useEffect(
function()
if wasLastStoryOpened.current then
return
end
if lastOpenedStory then
local node = rootNode.findFirstDescendant(function(descendant)
return descendant.getInstance() == lastOpenedStory
end)
if node then
wasLastStoryOpened.current = true
node.activate()
node.expandUp()
end
end
end,
{
lastOpenedStory,
rootNode,
-- This value isn't used in the effect body but is necessary so that
-- the effect will run again if the last opened story has not but
-- found yet
descendants,
} :: { unknown }
)
useEffect(
function()
if selectedNode ~= prevSelectedNode then
if props.onStoryChanged then
if selectedNode then
local icon = selectedNode.getIcon()
local instance = selectedNode.getInstance()
if icon == TreeView.TreeNodeIcon.Story and instance and instance:IsA("ModuleScript") then
local storybookNode = selectedNode.findFirstAncestor(function(ancestor)
return ancestor.getIcon() == TreeView.TreeNodeIcon.Storybook
end)
local storybook = if storybookNode then storybookByNodeId.current[storybookNode.id] else nil
props.onStoryChanged(instance, storybook)
setLastOpenedStory(instance)
end
else
props.onStoryChanged(nil, nil)
end
end
if props.onShowErrorPage then
if selectedNode and selectedNode.getIcon() == TreeView.TreeNodeIcon.Alert then
local unavailableStorybook = unavailableStorybookByNodeId.current[selectedNode.id]
if unavailableStorybook then
props.onShowErrorPage(unavailableStorybook)
end
end
end
end
end,
{
props.onShowErrorPage,
props.onStoryChanged,
selectedNode,
prevSelectedNode,
setLastOpenedStory,
} :: { unknown }
)
return React.createElement(TreeView.TreeView, {
root = rootNode,
filter = filter,
layoutOrder = props.layoutOrder,
})
end
return StorybookTreeView
| 2,043 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/StorybookTreeView.story.luau | local React = require("@pkg/React")
local Storyteller = require("@pkg/Storyteller")
local StorybookTreeView = require("./StorybookTreeView")
return {
story = function()
local storybooks = Storyteller.useStorybooks(game)
return React.createElement("Frame", {
Size = UDim2.fromOffset(300, 0),
AutomaticSize = Enum.AutomaticSize.Y,
BackgroundTransparency = 1,
}, {
StorybookTreeView = React.createElement(StorybookTreeView, {
storybooks = storybooks,
onStoryChanged = function(storyModule)
if storyModule then
print("selected", storyModule:GetFullName())
end
end,
}),
})
end,
}
| 163 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/createLoadedStorybook.luau | local ModuleLoader = require("@pkg/ModuleLoader")
local Storyteller = require("@pkg/Storyteller")
type LoadedStorybook = Storyteller.LoadedStorybook
local function createLoadedStorybook(): LoadedStorybook
return {
name = "Storybook",
loader = ModuleLoader.new(),
source = Instance.new("ModuleScript"),
storyRoots = {},
}
end
return createLoadedStorybook
| 91 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/createTreeNodeForStoryModule.luau | local TreeView = require("@root/TreeView")
type TreeNodeStore = TreeView.TreeNodeStore
local function createTreeNodeForStoryModule(storyModule: ModuleScript): TreeNodeStore
local name = storyModule.Name:gsub("%.story", "")
local node = TreeView.createTreeNodeStore()
node.setName(name)
node.setIcon(TreeView.TreeNodeIcon.Story)
node.setInstance(storyModule)
return node
end
return createTreeNodeForStoryModule
| 91 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/createTreeNodesForStorybook.luau | local Storyteller = require("@pkg/Storyteller")
local TreeView = require("@root/TreeView")
local createTreeNodeForStoryModule = require("@root/Storybook/createTreeNodeForStoryModule")
local getAncestors = require("@root/Common/getAncestors")
type TreeNodeStore = TreeView.TreeNodeStore
type LoadedStorybook = Storyteller.LoadedStorybook
type LoadedStory<any> = Storyteller.LoadedStory<any>
local function createTreeNodesForStorybook(storybook: LoadedStorybook): TreeNodeStore
local root = TreeView.createTreeNodeStore()
root.setName(if storybook.name then storybook.name else "Unnamed Storybook")
root.setIcon(TreeView.TreeNodeIcon.Storybook)
root.setInstance(storybook.source)
for _, storyModule in Storyteller.findStoryModulesForStorybook(storybook) do
local currentNode = createTreeNodeForStoryModule(storyModule)
for _, ancestor in getAncestors(storyModule) do
-- This is probably expensive to be doing so frequently but it seems
-- to be fine for now. May hit a point where this bit in particular
-- becomes a bottleneck though
local existingNode = root.findFirstDescendant(function(descendant)
return descendant.getInstance() == ancestor
end)
if existingNode then
currentNode.parentTo(existingNode)
break
end
if table.find(storybook.storyRoots, ancestor) then
currentNode.parentTo(root)
break
end
local node = TreeView.createTreeNodeStore()
node.setName(ancestor.Name)
node.setIcon(TreeView.TreeNodeIcon.Folder)
node.setInstance(ancestor)
currentNode.parentTo(node)
currentNode = node
end
end
return root
end
return createTreeNodesForStorybook
| 387 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/useLastOpenedStory.luau | local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Sift = require("@pkg/Sift")
local LocalStorageStore = require("@root/Plugin/LocalStorageStore")
local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local getInstanceFromPath = require("@root/Common/getInstanceFromPath")
local getInstancePath = require("@root/Common/getInstancePath")
local useCallback = React.useCallback
local useMemo = React.useMemo
local useSignalState = ReactCharm.useSignalState
local function useLastOpenedStory(): (ModuleScript?, (storyModule: ModuleScript?) -> ())
local localStorageStore = useSignalState(LocalStorageStore.get)
local localStorage = useSignalState(localStorageStore.getStorage)
local userSettingsStore = useSignalState(UserSettingsStore.get)
local userSettings = useSignalState(userSettingsStore.getStorage)
local setLastOpenedStory = useCallback(function(storyModule: ModuleScript?)
localStorageStore.setStorage(function(prev)
return Sift.Dictionary.join(prev, {
lastOpenedStoryPath = if storyModule then getInstancePath(storyModule) else nil,
})
end)
end, { localStorageStore })
local lastOpenedStory = useMemo(function(): ModuleScript?
local rememberLastOpenedStory = userSettings.rememberLastOpenedStory
if not rememberLastOpenedStory then
return nil
end
local lastOpenedStoryPath = localStorage.lastOpenedStoryPath
if lastOpenedStoryPath then
local instance = getInstanceFromPath(lastOpenedStoryPath)
if instance and instance:IsA("ModuleScript") then
return instance
end
end
return nil
end, { userSettings, localStorage } :: { unknown })
return lastOpenedStory, setLastOpenedStory
end
return useLastOpenedStory
| 377 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Storybook/useSortedControls.luau | local React = require("@pkg/React")
local Sift = require("@pkg/Sift")
local Array = Sift.Array
local Dictionary = Sift.Dictionary
local useMemo = React.useMemo
export type Control = {
key: string,
value: any,
}
local function filterControls(controlA: Control, controlB: Control)
return controlA.key < controlB.key
end
local function useSortedControls(controls: { [string]: any }): { Control }
return useMemo(function()
return Array.sort(
Array.map(Dictionary.entries(controls), function(entry)
return { key = entry[1], value = entry[2] }
end),
filterControls
)
end, { controls })
end
return useSortedControls
| 154 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Telemetry/TelemetryOptOutDialog.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Sift = require("@pkg/Sift")
local LocalStorageStore = require("@root/Plugin/LocalStorageStore")
local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local fireEventAsync = require("@root/Telemetry/fireEventAsync")
local nextLayoutOrder = require("@root/Common/nextLayoutOrder")
local useSignalState = ReactCharm.useSignalState
local useCallback = React.useCallback
local useState = React.useState
local function TelemetryOptOutDialog(): React.Node?
local userSettingsStore = useSignalState(UserSettingsStore.get)
local localStorageStore = useSignalState(LocalStorageStore.get)
local storage = useSignalState(localStorageStore.getStorage)
local isStorageLoading = useSignalState(localStorageStore.getIsLoading)
local isOptedIn, setIsOptedIn = useState(true)
local onClose = useCallback(function()
localStorageStore.setStorage(function(prev)
return Sift.Dictionary.join(prev, {
wasUserPromptedForTelemetry = true,
})
end)
userSettingsStore.setStorage(function(prev)
return Sift.Dictionary.join(prev, {
collectAnonymousUsageData = isOptedIn,
})
end)
task.spawn(function()
if isOptedIn then
fireEventAsync({
eventName = "TelemetryOptedIn",
})
else
fireEventAsync({
eventName = "TelemetryOptedOut",
})
end
end)
end, { localStorageStore.setStorage, userSettingsStore.setStorage, isOptedIn } :: { unknown })
-- We check `isStorageLoading` to prevent the dialog from briefly flashing
-- on screen
if isStorageLoading or storage.wasUserPromptedForTelemetry then
return nil
end
return React.createElement(Foundation.Dialog.Root, {
disablePortal = false,
hasBackdrop = true,
onClose = onClose,
onPressedOutside = onClose,
}, {
Title = React.createElement(Foundation.Dialog.Title, {
text = "Help us improve Flipbook",
}),
Content = React.createElement(Foundation.Dialog.Content, {
LayoutOrder = nextLayoutOrder(),
}, {
Wrapper = React.createElement(Foundation.View, {
tag = "auto-xy col gap-large",
}, {
MainParagraph = React.createElement(Foundation.Dialog.Text, {
tag = "auto-xy text-wrap text-body-medium",
Text = "Flipbook would like to send anonymized usage data to help us improve the quality of the plugin.",
LayoutOrder = nextLayoutOrder(),
}),
WhereToOptOut = React.createElement(Foundation.Dialog.Text, {
tag = "auto-xy text-wrap text-body-medium",
Text = "You can opt out at any time in the settings.",
LayoutOrder = nextLayoutOrder(),
}),
Checkbox = React.createElement(Foundation.Checkbox, {
label = "Help improve Flipbook by sending anonymous usage data",
isChecked = isOptedIn,
onActivated = setIsOptedIn,
LayoutOrder = nextLayoutOrder(),
}),
}),
}),
Actions = React.createElement(Foundation.Dialog.Actions, {
actions = {
{
text = "Done",
variant = Foundation.Enums.ButtonVariant.Emphasis,
onActivated = onClose,
},
},
LayoutOrder = nextLayoutOrder(),
}),
})
end
return TelemetryOptOutDialog
| 771 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Telemetry/TelemetryOptOutDialog.story.luau | local React = require("@pkg/React")
local TelemetryOptOutDialog = require("./TelemetryOptOutDialog")
return {
story = function(props)
return React.createElement(TelemetryOptOutDialog)
end,
}
| 46 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Telemetry/fireEventAsync.luau | local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local getAnonymizedUserId = require("@root/Telemetry/getAnonymizedUserId")
local logger = require("@root/logger")
local requestAsync = require("@root/Http/requestAsync")
local types = require("@root/Telemetry/types")
type TelemetryEvent = types.TelemetryEvent
local function fireEventAsync(event: TelemetryEvent)
local userSettingsStore = UserSettingsStore.get()
local userSettings = userSettingsStore.getStorage()
if not userSettings.collectAnonymousUsageData then
return
end
local body = {
eventName = event.eventName,
properties = (event :: any).properties,
anonymizedUserId = getAnonymizedUserId(),
buildVersion = _G.BUILD_VERSION,
buildChannel = _G.BUILD_CHANNEL,
buildHash = _G.BUILD_HASH,
}
logger:Info(`firing event {event.eventName}`)
return requestAsync(`{_G.BASE_URL}/telemetry`, {
method = "POST",
body = body,
})
end
return fireEventAsync
| 231 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Telemetry/getAnonymizedUserId.luau | local sha256 = require("@pkg/sha256")
local getLocalUserId = require("@root/Telemetry/getLocalUserId")
--[[
The events we send to the backend need some persistent identifier so we can
group them by the user they come from. However, we do not collect PII so we
first need to anonymize the UserId before sending it off. That's what this
function is for.
]]
local function getAnonymizedUserId(): string
local plainUserId = getLocalUserId()
local hash = sha256(tostring(plainUserId))
return hash
end
return getAnonymizedUserId
| 126 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Telemetry/getLocalUserId.luau | local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local StudioService = if RunService:IsStudio() then game:GetService("StudioService") else nil
local function getLocalUserId(): number
if StudioService then
return StudioService:GetUserId()
end
if Players.LocalPlayer then
return Players.LocalPlayer.UserId
end
return -1
end
return getLocalUserId
| 89 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/Telemetry/types.luau | -- The events in this file mirror the TelementryEventName enum in the backend.
-- The backend must be updated first before adding new events.
export type AppOpened = {
eventName: "AppOpened",
}
export type AppClosed = {
eventName: "AppClosed",
}
export type NodePinned = {
eventName: "NodePinned",
}
export type NodeUnpinned = {
eventName: "NodeUnpinned",
}
export type PageChanged = {
eventName: "PageChanged",
properties: {
page: string,
},
}
export type StoryOpened = {
eventName: "StoryOpened",
}
export type StoryClosed = {
eventName: "StoryClosed",
}
export type TelemetryOptedIn = {
eventName: "TelemetryOptedIn",
}
export type TelemetryOptedOut = {
eventName: "TelemetryOptedOut",
}
export type FeedbackDialogOpened = {
eventName: "FeedbackDialogOpened",
}
export type FeedbackSubmitted = {
eventName: "FeedbackSubmitted",
}
export type FeedbackDiscarded = {
eventName: "FeedbackDiscarded",
}
export type TelemetryEvent =
AppOpened
| AppClosed
| NodePinned
| NodeUnpinned
| PageChanged
| StoryClosed
| StoryOpened
| TelemetryOptedIn
| TelemetryOptedOut
| FeedbackDialogOpened
| FeedbackSubmitted
| FeedbackDiscarded
return nil
| 308 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/TreeNode.luau | local Selection = game:GetService("Selection")
local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local PinnedInstanceStore = require("@root/Storybook/PinnedInstanceStore")
local Types = require("@root/TreeView/types")
local useTreeNodeIcon = require("@root/TreeView/useTreeNodeIcon")
local Icon = Foundation.Icon
local IconName = Foundation.Enums.IconName
local IconSize = Foundation.Enums.IconSize
local IconVariant = Foundation.Enums.IconVariant
local Text = Foundation.Text
local View = Foundation.View
local useTokens = Foundation.Hooks.useTokens
local withCommonProps = Foundation.Utility.withCommonProps
local e = React.createElement
local useCallback = React.useCallback
local useMemo = React.useMemo
local useState = React.useState
local useRef = React.useRef
local useSignalState = ReactCharm.useSignalState
type TreeNodeStore = Types.TreeNodeStore
type TreeNodeProps = {
node: TreeNodeStore,
onActivated: (node: TreeNodeStore) -> ()?,
} & Foundation.CommonProps
local function TreeNode(props: TreeNodeProps)
local ancestors = useSignalState(props.node.getAncestors)
local icon = useSignalState(props.node.getIcon)
local instance = useSignalState(props.node.getInstance)
local isExpanded = useSignalState(props.node.getIsExpanded)
local isSelected = useSignalState(props.node.getIsSelected)
local isVisible = useSignalState(props.node.getIsVisible)
local isFiltered = useSignalState(props.node.getIsFiltered)
local name = useSignalState(props.node.getName)
local nodeChildren = useSignalState(props.node.getChildren)
local iconName, iconStyle = useTreeNodeIcon(icon :: Types.TreeNodeIcon)
local isContextMenuOpen, setIsContextMenuOpen = useState(false)
local ref = useRef(nil :: GuiObject?)
local tokens = useTokens()
local pinnedInstanceStore = useSignalState(PinnedInstanceStore.get)
local isPinned = if instance then pinnedInstanceStore.isPinned(instance) else false
local children = useMemo(function()
local elements: { [string]: React.ReactNode } = {}
for index, childNode in nodeChildren do
elements[childNode.getName()] = e(TreeNode, {
LayoutOrder = index,
node = childNode,
onActivated = props.onActivated,
})
end
return elements
end, { nodeChildren })
local onActivated = useCallback(function()
props.node.activate()
if props.onActivated ~= nil then
props.onActivated(props.node)
end
end, { props.onActivated, props.node } :: { unknown })
local onSecondaryActivated = useCallback(function()
setIsContextMenuOpen(true)
end, {})
local onTogglePin = useCallback(
function()
if instance then
if isPinned then
pinnedInstanceStore.unpin(instance)
props.node.setIsPinned(false)
else
pinnedInstanceStore.pin(instance)
props.node.setIsPinned(true)
end
end
end,
{
instance,
isPinned,
pinnedInstanceStore.pin,
pinnedInstanceStore.unpin,
props.node.setIsPinned,
} :: { unknown }
)
local contextMenuItems = useMemo(function()
local items: { Foundation.MenuItem } = {}
if icon == Types.TreeNodeIcon.Storybook then
table.insert(items, {
id = "pin",
text = if isPinned then "Unpin" else "Pin",
onActivated = function()
onTogglePin()
setIsContextMenuOpen(false)
end,
})
end
if instance then
table.insert(items, {
id = "select-in-explorer",
text = "Select in Explorer",
onActivated = function()
Selection:Set({ instance })
setIsContextMenuOpen(false)
end,
})
end
if #nodeChildren > 0 then
table.insert(items, {
id = "expand-all",
text = "Expand all",
onActivated = function()
props.node.expandDown()
setIsContextMenuOpen(false)
end,
})
table.insert(items, {
id = "collapse-all",
text = "Collapse all",
onActivated = function()
props.node.collapseDown()
setIsContextMenuOpen(false)
end,
})
end
return items
end, { isPinned, icon, instance, nodeChildren, props.node } :: { unknown })
if isVisible == false or isFiltered == true then
return nil
end
return e(
View,
withCommonProps(props, {
tag = "auto-y col size-full-0",
}),
{
Node = e(View, {
LayoutOrder = 1,
backgroundStyle = if isSelected then tokens.Color.ActionEmphasis.Background else nil,
onActivated = onActivated,
onSecondaryActivated = onSecondaryActivated,
padding = {
left = UDim.new(0, tokens.Padding.Medium * #ancestors),
},
tag = "align-y-center auto-y gap-medium padding-right-medium padding-y-medium row size-full-0",
ref = ref,
}, {
Icon = e(Icon, {
LayoutOrder = 1,
name = iconName,
size = IconSize.Small,
style = iconStyle,
variant = if isSelected then IconVariant.Filled else nil,
}),
Title = e(Text, {
LayoutOrder = 2,
Text = name,
tag = {
["auto-y shrink size-full-0 text-align-x-left text-label-medium text-truncate-end"] = true,
["content-emphasis"] = isSelected,
},
}),
Arrow = #nodeChildren > 0 and e(Icon, {
LayoutOrder = 3,
name = if isExpanded then IconName.ChevronSmallUp else IconName.ChevronSmallDown,
size = IconSize.XSmall,
}),
}),
ContextMenu = if isContextMenuOpen and #contextMenuItems > 0
then React.createElement(Foundation.Menu, {
isOpen = true,
size = Foundation.Enums.InputSize.Medium,
items = contextMenuItems,
onPressedOutside = function()
setIsContextMenuOpen(false)
end,
anchorRef = ref,
})
else nil,
Children = isExpanded and e(View, {
LayoutOrder = 2,
tag = "auto-xy col",
}, children),
}
)
end
return React.memo(TreeNode)
| 1,405 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/TreeView.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local TreeNode = require("@root/TreeView/TreeNode")
local types = require("@root/TreeView/types")
local useTreeNodeFilter = require("@root/TreeView/useTreeNodeFilter")
local useSignalState = ReactCharm.useSignalState
local useEffect = React.useEffect
type TreeNodeStore = types.TreeNodeStore
type TreeNodeFilter = types.TreeNodeFilter
export type Props = {
root: TreeNodeStore,
filter: TreeNodeFilter?,
layoutOrder: number?,
}
local function TreeView(props: Props)
local rootNodeChildren = useSignalState(props.root.getChildren)
useTreeNodeFilter(props.root, props.filter)
useEffect(function()
props.root.setSortOrder(function(a: TreeNodeStore, b: TreeNodeStore)
if a.getIcon() ~= b.getIcon() then
-- Sort by type
return a.getIcon() < b.getIcon()
else
-- Sort alphabetically
return a.getName():lower() < b.getName():lower()
end
end)
end, { props.root })
local children: { [string]: React.Node } = {}
for index, node in rootNodeChildren do
children[node.id] = React.createElement(TreeNode, {
node = node,
LayoutOrder = index,
})
end
return React.createElement(Foundation.View, {
tag = "auto-xy col",
LayoutOrder = props.layoutOrder,
}, children)
end
return TreeView
| 325 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/TreeView.story.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local TreeView = require("@root/TreeView/TreeView")
local createTreeNodeStore = require("@root/TreeView/createTreeNodeStore")
local types = require("@root/TreeView/types")
local useTreeNodeFilter = require("@root/TreeView/useTreeNodeFilter")
local useCallback = React.useCallback
local useState = React.useState
type TreeNodeStore = types.TreeNodeStore
local root = createTreeNodeStore()
root.setName("<root>")
local deepStory
do
local pins = createTreeNodeStore()
pins.setName("Pinned Storybooks")
pins.setIcon(types.TreeNodeIcon.Pin)
pins.parentTo(root)
local storybook = createTreeNodeStore()
storybook.setName("Storybook 1")
storybook.setIcon(types.TreeNodeIcon.Storybook)
storybook.parentTo(root)
local folder1 = createTreeNodeStore()
folder1.setName("Folder 1")
folder1.setIcon(types.TreeNodeIcon.Folder)
folder1.parentTo(storybook)
local folder2 = createTreeNodeStore()
folder2.setName("Folder 2")
folder2.setIcon(types.TreeNodeIcon.Folder)
folder2.parentTo(folder1)
local folder3 = createTreeNodeStore()
folder3.setName("Folder 3")
folder3.setIcon(types.TreeNodeIcon.Folder)
folder3.parentTo(folder2)
end
do
local storybook = createTreeNodeStore()
storybook.setName("Storybook 2")
storybook.setIcon(types.TreeNodeIcon.Storybook)
storybook.parentTo(root)
local folder1 = createTreeNodeStore()
folder1.setName("Folder 1")
folder1.setIcon(types.TreeNodeIcon.Folder)
folder1.parentTo(storybook)
local folder2 = createTreeNodeStore()
folder2.setName("Folder 2")
folder2.setIcon(types.TreeNodeIcon.Folder)
folder2.parentTo(folder1)
local folder3 = createTreeNodeStore()
folder3.setName("Folder 3")
folder3.setIcon(types.TreeNodeIcon.Folder)
folder3.parentTo(folder2)
deepStory = createTreeNodeStore()
deepStory.setName("Deeply Nested Story")
deepStory.setIcon(types.TreeNodeIcon.Story)
deepStory.parentTo(folder3)
end
do
local storybook = createTreeNodeStore()
storybook.setName("Storybook 3")
storybook.setIcon(types.TreeNodeIcon.Storybook)
storybook.parentTo(root)
local folder = createTreeNodeStore()
folder.setName("Folder")
folder.setIcon(types.TreeNodeIcon.Folder)
folder.parentTo(storybook)
local siblingStory1 = createTreeNodeStore()
siblingStory1.setName("Story 1")
siblingStory1.setIcon(types.TreeNodeIcon.Story)
siblingStory1.parentTo(folder)
local siblingStory2 = createTreeNodeStore()
siblingStory2.setName("Story 2")
siblingStory2.setIcon(types.TreeNodeIcon.Story)
siblingStory2.parentTo(folder)
local story1 = createTreeNodeStore()
story1.setName("Story 1")
story1.setIcon(types.TreeNodeIcon.Story)
story1.parentTo(storybook)
local story2 = createTreeNodeStore()
story2.setName("Story 2")
story2.setIcon(types.TreeNodeIcon.Story)
story2.parentTo(storybook)
local story3 = createTreeNodeStore()
story3.setName("Story 3")
story3.setIcon(types.TreeNodeIcon.Story)
story3.parentTo(storybook)
end
do
local storybook = createTreeNodeStore()
storybook.setName("Storybook 4")
storybook.setIcon(types.TreeNodeIcon.Storybook)
storybook.parentTo(root)
end
return {
story = function()
local searchTerm: string?, setSearchTerm = useState(nil :: string?)
local onExpand = useCallback(function()
local node = root.findFirstDescendant(function(descendant)
return descendant.id == deepStory.id
end)
if node then
node.activate()
node.expandUp()
end
end, {})
useTreeNodeFilter(
root,
useCallback(function(node: TreeNodeStore)
if not searchTerm or searchTerm == "" then
return false
end
return node.getName():lower():match(searchTerm:lower()) == nil
end, { searchTerm })
)
return React.createElement(Foundation.View, {
tag = "auto-y col gap-large",
Size = UDim2.fromOffset(300, 0),
}, {
Topbar = React.createElement(Foundation.View, {
tag = "size-full-0 auto-y row gap-large",
LayoutOrder = 1,
}, {
Search = React.createElement(Foundation.TextInput, {
text = "",
label = "",
placeholder = "Search...",
size = Foundation.Enums.InputSize.Medium,
width = UDim.new(1, 0),
iconLeading = Foundation.Enums.IconName.MagnifyingGlass,
onChanged = setSearchTerm,
LayoutOrder = 1,
}),
ExpandToNode = React.createElement(Foundation.Button, {
text = "Expand",
size = Foundation.Enums.ButtonSize.Small,
onActivated = onExpand,
LayoutOrder = 2,
}),
}),
TreeView = React.createElement(TreeView, {
root = root,
layoutOrder = 2,
}),
})
end,
}
| 1,148 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/createTreeNodeStore.luau | local HttpService = game:GetService("HttpService")
local Charm = require("@pkg/Charm")
local Sift = require("@pkg/Sift")
local CharmTypes = require("@root/Common/CharmTypes")
local types = require("@root/TreeView/types")
type TreeNodeStore = types.TreeNodeStore
type TreeNodeSnapshot = types.TreeNodeSnapshot
type TreeNodeIcon = types.TreeNodeIcon
type TreeNodeSort = types.TreeNodeSort
local function createTreeNodeStore(): TreeNodeStore
local id = HttpService:GenerateGUID()
local getName, setName = Charm.signal("Node")
local getIcon, setIcon = Charm.signal(nil :: TreeNodeIcon?)
local getIsSelected, setIsSelected = Charm.signal(false)
local getIsExpanded, setIsExpanded = Charm.signal(false)
local getIsVisible, setIsVisible = Charm.signal(true)
local getIsFiltered, setIsFiltered = Charm.signal(false)
local getIsPinned, setIsPinned = Charm.signal(false)
local getInstance, setInstance = Charm.signal(nil :: Instance?)
local getParent, setParent = Charm.signal(nil :: TreeNodeStore?)
local getUnsortedChildren, setUnsortedChildren = Charm.signal({} :: { TreeNodeStore })
local getSortOrder, setSortOrderSignal = Charm.signal(nil :: TreeNodeSort?)
local self: TreeNodeStore
local getChildren = Charm.computed(function()
local children = table.clone(getUnsortedChildren())
local sort = getSortOrder()
if sort then
table.sort(children, function(a, b)
return sort(a, b)
end)
end
return children
end)
local getAncestors = Charm.computed(function()
local ancestors: { TreeNodeStore } = {}
local candidate: TreeNodeStore? = getParent()
while candidate do
table.insert(ancestors, candidate)
candidate = candidate.getParent()
end
return ancestors
end)
local getDescendants = Charm.computed(function()
local descendants: { TreeNodeStore } = {}
local stack = table.clone(getUnsortedChildren())
while #stack > 0 do
local candidate = table.remove(stack)
if candidate then
table.insert(descendants, candidate)
stack = Sift.List.join(stack, candidate.getChildren())
end
end
return descendants
end)
local function setSortOrder(sort: TreeNodeSort?)
setSortOrderSignal(function()
-- FIXME: Need to cast to `any` here. It's suspected this is related
-- to how Signals types its setter functions, where it can take
-- either a value or an update function. Since we _want_ to store a
-- function, that might be what's tripping it up
return sort :: any
end)
-- Because this isn't scoped newly added descendants won't have the same
-- sorting function. This is aleviated by parentTo assigning the new
-- parent's sorting function to the node being moved
for _, descendant in Charm.untracked(getDescendants) do
descendant.setSortOrder(sort)
end
end
local function createDescendantMatcher(predicate: (descendant: TreeNodeStore) -> boolean?): () -> { TreeNodeStore }
return Charm.computed(function()
local matches = {}
for _, descendant in getDescendants() do
local result = predicate(descendant)
if result == true then
table.insert(matches, descendant)
elseif result == false then
continue
elseif result == nil then
break
end
end
return matches
end)
end
local getRoot = Charm.computed(function()
local ancestors = getAncestors()
return ancestors[#ancestors]
end)
local getPath = Charm.computed(function()
local path = getName()
for _, ancestor in getAncestors() do
path = `{ancestor.getName()}/{path}`
end
return path
end)
local getLeafNodes = createDescendantMatcher(function(descendant)
return #descendant.getChildren() == 0
end)
local getSelectedDescendants = createDescendantMatcher(function(descendant)
return descendant.getIsSelected()
end)
local getPinnedDescendants = createDescendantMatcher(function(descendant)
return descendant.getIsPinned()
end)
local function findFirstDescendant(predicate: (node: TreeNodeStore) -> boolean): TreeNodeStore?
for _, descendant in Charm.untracked(getDescendants) do
if predicate(descendant) then
return descendant
end
end
return nil
end
local function findFirstAncestor(predicate: (node: TreeNodeStore) -> boolean): TreeNodeStore?
for _, ancestor in Charm.untracked(getAncestors) do
if predicate(ancestor) then
return ancestor
end
end
return nil
end
local function parentTo(newParent: TreeNodeStore?)
local parent = Charm.untracked(getParent)
if parent ~= nil then
if newParent == parent then
return
end
parent.setChildren(function(prev)
return Sift.List.filter(prev, function(otherNode)
return otherNode.id ~= id
end)
end)
end
setParent(newParent)
if newParent ~= nil then
newParent.setChildren(function(prev)
return Sift.List.join(prev, { self })
end)
-- Inherit the sorting function from the new parent
setSortOrder(Charm.untracked(newParent.getSortOrder))
end
end
local function clearChildren()
for _, child in Charm.untracked(getChildren) do
child.parentTo(nil)
end
end
local function expandDown()
setIsExpanded(true)
for _, descendant in Charm.untracked(getDescendants) do
descendant.setIsExpanded(true)
end
end
local function expandUp()
setIsExpanded(true)
for _, ancestor in Charm.untracked(getAncestors) do
ancestor.setIsExpanded(true)
end
end
local function collapseDown()
setIsExpanded(false)
for _, descendant in Charm.untracked(getDescendants) do
descendant.setIsExpanded(false)
end
end
local function activate()
if #Charm.untracked(getUnsortedChildren) > 0 then
setIsExpanded(function(prev)
return not prev
end)
else
local root = Charm.untracked(getRoot)
if root then
for _, selection in Charm.untracked(root.getSelectedDescendants) do
if selection ~= self then
selection.setIsSelected(false)
end
end
end
setIsSelected(function(prev)
return not prev
end)
end
end
local function snapshot(): TreeNodeSnapshot
local root = {
id = id,
name = Charm.untracked(getName),
icon = Charm.untracked(getIcon),
isVisible = Charm.untracked(getIsVisible),
isSelected = Charm.untracked(getIsSelected),
children = {},
}
for _, child in Charm.untracked(getUnsortedChildren) do
table.insert(root.children, child.snapshot())
end
return root
end
self = {
id = id,
-- Node properties and states
getName = getName,
setName = setName,
getIcon = getIcon :: () -> TreeNodeIcon?,
setIcon = (setIcon :: any) :: CharmTypes.Setter<TreeNodeIcon?>,
getIsVisible = getIsVisible,
setIsVisible = setIsVisible,
getIsSelected = getIsSelected,
setIsSelected = setIsSelected,
activate = activate,
setIsFiltered = setIsFiltered,
getIsFiltered = getIsFiltered,
setIsPinned = setIsPinned,
getIsPinned = getIsPinned,
getLeafNodes = getLeafNodes,
-- Expand/Collapse
collapseDown = collapseDown,
expandDown = expandDown,
expandUp = expandUp,
getIsExpanded = getIsExpanded,
setIsExpanded = setIsExpanded,
-- Hierarchy
getAncestors = getAncestors,
getChildren = getChildren,
getDescendants = getDescendants,
getSelectedDescendants = getSelectedDescendants,
getPinnedDescendants = getPinnedDescendants,
getParent = getParent,
parentTo = parentTo,
clearChildren = clearChildren,
setChildren = setUnsortedChildren,
findFirstAncestor = findFirstAncestor,
findFirstDescendant = findFirstDescendant,
getSortOrder = getSortOrder,
setSortOrder = setSortOrder,
getPath = getPath,
-- DataModel
getInstance = getInstance,
setInstance = setInstance,
-- Other
snapshot = snapshot,
}
return self
end
return createTreeNodeStore
| 1,859 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/init.luau | local types = require("@self/types")
export type TreeNodeStore = types.TreeNodeStore
return {
-- Enums
TreeNodeIcon = types.TreeNodeIcon,
-- Stores
createTreeNodeStore = require("@self/createTreeNodeStore"),
-- Components
TreeView = require("@self/TreeView"),
}
| 62 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/types.luau | local CharmTypes = require("@root/Common/CharmTypes")
local types = {}
export type TreeNodeIcon = "none" | "story" | "storybook" | "folder" | "alert" | "pin"
types.TreeNodeIcon = {
None = "none" :: "none",
Story = "story" :: "story",
Storybook = "storybook" :: "storybook",
Folder = "folder" :: "folder",
Alert = "alert" :: "alert",
Pin = "pin" :: "pin",
}
export type TreeNodeFilter = (node: TreeNodeStore) -> boolean
export type TreeNodeSort = (a: TreeNodeStore, b: TreeNodeStore) -> boolean
export type TreeNodeStore = {
id: string,
-- Node properties and states
getName: CharmTypes.Getter<string>,
setName: CharmTypes.Setter<string>,
getIcon: CharmTypes.Getter<TreeNodeIcon?>,
setIcon: CharmTypes.Setter<TreeNodeIcon?>,
getIsSelected: CharmTypes.Getter<boolean>,
setIsSelected: CharmTypes.Setter<boolean>,
getIsVisible: CharmTypes.Getter<boolean>,
setIsVisible: CharmTypes.Setter<boolean>,
activate: () -> (),
getIsFiltered: CharmTypes.Getter<boolean>,
setIsFiltered: CharmTypes.Setter<boolean>,
getIsPinned: CharmTypes.Getter<boolean>,
setIsPinned: CharmTypes.Setter<boolean>,
-- Expand/Collapse
getIsExpanded: CharmTypes.Getter<boolean>,
setIsExpanded: CharmTypes.Setter<boolean>,
expandDown: () -> (),
expandUp: () -> (),
collapseDown: () -> (),
-- Hierarchy
getChildren: CharmTypes.Getter<{ TreeNodeStore }>,
setChildren: CharmTypes.Setter<{ TreeNodeStore }>,
getAncestors: CharmTypes.Getter<{ TreeNodeStore }>,
getDescendants: CharmTypes.Getter<{ TreeNodeStore }>,
getLeafNodes: CharmTypes.Getter<{ TreeNodeStore }>,
getPath: CharmTypes.Getter<string>,
getSelectedDescendants: CharmTypes.Getter<{ TreeNodeStore }>,
getPinnedDescendants: CharmTypes.Getter<{ TreeNodeStore }>,
getParent: CharmTypes.Getter<TreeNodeStore?>,
parentTo: (newParent: TreeNodeStore?) -> (),
clearChildren: () -> (),
findFirstDescendant: (predicate: (node: TreeNodeStore) -> boolean) -> TreeNodeStore?,
findFirstAncestor: (predicate: (node: TreeNodeStore) -> boolean) -> TreeNodeStore?,
getSortOrder: CharmTypes.Getter<TreeNodeSort?>,
setSortOrder: (sort: TreeNodeSort?) -> (),
-- DataModel
getInstance: CharmTypes.Getter<Instance?>,
setInstance: CharmTypes.Setter<Instance?>,
-- Other
snapshot: () -> TreeNodeSnapshot,
-- destroy: () -> (),
}
export type TreeNodeSnapshot = {
id: string,
name: string,
icon: string?,
isSelected: boolean,
isVisible: boolean,
instance: Instance?,
children: { TreeNodeSnapshot },
}
return types
| 605 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/useTreeNodeFilter.luau | local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Sift = require("@pkg/Sift")
local types = require("@root/TreeView/types")
local useSignalState = ReactCharm.useSignalState
local useEffect = React.useEffect
type TreeNodeStore = types.TreeNodeStore
type TreeNodeFilter = types.TreeNodeFilter
local function useTreeNodeFilter(root: TreeNodeStore, filter: TreeNodeFilter?)
local leaves = useSignalState(root.getLeafNodes)
useEffect(function()
if filter then
-- Resetting the filtered state to do it all over again for the new
-- filter function
root.setIsFiltered(false)
for _, descendant in root.getDescendants() do
descendant.setIsFiltered(false)
end
local included = {}
for _, leaf in leaves do
local includeRemainingNodes = false
-- This orders the nodes starting from the leaf and then each
-- parent going up the ancestry chain. This is useful so when we
-- hit at least one node that shouldn't be filtered we know we
-- have to keep the remaining items after that point unfiltered
-- too.
local nodes: { TreeNodeStore } = Sift.List.join({ leaf }, leaf.getAncestors())
for _, node in nodes do
-- We've already marked this node as unfiltered, which means
-- this node and all of the remaining ancestor nodes we'd be
-- iterating through should also be unfiltered. So we just
-- exit out here
if included[node.id] then
break
end
-- If at least one of the nodes in `nodes` shouldn't be
-- filtered, then all ancestors after that point shouldn't
-- be filtered either.
if includeRemainingNodes then
included[node.id] = true
node.setIsFiltered(false)
continue
end
if filter(node) then
node.setIsFiltered(true)
else
included[node.id] = true
node.setIsFiltered(false)
includeRemainingNodes = true
end
end
end
end
end, { filter, leaves } :: { unknown })
end
return useTreeNodeFilter
| 494 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/TreeView/useTreeNodeIcon.luau | local Foundation = require("@rbxpkg/Foundation")
local types = require("./types")
local useTokens = Foundation.Hooks.useTokens
local IconName = Foundation.Enums.IconName
type TreeNodeIcon = types.TreeNodeIcon
local function useTreeNodeIcon(icon: TreeNodeIcon): (string, Foundation.ColorStyle)
local tokens = useTokens()
if icon == types.TreeNodeIcon.Story then
return IconName.DiamondSimplified, tokens.Color.Extended.Green.Green_500
elseif icon == types.TreeNodeIcon.Storybook then
return IconName.SquareBooks, tokens.Color.Content.Default
elseif icon == types.TreeNodeIcon.Folder then
return IconName.FileBox, tokens.Color.Extended.Purple.Purple_500
elseif icon == types.TreeNodeIcon.Pin then
return IconName.Pin, tokens.Color.Extended.Yellow.Yellow_800
elseif icon == types.TreeNodeIcon.Alert then
return IconName.TriangleExclamation, tokens.Color.ActionAlert.Foreground
end
return "", tokens.Color.Content.Default
end
return useTreeNodeIcon
| 218 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/UserSettings/SettingRow.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactCharm = require("@pkg/ReactCharm")
local Sift = require("@pkg/Sift")
local UserSettingsStore = require("@root/UserSettings/UserSettingsStore")
local defaultSettings = require("@root/UserSettings/defaultSettings")
local useColors = require("@root/Common/useColors")
local useSignalState = ReactCharm.useSignalState
local useCallback = React.useCallback
local useMemo = React.useMemo
type Setting = defaultSettings.Setting
type SettingChoice = defaultSettings.SettingChoice
export type Props = {
setting: Setting,
layoutOrder: number?,
}
local function SettingRow(props: Props)
local colors = useColors()
local userSettingsStore = useSignalState(UserSettingsStore.get)
local userSettings = useSignalState(userSettingsStore.getStorage)
local setSetting = useCallback(function(newValue: any)
userSettingsStore.setStorage(function(prev)
return Sift.Dictionary.join(prev, {
[props.setting.name] = newValue,
})
end)
end, { userSettingsStore.setStorage, props.setting } :: { unknown })
local optionElement = useMemo(function(): React.Node
local value = userSettings[props.setting.name]
if props.setting.settingType == "checkbox" then
return React.createElement(Foundation.Checkbox, {
label = props.setting.displayName,
hint = props.setting.description,
isChecked = value,
onActivated = setSetting,
})
elseif props.setting.settingType == "dropdown" then
local items = Sift.List.map(props.setting.choices, function(choice: SettingChoice): Foundation.DropdownItem
return {
id = choice.name,
text = choice.displayName,
}
end)
return React.createElement(Foundation.Dropdown.Root, {
label = props.setting.displayName,
hint = props.setting.description,
value = value,
items = items,
onItemChanged = setSetting,
})
elseif props.setting.settingType == "number" then
local range = props.setting.range
return React.createElement(Foundation.NumberInput, {
value = value,
label = props.setting.displayName,
hint = props.setting.description,
step = 10,
maximum = if range then range.Max else nil,
minimum = if range then range.Min else nil,
onChanged = setSetting,
})
end
error(`no handling for setting type {props.setting.settingType}`)
end, { props.setting, userSettings } :: { unknown })
local hasBeenChanged = not userSettingsStore.isSettingDefault(props.setting.name)
return React.createElement(Foundation.View, {
tag = "size-full-0 auto-y",
LayoutOrder = props.layoutOrder,
}, {
ChangedIndicator = if hasBeenChanged
then React.createElement(Foundation.View, {
tag = "size-50-full",
backgroundStyle = colors.accent,
})
else nil,
OptionWrapper = React.createElement(Foundation.View, {
tag = "auto-xy padding-x-medium",
}, {
Option = optionElement,
}),
})
end
return SettingRow
| 671 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/UserSettings/SettingsView.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local Sift = require("@pkg/Sift")
local NavigationContext = require("@root/Navigation/NavigationContext")
local SettingRow = require("@root/UserSettings/SettingRow")
local defaultSettings = require("@root/UserSettings/defaultSettings")
local nextLayoutOrder = require("@root/Common/nextLayoutOrder")
local useMemo = React.useMemo
type Setting = defaultSettings.Setting
type SettingChoice = defaultSettings.SettingChoice
type SettingsGroup = {
name: string,
settings: { Setting },
}
local function SettingsView()
local navigation = NavigationContext.use()
local settingsByGroup: { SettingsGroup } = useMemo(function()
local settings = Sift.Dictionary.values(defaultSettings)
local sorted = Sift.Array.sort(settings, function(a: Setting, b: Setting)
return a.name < b.name
end)
local groups = Sift.Array.reduce(sorted, function(accumulator: { [string]: SettingsGroup }, setting: Setting)
local group: SettingsGroup
if accumulator[setting.group] then
group = accumulator[setting.group]
else
group = {
name = setting.group,
settings = {},
}
accumulator[setting.group] = group
end
table.insert(group.settings, setting)
return accumulator
end, {})
return Sift.Array.sort(Sift.Dictionary.values(groups), function(a: SettingsGroup, b: SettingsGroup)
return a.name < b.name
end)
end, { defaultSettings })
local children: { [string]: React.Node } = {}
for _, group in settingsByGroup do
children[group.name] = React.createElement(Foundation.Text, {
tag = "auto-xy text-heading-medium padding-medium",
Text = group.name,
LayoutOrder = nextLayoutOrder(),
})
for _, setting in group.settings do
children[setting.name] = React.createElement(SettingRow, {
setting = setting,
layoutOrder = nextLayoutOrder(),
})
end
end
return React.createElement(Foundation.ScrollView, {
tag = "size-full bg-surface-200 gap-large padding-y-large",
scroll = {
AutomaticCanvasSize = Enum.AutomaticSize.Y,
CanvasSize = UDim2.fromScale(1, 0),
ScrollingDirection = Enum.ScrollingDirection.Y,
},
layout = {
FillDirection = Enum.FillDirection.Vertical,
},
}, {
Title = React.createElement(Foundation.View, {
LayoutOrder = nextLayoutOrder(),
tag = "align-y-center auto-y padding-right-medium row size-full-0",
}, {
Title = React.createElement(Foundation.Text, {
LayoutOrder = nextLayoutOrder(),
Text = "Settings",
tag = "auto-y size-full-0 shrink text-align-x-left text-heading-large padding-medium",
}),
Close = React.createElement(Foundation.IconButton, {
LayoutOrder = nextLayoutOrder(),
icon = "x",
isCircular = true,
onActivated = function()
navigation.navigateTo("Home")
end,
variant = Foundation.Enums.ButtonVariant.OverMedia,
}),
}),
Settings = React.createElement(Foundation.View, {
tag = "size-full shrink col gap-xlarge",
LayoutOrder = nextLayoutOrder(),
}, children),
})
end
return SettingsView
| 733 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/UserSettings/SettingsView.story.luau | local React = require("@pkg/React")
local SettingsView = require("./SettingsView")
return {
story = function()
return React.createElement(SettingsView)
end,
}
| 35 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/UserSettings/UserSettingsStore.luau | local Charm = require("@pkg/Charm")
local t = require("@pkg/t")
local createPluginSettingsStore = require("@root/Plugin/createPluginSettingsStore")
local defaultSettings = require("@root/UserSettings/defaultSettings")
export type UserSettings = {
rememberLastOpenedStory: boolean,
theme: string,
sidebarWidth: number,
controlsHeight: number,
collectAnonymousUsageData: boolean,
}
local defaultValue: UserSettings = {
rememberLastOpenedStory = defaultSettings.rememberLastOpenedStory.value,
theme = defaultSettings.theme.choices[1].name,
sidebarWidth = defaultSettings.sidebarWidth.value,
controlsHeight = defaultSettings.controlsHeight.value,
collectAnonymousUsageData = defaultSettings.collectAnonymousUsageData.value,
}
local validate = t.interface({
rememberLastOpenedStory = t.boolean,
theme = t.string,
sidebarWidth = t.number,
controlsHeight = t.number,
collectAnonymousUsageData = t.boolean,
})
-- defaultValue needs to be kept in sync with the keys in defaultSettings
for key in defaultSettings do
assert(defaultValue[key] ~= nil, "setting with key {key} is missing from UserSettingsStore")
end
-- Initialize the store eagerly at module level so createPluginSettingsStore's
-- internal Charm.effect is a top-level effect, not one nested inside a computed.
local get = Charm.signal(createPluginSettingsStore("FlipbookUserSettings", defaultValue, validate))
return {
get = get,
}
| 304 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/UserSettings/defaultSettings.luau | local constants = require("@root/constants")
export type SettingType = "checkbox" | "dropdown" | "number"
local SettingType = {
Checkbox = "checkbox" :: "checkbox",
Dropdown = "dropdown" :: "dropdown",
Number = "number" :: "number",
}
export type SettingGroup = "UI" | "Stories" | "Telemetry"
local SettingGroup = {
UI = "UI" :: "UI",
Stories = "Stories" :: "Stories",
Telemetry = "Telemetry" :: "Telemetry",
}
export type SettingChoice = {
description: string,
displayName: string,
name: string,
}
type BaseSetting = {
name: string,
group: SettingGroup,
displayName: string,
description: string,
settingType: SettingType,
}
type CheckboxSetting = BaseSetting & {
settingType: "checkbox",
value: boolean,
}
type DropdownSetting = BaseSetting & {
settingType: "dropdown",
choices: { SettingChoice },
}
type NumberSetting = BaseSetting & {
settingType: "number",
range: NumberRange?,
value: number,
}
export type Setting = CheckboxSetting | DropdownSetting | NumberSetting
-- local expandNodesOnStart: Setting = {
-- name = "expandNodesOnStart",
-- displayName = "Expand nodes on start",
-- description = "Re-open the storybooks and folders from before",
-- settingType = SettingType.Dropdown,
-- choices = {
-- {
-- name = "off",
-- description = "Keep all explorer nodes closed on startup",
-- },
-- {
-- name = "all",
-- description = "All explorer nodes are opened on startup",
-- },
-- {
-- name = "lastOpened",
-- description = "Reopen the nodes that were opened from previous sessions on startup",
-- },
-- },
-- }
local rememberLastOpenedStory: CheckboxSetting = {
name = "rememberLastOpenedStory",
group = SettingGroup.Stories,
displayName = "Remember last opened story",
description = "Open the last viewed story when starting",
settingType = SettingType.Checkbox,
value = true,
}
local theme: DropdownSetting = {
name = "theme",
group = SettingGroup.UI,
displayName = "UI theme",
description = "Select the UI theme to use. By default, Flipbook will use the same theme as Studio",
settingType = SettingType.Dropdown,
choices = {
{
name = "system",
displayName = "System",
description = "Match the theme selected for Studio",
},
{
name = "dark",
displayName = "Dark",
description = "Force the theme to use dark mode",
},
{
name = "light",
displayName = "Light",
description = "Force the theme to use light mode",
},
},
}
local sidebarWidth: NumberSetting = {
group = SettingGroup.UI,
name = "sidebarWidth",
displayName = "Sidebar panel width",
description = `The default width (in pixels) of the sidebar. This can be between {constants.SIDEBAR_MIN_WIDTH}-{constants.SIDEBAR_MAX_WIDTH} px`,
settingType = SettingType.Number,
range = NumberRange.new(constants.SIDEBAR_MIN_WIDTH, constants.SIDEBAR_MAX_WIDTH),
value = constants.SIDEBAR_INITIAL_WIDTH,
}
local controlsHeight: NumberSetting = {
group = SettingGroup.UI,
name = "controlsHeight",
displayName = "Controls panel height",
description = `The default height (in pixels) of the 'Controls' panel. This can be between {constants.CONTROLS_MIN_HEIGHT}-{constants.CONTROLS_MAX_HEIGHT} px`,
settingType = SettingType.Number,
range = NumberRange.new(constants.CONTROLS_MIN_HEIGHT, constants.CONTROLS_MAX_HEIGHT),
value = constants.CONTROLS_INITIAL_HEIGHT,
}
local collectAnonymousUsageData: CheckboxSetting = {
name = "collectAnonymousUsageData",
group = SettingGroup.Telemetry,
displayName = "Help improve Flipbook by sending anonymous usage data",
description = "Allow Flipbook to collect anonymous usage data to help improve the product. No personal data or story content is collected",
settingType = SettingType.Checkbox,
value = true,
}
local settings = {
-- expandNodesOnStart = expandNodesOnStart,
rememberLastOpenedStory = rememberLastOpenedStory,
theme = theme,
sidebarWidth = sidebarWidth,
controlsHeight = controlsHeight,
collectAnonymousUsageData = collectAnonymousUsageData,
}
export type Settings = typeof(settings)
return settings
| 972 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/init.luau | local constants = require("@self/constants")
return {
FLIPBOOK_LOGO = constants.FLIPBOOK_LOGO,
createFlipbookPlugin = require("@self/Plugin/createFlipbookPlugin"),
}
| 41 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/init.storybook.luau | local React = require("@pkg/React")
local ReactRoblox = require("@pkg/ReactRoblox")
local ContextProviders = require("@root/Common/ContextProviders")
local MockPlugin = require("@root/Testing/MockPlugin")
return {
name = "FlipbookCore",
storyRoots = {
script.Parent,
},
packages = {
React = React,
ReactRoblox = ReactRoblox,
},
mapStory = function(Story)
return function(props)
return React.createElement(ContextProviders, {
plugin = MockPlugin.new(),
overlayGui = props.container,
}, {
Story = React.createElement(Story, props),
})
end
end,
}
| 150 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/jest.config.luau | return {
testMatch = { "**/*.spec" },
testPathIgnorePatterns = { "Packages", "RobloxPackages" },
}
| 27 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-core/src/logger.luau | local Log = require("@pkg/Log")
local LogsStore = require("@root/Logs/LogsStore")
local function stringToLogLevel(logLevel: string)
if logLevel == "info" then
return Log.LogLevel.Information
elseif logLevel == "warn" or logLevel == "warning" then
return Log.LogLevel.Warning
elseif logLevel == "debug" then
return Log.LogLevel.Debugging
elseif logLevel == "err" or logLevel == "error" then
return Log.LogLevel.Error
end
return Log.LogLevel.Warning
end
local sinks = {
Log.LogSink.new(function(event)
LogsStore.get().addLine(event)
end),
}
if _G.ENABLE_OUTPUT_LOGGING == "true" then
table.insert(sinks, Log.Common.RobloxLogSink())
end
local logger = Log.Logger.new(
{
Log.Common.Enrichers.LogLevelEnricher(),
Log.Common.Enrichers.DynSourceEnricher(true),
},
sinks,
{
Log.Common.Filters.MinLevelFilter(stringToLogLevel(_G.LOG_LEVEL)),
}
)
return logger
| 237 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-next/src/Components/App/App.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local FoundationProvider = Foundation.FoundationProvider
local Image = Foundation.Image
local function App()
return React.createElement(FoundationProvider, nil, {
Background = React.createElement(Image, {
Image = "rbxassetid://109801102767935",
ScaleType = Enum.ScaleType.Tile,
TileSize = UDim2.fromOffset(4, 4),
imageStyle = { Color3 = Color3.new(1, 1, 1), Transparency = 0.975 },
tag = "bg-surface-0 padding-medium size-full",
}),
})
end
return React.memo(App)
| 150 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-next/src/Constants.luau | local SHADOW_IMAGE = "component_assets/dropshadow_17_8"
local SHADOW_SIZE = 16
local SHADOW_RECT = Rect.new(SHADOW_SIZE, SHADOW_SIZE, SHADOW_SIZE + 1, SHADOW_SIZE + 1)
local Constants = {
SHADOW_IMAGE = SHADOW_IMAGE,
SHADOW_RECT = SHADOW_RECT,
SHADOW_SIZE = SHADOW_SIZE,
}
return Constants
| 89 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-next/src/Utility/createPlugin.luau | local App = require("@root/Components/App")
local React = require("@pkg/React")
local ReactRoblox = require("@pkg/ReactRoblox")
local function createPlugin(plugin: Plugin, widget: DockWidgetPluginGui, button: PluginToolbarButton?)
local connections: { RBXScriptConnection } = {}
local root = ReactRoblox.createRoot(widget)
local app = React.createElement(App)
local function mount()
root:render(app)
end
local function unmount()
root:unmount()
end
if button ~= nil then
table.insert(
connections,
button.Click:Connect(function()
widget.Enabled = not widget.Enabled
end)
)
table.insert(
connections,
widget:GetPropertyChangedSignal("Enabled"):Connect(function()
button:SetActive(widget.Enabled)
end)
)
end
table.insert(
connections,
widget:GetPropertyChangedSignal("Enabled"):Connect(function()
if widget.Enabled then
mount()
else
unmount()
end
end)
)
if widget.Enabled then
mount()
end
local function destroy()
unmount()
for _, connection in connections do
connection:Disconnect()
end
end
return {
destroy = destroy,
mount = mount,
unmount = unmount,
}
end
return createPlugin
| 284 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-next/src/init.luau | local FlipbookNext = {
Utility = {
createPlugin = require("@root/Utility/createPlugin"),
},
}
return FlipbookNext
| 30 |
flipbook-labs/flipbook | flipbook-labs-flipbook-8c386f7/workspace/flipbook-next/src/init.storybook.luau | local Foundation = require("@rbxpkg/Foundation")
local React = require("@pkg/React")
local ReactRoblox = require("@pkg/ReactRoblox")
local FoundationProvider = Foundation.FoundationProvider
return {
name = "FlipbookNext",
mapStory = function(Story)
return function(storyProps)
return React.createElement(FoundationProvider, nil, {
Story = React.createElement(Story, storyProps)
})
end
end,
packages = { React = React, ReactRoblox = ReactRoblox },
storyRoots = { script.Parent }
}
| 120 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Action/Flags.lua | --!strict
return {
STATIONARY = bit32.lshift(1, 9),
MOVING = bit32.lshift(1, 10),
AIR = bit32.lshift(1, 11),
INTANGIBLE = bit32.lshift(1, 12),
SWIMMING = bit32.lshift(1, 13),
METAL_WATER = bit32.lshift(1, 14),
SHORT_HITBOX = bit32.lshift(1, 15),
RIDING_SHELL = bit32.lshift(1, 16),
INVULNERABLE = bit32.lshift(1, 17),
BUTT_OR_STOMACH_SLIDE = bit32.lshift(1, 18),
DIVING = bit32.lshift(1, 19),
ON_POLE = bit32.lshift(1, 20),
HANGING = bit32.lshift(1, 21),
IDLE = bit32.lshift(1, 22),
ATTACKING = bit32.lshift(1, 23),
ALLOW_VERTICAL_WIND_ACTION = bit32.lshift(1, 24),
CONTROL_JUMP_HEIGHT = bit32.lshift(1, 25),
ALLOW_FIRST_PERSON = bit32.lshift(1, 26),
PAUSE_EXIT = bit32.lshift(1, 27),
SWIMMING_OR_FLYING = bit32.lshift(1, 28),
WATER_OR_TEXT = bit32.lshift(1, 29),
THROWING = bit32.lshift(1, 31),
}
| 339 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Action/Groups.lua | --!strict
return {
-- Group Flags
STATIONARY = bit32.lshift(0, 6),
MOVING = bit32.lshift(1, 6),
AIRBORNE = bit32.lshift(2, 6),
SUBMERGED = bit32.lshift(3, 6),
CUTSCENE = bit32.lshift(4, 6),
AUTOMATIC = bit32.lshift(5, 6),
OBJECT = bit32.lshift(6, 6),
-- Mask for capturing these Flags
GROUP_MASK = 0b_000000111000000,
}
| 134 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Action/init.lua | --!strict
return {
UNINITIALIZED = 0x00000000, -- (0x000)
-- group 0x000: stationary actions
IDLE = 0x0C400201, -- (0x001 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
START_SLEEPING = 0x0C400202, -- (0x002 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
SLEEPING = 0x0C000203, -- (0x003 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
WAKING_UP = 0x0C000204, -- (0x004 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
PANTING = 0x0C400205, -- (0x005 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
HOLD_PANTING_UNUSED = 0x08000206, -- (0x006 | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
HOLD_IDLE = 0x08000207, -- (0x007 | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
HOLD_HEAVY_IDLE = 0x08000208, -- (0x008 | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
STANDING_AGAINST_WALL = 0x0C400209, -- (0x009 | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
COUGHING = 0x0C40020A, -- (0x00A | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
SHIVERING = 0x0C40020B, -- (0x00B | FLAG_STATIONARY | FLAG_IDLE | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
IN_QUICKSAND = 0x0002020D, -- (0x00D | FLAG_STATIONARY | FLAG_INVULNERABLE)
UNKNOWN_0002020E = 0x0002020E, -- (0x00E | FLAG_STATIONARY | FLAG_INVULNERABLE)
CROUCHING = 0x0C008220, -- (0x020 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
START_CROUCHING = 0x0C008221, -- (0x021 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
STOP_CROUCHING = 0x0C008222, -- (0x022 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
START_CRAWLING = 0x0C008223, -- (0x023 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
STOP_CRAWLING = 0x0C008224, -- (0x024 | FLAG_STATIONARY | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
SLIDE_KICK_SLIDE_STOP = 0x08000225, -- (0x025 | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
SHOCKWAVE_BOUNCE = 0x00020226, -- (0x026 | FLAG_STATIONARY | FLAG_INVULNERABLE)
FIRST_PERSON = 0x0C000227, -- (0x027 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
BACKFLIP_LAND_STOP = 0x0800022F, -- (0x02F | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
JUMP_LAND_STOP = 0x0C000230, -- (0x030 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
DOUBLE_JUMP_LAND_STOP = 0x0C000231, -- (0x031 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
FREEFALL_LAND_STOP = 0x0C000232, -- (0x032 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
SIDE_FLIP_LAND_STOP = 0x0C000233, -- (0x033 | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
HOLD_JUMP_LAND_STOP = 0x08000234, -- (0x034 | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
HOLD_FREEFALL_LAND_STOP = 0x08000235, -- (0x035 | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
AIR_THROW_LAND = 0x80000A36, -- (0x036 | FLAG_STATIONARY | FLAG_AIR | FLAG_THROWING)
TWIRL_LAND = 0x18800238, -- (0x038 | FLAG_STATIONARY | FLAG_ATTACKING | FLAG_PAUSE_EXIT | FLAG_SWIMMING_OR_FLYING)
LAVA_BOOST_LAND = 0x08000239, -- (0x039 | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
TRIPLE_JUMP_LAND_STOP = 0x0800023A, -- (0x03A | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
LONG_JUMP_LAND_STOP = 0x0800023B, -- (0x03B | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
GROUND_POUND_LAND = 0x0080023C, -- (0x03C | FLAG_STATIONARY | FLAG_ATTACKING)
BRAKING_STOP = 0x0C00023D, -- (0x03D | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
BUTT_SLIDE_STOP = 0x0C00023E, -- (0x03E | FLAG_STATIONARY | FLAG_ALLOW_FIRST_PERSON | FLAG_PAUSE_EXIT)
HOLD_BUTT_SLIDE_STOP = 0x0800043F, -- (0x03F | FLAG_MOVING | FLAG_PAUSE_EXIT)
-- group 0x040: moving (ground) actions
WALKING = 0x04000440, -- (0x040 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
HOLD_WALKING = 0x00000442, -- (0x042 | FLAG_MOVING)
TURNING_AROUND = 0x00000443, -- (0x043 | FLAG_MOVING)
FINISH_TURNING_AROUND = 0x00000444, -- (0x044 | FLAG_MOVING)
BRAKING = 0x04000445, -- (0x045 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
RIDING_SHELL_GROUND = 0x20810446, -- (0x046 | FLAG_MOVING | FLAG_RIDING_SHELL | FLAG_ATTACKING | FLAG_WATER_OR_TEXT)
HOLD_HEAVY_WALKING = 0x00000447, -- (0x047 | FLAG_MOVING)
CRAWLING = 0x04008448, -- (0x048 | FLAG_MOVING | FLAG_SHORT_HITBOX | FLAG_ALLOW_FIRST_PERSON)
BURNING_GROUND = 0x00020449, -- (0x049 | FLAG_MOVING | FLAG_INVULNERABLE)
DECELERATING = 0x0400044A, -- (0x04A | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
HOLD_DECELERATING = 0x0000044B, -- (0x04B | FLAG_MOVING)
BEGIN_SLIDING = 0x00000050, -- (0x050)
HOLD_BEGIN_SLIDING = 0x00000051, -- (0x051)
BUTT_SLIDE = 0x00840452, -- (0x052 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_ATTACKING)
STOMACH_SLIDE = 0x008C0453, -- (0x053 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_DIVING | FLAG_ATTACKING)
HOLD_BUTT_SLIDE = 0x00840454, -- (0x054 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_ATTACKING)
HOLD_STOMACH_SLIDE = 0x008C0455, -- (0x055 | FLAG_MOVING | FLAG_BUTT_OR_STOMACH_SLIDE | FLAG_DIVING | FLAG_ATTACKING)
DIVE_SLIDE = 0x00880456, -- (0x056 | FLAG_MOVING | FLAG_DIVING | FLAG_ATTACKING)
MOVE_PUNCHING = 0x00800457, -- (0x057 | FLAG_MOVING | FLAG_ATTACKING)
CROUCH_SLIDE = 0x04808459, -- (0x059 | FLAG_MOVING | FLAG_SHORT_HITBOX | FLAG_ATTACKING | FLAG_ALLOW_FIRST_PERSON)
SLIDE_KICK_SLIDE = 0x0080045A, -- (0x05A | FLAG_MOVING | FLAG_ATTACKING)
HARD_BACKWARD_GROUND_KB = 0x00020460, -- (0x060 | FLAG_MOVING | FLAG_INVULNERABLE)
HARD_FORWARD_GROUND_KB = 0x00020461, -- (0x061 | FLAG_MOVING | FLAG_INVULNERABLE)
BACKWARD_GROUND_KB = 0x00020462, -- (0x062 | FLAG_MOVING | FLAG_INVULNERABLE)
FORWARD_GROUND_KB = 0x00020463, -- (0x063 | FLAG_MOVING | FLAG_INVULNERABLE)
SOFT_BACKWARD_GROUND_KB = 0x00020464, -- (0x064 | FLAG_MOVING | FLAG_INVULNERABLE)
SOFT_FORWARD_GROUND_KB = 0x00020465, -- (0x065 | FLAG_MOVING | FLAG_INVULNERABLE)
GROUND_BONK = 0x00020466, -- (0x066 | FLAG_MOVING | FLAG_INVULNERABLE)
DEATH_EXIT_LAND = 0x00020467, -- (0x067 | FLAG_MOVING | FLAG_INVULNERABLE)
JUMP_LAND = 0x04000470, -- (0x070 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
FREEFALL_LAND = 0x04000471, -- (0x071 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
DOUBLE_JUMP_LAND = 0x04000472, -- (0x072 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
SIDE_FLIP_LAND = 0x04000473, -- (0x073 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
HOLD_JUMP_LAND = 0x00000474, -- (0x074 | FLAG_MOVING)
HOLD_FREEFALL_LAND = 0x00000475, -- (0x075 | FLAG_MOVING)
QUICKSAND_JUMP_LAND = 0x00000476, -- (0x076 | FLAG_MOVING)
HOLD_QUICKSAND_JUMP_LAND = 0x00000477, -- (0x077 | FLAG_MOVING)
TRIPLE_JUMP_LAND = 0x04000478, -- (0x078 | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
LONG_JUMP_LAND = 0x00000479, -- (0x079 | FLAG_MOVING)
BACKFLIP_LAND = 0x0400047A, -- (0x07A | FLAG_MOVING | FLAG_ALLOW_FIRST_PERSON)
-- group 0x080: airborne actions
JUMP = 0x03000880, -- (0x080 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
DOUBLE_JUMP = 0x03000881, -- (0x081 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
TRIPLE_JUMP = 0x01000882, -- (0x082 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
BACKFLIP = 0x01000883, -- (0x083 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
STEEP_JUMP = 0x03000885, -- (0x085 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
WALL_KICK_AIR = 0x03000886, -- (0x086 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
SIDE_FLIP = 0x01000887, -- (0x087 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
LONG_JUMP = 0x03000888, -- (0x088 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
WATER_JUMP = 0x01000889, -- (0x089 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
DIVE = 0x0188088A, -- (0x08A | FLAG_AIR | FLAG_DIVING | FLAG_ATTACKING | FLAG_ALLOW_VERTICAL_WIND_ACTION)
FREEFALL = 0x0100088C, -- (0x08C | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
TOP_OF_POLE_JUMP = 0x0300088D, -- (0x08D | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
BUTT_SLIDE_AIR = 0x0300088E, -- (0x08E | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
FLYING_TRIPLE_JUMP = 0x03000894, -- (0x094 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
SHOT_FROM_CANNON = 0x00880898, -- (0x098 | FLAG_AIR | FLAG_DIVING | FLAG_ATTACKING)
FLYING = 0x10880899, -- (0x099 | FLAG_AIR | FLAG_DIVING | FLAG_ATTACKING | FLAG_SWIMMING_OR_FLYING)
RIDING_SHELL_JUMP = 0x0281089A, -- (0x09A | FLAG_AIR | FLAG_RIDING_SHELL | FLAG_ATTACKING | FLAG_CONTROL_JUMP_HEIGHT)
RIDING_SHELL_FALL = 0x0081089B, -- (0x09B | FLAG_AIR | FLAG_RIDING_SHELL | FLAG_ATTACKING)
VERTICAL_WIND = 0x1008089C, -- (0x09C | FLAG_AIR | FLAG_DIVING | FLAG_SWIMMING_OR_FLYING)
HOLD_JUMP = 0x030008A0, -- (0x0A0 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
HOLD_FREEFALL = 0x010008A1, -- (0x0A1 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
HOLD_BUTT_SLIDE_AIR = 0x010008A2, -- (0x0A2 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
HOLD_WATER_JUMP = 0x010008A3, -- (0x0A3 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
TWIRLING = 0x108008A4, -- (0x0A4 | FLAG_AIR | FLAG_ATTACKING | FLAG_SWIMMING_OR_FLYING)
FORWARD_ROLLOUT = 0x010008A6, -- (0x0A6 | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
AIR_HIT_WALL = 0x000008A7, -- (0x0A7 | FLAG_AIR)
RIDING_HOOT = 0x000004A8, -- (0x0A8 | FLAG_MOVING)
GROUND_POUND = 0x008008A9, -- (0x0A9 | FLAG_AIR | FLAG_ATTACKING)
SLIDE_KICK = 0x018008AA, -- (0x0AA | FLAG_AIR | FLAG_ATTACKING | FLAG_ALLOW_VERTICAL_WIND_ACTION)
AIR_THROW = 0x830008AB, -- (0x0AB | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT | FLAG_THROWING)
JUMP_KICK = 0x018008AC, -- (0x0AC | FLAG_AIR | FLAG_ATTACKING | FLAG_ALLOW_VERTICAL_WIND_ACTION)
BACKWARD_ROLLOUT = 0x010008AD, -- (0x0AD | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION)
CRAZY_BOX_BOUNCE = 0x000008AE, -- (0x0AE | FLAG_AIR)
SPECIAL_TRIPLE_JUMP = 0x030008AF, -- (0x0AF | FLAG_AIR | FLAG_ALLOW_VERTICAL_WIND_ACTION | FLAG_CONTROL_JUMP_HEIGHT)
BACKWARD_AIR_KB = 0x010208B0, -- (0x0B0 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
FORWARD_AIR_KB = 0x010208B1, -- (0x0B1 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
HARD_FORWARD_AIR_KB = 0x010208B2, -- (0x0B2 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
HARD_BACKWARD_AIR_KB = 0x010208B3, -- (0x0B3 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
BURNING_JUMP = 0x010208B4, -- (0x0B4 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
BURNING_FALL = 0x010208B5, -- (0x0B5 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
SOFT_BONK = 0x010208B6, -- (0x0B6 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
LAVA_BOOST = 0x010208B7, -- (0x0B7 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
GETTING_BLOWN = 0x010208B8, -- (0x0B8 | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
THROWN_FORWARD = 0x010208BD, -- (0x0BD | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
THROWN_BACKWARD = 0x010208BE, -- (0x0BE | FLAG_AIR | FLAG_INVULNERABLE | FLAG_ALLOW_VERTICAL_WIND_ACTION)
-- group 0x0C0: submerged actions
WATER_IDLE = 0x380022C0, -- (0x0C0 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_PAUSE_EXIT | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
HOLD_WATER_IDLE = 0x380022C1, -- (0x0C1 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_PAUSE_EXIT | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
WATER_ACTION_END = 0x300022C2, -- (0x0C2 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
HOLD_WATER_ACTION_END = 0x300022C3, -- (0x0C3 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
DROWNING = 0x300032C4, -- (0x0C4 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
BACKWARD_WATER_KB = 0x300222C5, -- (0x0C5 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
FORWARD_WATER_KB = 0x300222C6, -- (0x0C6 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
WATER_DEATH = 0x300032C7, -- (0x0C7 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
WATER_SHOCKED = 0x300222C8, -- (0x0C8 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
BREASTSTROKE = 0x300024D0, -- (0x0D0 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
SWIMMING_END = 0x300024D1, -- (0x0D1 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
FLUTTER_KICK = 0x300024D2, -- (0x0D2 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
HOLD_BREASTSTROKE = 0x300024D3, -- (0x0D3 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
HOLD_SWIMMING_END = 0x300024D4, -- (0x0D4 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
HOLD_FLUTTER_KICK = 0x300024D5, -- (0x0D5 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
WATER_SHELL_SWIMMING = 0x300024D6, -- (0x0D6 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
WATER_THROW = 0x300024E0, -- (0x0E0 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
WATER_PUNCH = 0x300024E1, -- (0x0E1 | FLAG_MOVING | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
WATER_PLUNGE = 0x300022E2, -- (0x0E2 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
CAUGHT_IN_WHIRLPOOL = 0x300222E3, -- (0x0E3 | FLAG_STATIONARY | FLAG_SWIMMING | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING | FLAG_WATER_OR_TEXT)
METAL_WATER_STANDING = 0x080042F0, -- (0x0F0 | FLAG_STATIONARY | FLAG_METAL_WATER | FLAG_PAUSE_EXIT)
HOLD_METAL_WATER_STANDING = 0x080042F1, -- (0x0F1 | FLAG_STATIONARY | FLAG_METAL_WATER | FLAG_PAUSE_EXIT)
METAL_WATER_WALKING = 0x000044F2, -- (0x0F2 | FLAG_MOVING | FLAG_METAL_WATER)
HOLD_METAL_WATER_WALKING = 0x000044F3, -- (0x0F3 | FLAG_MOVING | FLAG_METAL_WATER)
METAL_WATER_FALLING = 0x000042F4, -- (0x0F4 | FLAG_STATIONARY | FLAG_METAL_WATER)
HOLD_METAL_WATER_FALLING = 0x000042F5, -- (0x0F5 | FLAG_STATIONARY | FLAG_METAL_WATER)
METAL_WATER_FALL_LAND = 0x000042F6, -- (0x0F6 | FLAG_STATIONARY | FLAG_METAL_WATER)
HOLD_METAL_WATER_FALL_LAND = 0x000042F7, -- (0x0F7 | FLAG_STATIONARY | FLAG_METAL_WATER)
METAL_WATER_JUMP = 0x000044F8, -- (0x0F8 | FLAG_MOVING | FLAG_METAL_WATER)
HOLD_METAL_WATER_JUMP = 0x000044F9, -- (0x0F9 | FLAG_MOVING | FLAG_METAL_WATER)
METAL_WATER_JUMP_LAND = 0x000044FA, -- (0x0FA | FLAG_MOVING | FLAG_METAL_WATER)
HOLD_METAL_WATER_JUMP_LAND = 0x000044FB, -- (0x0FB | FLAG_MOVING | FLAG_METAL_WATER)
-- group 0x100: cutscene actions
DISAPPEARED = 0x00001300, -- (0x100 | FLAG_STATIONARY | FLAG_INTANGIBLE)
INTRO_CUTSCENE = 0x04001301, -- (0x101 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_ALLOW_FIRST_PERSON)
STAR_DANCE_EXIT = 0x00001302, -- (0x102 | FLAG_STATIONARY | FLAG_INTANGIBLE)
STAR_DANCE_WATER = 0x00001303, -- (0x103 | FLAG_STATIONARY | FLAG_INTANGIBLE)
FALL_AFTER_STAR_GRAB = 0x00001904, -- (0x104 | FLAG_AIR | FLAG_INTANGIBLE)
READING_AUTOMATIC_DIALOG = 0x20001305, -- (0x105 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_WATER_OR_TEXT)
READING_NPC_DIALOG = 0x20001306, -- (0x106 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_WATER_OR_TEXT)
STAR_DANCE_NO_EXIT = 0x00001307, -- (0x107 | FLAG_STATIONARY | FLAG_INTANGIBLE)
READING_SIGN = 0x00001308, -- (0x108 | FLAG_STATIONARY | FLAG_INTANGIBLE)
JUMBO_STAR_CUTSCENE = 0x00001909, -- (0x109 | FLAG_AIR | FLAG_INTANGIBLE)
WAITING_FOR_DIALOG = 0x0000130A, -- (0x10A | FLAG_STATIONARY | FLAG_INTANGIBLE)
DEBUG_FREE_MOVE = 0x0000130F, -- (0x10F | FLAG_STATIONARY | FLAG_INTANGIBLE)
STANDING_DEATH = 0x00021311, -- (0x111 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE)
QUICKSAND_DEATH = 0x00021312, -- (0x112 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE)
ELECTROCUTION = 0x00021313, -- (0x113 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE)
SUFFOCATION = 0x00021314, -- (0x114 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE)
DEATH_ON_STOMACH = 0x00021315, -- (0x115 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE)
DEATH_ON_BACK = 0x00021316, -- (0x116 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE)
EATEN_BY_BUBBA = 0x00021317, -- (0x117 | FLAG_STATIONARY | FLAG_INTANGIBLE | FLAG_INVULNERABLE)
END_PEACH_CUTSCENE = 0x00001918, -- (0x118 | FLAG_AIR | FLAG_INTANGIBLE)
CREDITS_CUTSCENE = 0x00001319, -- (0x119 | FLAG_STATIONARY | FLAG_INTANGIBLE)
END_WAVING_CUTSCENE = 0x0000131A, -- (0x11A | FLAG_STATIONARY | FLAG_INTANGIBLE)
PULLING_DOOR = 0x00001320, -- (0x120 | FLAG_STATIONARY | FLAG_INTANGIBLE)
PUSHING_DOOR = 0x00001321, -- (0x121 | FLAG_STATIONARY | FLAG_INTANGIBLE)
WARP_DOOR_SPAWN = 0x00001322, -- (0x122 | FLAG_STATIONARY | FLAG_INTANGIBLE)
EMERGE_FROM_PIPE = 0x00001923, -- (0x123 | FLAG_AIR | FLAG_INTANGIBLE)
SPAWN_SPIN_AIRBORNE = 0x00001924, -- (0x124 | FLAG_AIR | FLAG_INTANGIBLE)
SPAWN_SPIN_LANDING = 0x00001325, -- (0x125 | FLAG_STATIONARY | FLAG_INTANGIBLE)
EXIT_AIRBORNE = 0x00001926, -- (0x126 | FLAG_AIR | FLAG_INTANGIBLE)
EXIT_LAND_SAVE_DIALOG = 0x00001327, -- (0x127 | FLAG_STATIONARY | FLAG_INTANGIBLE)
DEATH_EXIT = 0x00001928, -- (0x128 | FLAG_AIR | FLAG_INTANGIBLE)
UNUSED_DEATH_EXIT = 0x00001929, -- (0x129 | FLAG_AIR | FLAG_INTANGIBLE)
FALLING_DEATH_EXIT = 0x0000192A, -- (0x12A | FLAG_AIR | FLAG_INTANGIBLE)
SPECIAL_EXIT_AIRBORNE = 0x0000192B, -- (0x12B | FLAG_AIR | FLAG_INTANGIBLE)
SPECIAL_DEATH_EXIT = 0x0000192C, -- (0x12C | FLAG_AIR | FLAG_INTANGIBLE)
FALLING_EXIT_AIRBORNE = 0x0000192D, -- (0x12D | FLAG_AIR | FLAG_INTANGIBLE)
UNLOCKING_KEY_DOOR = 0x0000132E, -- (0x12E | FLAG_STATIONARY | FLAG_INTANGIBLE)
UNLOCKING_STAR_DOOR = 0x0000132F, -- (0x12F | FLAG_STATIONARY | FLAG_INTANGIBLE)
ENTERING_STAR_DOOR = 0x00001331, -- (0x131 | FLAG_STATIONARY | FLAG_INTANGIBLE)
SPAWN_NO_SPIN_AIRBORNE = 0x00001932, -- (0x132 | FLAG_AIR | FLAG_INTANGIBLE)
SPAWN_NO_SPIN_LANDING = 0x00001333, -- (0x133 | FLAG_STATIONARY | FLAG_INTANGIBLE)
BBH_ENTER_JUMP = 0x00001934, -- (0x134 | FLAG_AIR | FLAG_INTANGIBLE)
BBH_ENTER_SPIN = 0x00001535, -- (0x135 | FLAG_MOVING | FLAG_INTANGIBLE)
TELEPORT_FADE_OUT = 0x00001336, -- (0x136 | FLAG_STATIONARY | FLAG_INTANGIBLE)
TELEPORT_FADE_IN = 0x00001337, -- (0x137 | FLAG_STATIONARY | FLAG_INTANGIBLE)
SHOCKED = 0x00020338, -- (0x138 | FLAG_STATIONARY | FLAG_INVULNERABLE)
SQUISHED = 0x00020339, -- (0x139 | FLAG_STATIONARY | FLAG_INVULNERABLE)
HEAD_STUCK_IN_GROUND = 0x0002033A, -- (0x13A | FLAG_STATIONARY | FLAG_INVULNERABLE)
BUTT_STUCK_IN_GROUND = 0x0002033B, -- (0x13B | FLAG_STATIONARY | FLAG_INVULNERABLE)
FEET_STUCK_IN_GROUND = 0x0002033C, -- (0x13C | FLAG_STATIONARY | FLAG_INVULNERABLE)
PUTTING_ON_CAP = 0x0000133D, -- (0x13D | FLAG_STATIONARY | FLAG_INTANGIBLE)
-- group 0x140: "automatic" actions
HOLDING_POLE = 0x08100340, -- (0x140 | FLAG_STATIONARY | FLAG_ON_POLE | FLAG_PAUSE_EXIT)
GRAB_POLE_SLOW = 0x00100341, -- (0x141 | FLAG_STATIONARY | FLAG_ON_POLE)
GRAB_POLE_FAST = 0x00100342, -- (0x142 | FLAG_STATIONARY | FLAG_ON_POLE)
CLIMBING_POLE = 0x00100343, -- (0x143 | FLAG_STATIONARY | FLAG_ON_POLE)
TOP_OF_POLE_TRANSITION = 0x00100344, -- (0x144 | FLAG_STATIONARY | FLAG_ON_POLE)
TOP_OF_POLE = 0x00100345, -- (0x145 | FLAG_STATIONARY | FLAG_ON_POLE)
START_HANGING = 0x08200348, -- (0x148 | FLAG_STATIONARY | FLAG_HANGING | FLAG_PAUSE_EXIT)
HANGING = 0x00200349, -- (0x149 | FLAG_STATIONARY | FLAG_HANGING)
HANG_MOVING = 0x0020054A, -- (0x14A | FLAG_MOVING | FLAG_HANGING)
LEDGE_GRAB = 0x0800034B, -- (0x14B | FLAG_STATIONARY | FLAG_PAUSE_EXIT)
LEDGE_CLIMB_SLOW = 0x0000054C, -- (0x14C | FLAG_MOVING)
LEDGE_CLIMB_DOWN = 0x0000054D, -- (0x14D | FLAG_MOVING)
LEDGE_CLIMB_FAST = 0x0000054E, -- (0x14E | FLAG_MOVING)
GRABBED = 0x00020370, -- (0x170 | FLAG_STATIONARY | FLAG_INVULNERABLE)
IN_CANNON = 0x00001371, -- (0x171 | FLAG_STATIONARY | FLAG_INTANGIBLE)
TORNADO_TWIRLING = 0x10020372, -- (0x172 | FLAG_STATIONARY | FLAG_INVULNERABLE | FLAG_SWIMMING_OR_FLYING)
-- group 0x180: object actions
PUNCHING = 0x00800380, -- (0x180 | FLAG_STATIONARY | FLAG_ATTACKING)
PICKING_UP = 0x00000383, -- (0x183 | FLAG_STATIONARY)
DIVE_PICKING_UP = 0x00000385, -- (0x185 | FLAG_STATIONARY)
STOMACH_SLIDE_STOP = 0x00000386, -- (0x186 | FLAG_STATIONARY)
PLACING_DOWN = 0x00000387, -- (0x187 | FLAG_STATIONARY)
THROWING = 0x80000588, -- (0x188 | FLAG_MOVING | FLAG_THROWING)
HEAVY_THROW = 0x80000589, -- (0x189 | FLAG_MOVING | FLAG_THROWING)
PICKING_UP_BOWSER = 0x00000390, -- (0x190 | FLAG_STATIONARY)
HOLDING_BOWSER = 0x00000391, -- (0x191 | FLAG_STATIONARY)
RELEASING_BOWSER = 0x00000392, -- (0x192 | FLAG_STATIONARY)
}
| 7,809 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Buttons.lua | --!strict
return {
A_BUTTON = 0x8000,
B_BUTTON = 0x4000,
L_TRIG = 0x0020,
R_TRIG = 0x0010,
Z_TRIG = 0x2000,
START_BUTTON = 0x1000,
U_JPAD = 0x0800,
L_JPAD = 0x0200,
R_JPAD = 0x0100,
D_JPAD = 0x0400,
U_CBUTTONS = 0x0008,
L_CBUTTONS = 0x0002,
R_CBUTTONS = 0x0001,
D_CBUTTONS = 0x0004,
}
| 149 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/InputFlags.lua | --!strict
return {
NONZERO_ANALOG = 0x0001,
A_PRESSED = 0x0002,
OFF_FLOOR = 0x0004,
ABOVE_SLIDE = 0x0008,
FIRST_PERSON = 0x0010,
NO_MOVEMENT = 0x0020,
SQUISHED = 0x0040,
A_DOWN = 0x0080,
IN_POISON_GAS = 0x0100,
IN_WATER = 0x0200,
STOMPED = 0x0400,
INTERACT_OBJ_GRABBABLE = 0x0800,
UNKNOWN_12 = 0x1000,
B_PRESSED = 0x2000,
Z_DOWN = 0x4000,
Z_PRESSED = 0x8000,
}
| 177 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Cap.lua | --!strict
return {
DEFAULT_CAP_ON = 0,
DEFAULT_CAP_OFF = 1,
WING_CAP_ON = 2,
WING_CAP_OFF = 3,
}
| 39 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Flags.lua | --!strict
local MarioFlags = {
NORMAL_CAP = 0x00000001,
VANISH_CAP = 0x00000002,
METAL_CAP = 0x00000004,
WING_CAP = 0x00000008,
CAP_ON_HEAD = 0x00000010,
CAP_IN_HAND = 0x00000020,
METAL_SHOCK = 0x00000040,
TELEPORTING = 0x00000080,
MOVING_UP_IN_AIR = 0x00000100,
ACTION_SOUND_PLAYED = 0x00010000,
MARIO_SOUND_PLAYED = 0x00020000,
FALLING_FAR = 0x00040000,
PUNCHING = 0x00100000,
KICKING = 0x00200000,
TRIPPING = 0x00400000,
}
MarioFlags.SPECIAL_CAPS = MarioFlags.VANISH_CAP + MarioFlags.METAL_CAP + MarioFlags.WING_CAP
MarioFlags.CAPS = MarioFlags.NORMAL_CAP + MarioFlags.SPECIAL_CAPS
return MarioFlags
| 239 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Hands.lua | --!strict
return {
FISTS = 0,
OPEN = 1,
PEACE_SIGN = 2,
HOLDING_CAP = 3,
HOLDING_WING_CAP = 4,
RIGHT_OPEN = 5,
}
| 52 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Mario/Input.lua | --!strict
return {
NONZERO_ANALOG = 0x0001,
A_PRESSED = 0x0002,
OFF_FLOOR = 0x0004,
ABOVE_SLIDE = 0x0008,
FIRST_PERSON = 0x0010,
NO_MOVEMENT = 0x0020,
SQUISHED = 0x0040,
A_DOWN = 0x0080,
IN_POISON_GAS = 0x0100,
IN_WATER = 0x0200,
STOMPED = 0x0400,
INTERACT_OBJ_GRABBABLE = 0x0800,
B_PRESSED = 0x2000,
Z_DOWN = 0x4000,
Z_PRESSED = 0x8000,
}
| 166 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/ParticleFlags.lua | --!strict
return {
DUST = bit32.lshift(1, 0),
VERTICAL_STAR = bit32.lshift(1, 1),
SPARKLES = bit32.lshift(1, 3),
HORIZONTAL_STAR = bit32.lshift(1, 4),
BUBBLE = bit32.lshift(1, 5),
WATER_SPLASH = bit32.lshift(1, 6),
IDLE_WATER_WAVE = bit32.lshift(1, 7),
SHALLOW_WATER_WAVE = bit32.lshift(1, 8),
PLUNGE_BUBBLE = bit32.lshift(1, 9),
WAVE_TRAIL = bit32.lshift(1, 10),
FIRE = bit32.lshift(1, 11),
SHALLOW_WATER_SPLASH = bit32.lshift(1, 12),
LEAF = bit32.lshift(1, 13),
SNOW = bit32.lshift(1, 14),
DIRT = bit32.lshift(1, 15),
MIST_CIRCLE = bit32.lshift(1, 16),
BREATH = bit32.lshift(1, 17),
TRIANGLE = bit32.lshift(1, 18),
}
| 272 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Steps/Air.lua | --!strict
return {
NONE = 0,
LANDED = 1,
HIT_WALL = 2,
GRABBED_LEDGE = 3,
GRABBED_CEILING = 4,
HIT_LAVA_WALL = 6,
CHECK_LEDGE_GRAB = 1,
CHECK_HANG = 2,
}
| 72 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/Steps/Ground.lua | --!strict
return {
LEFT_GROUND = 0,
NONE = 1,
HIT_WALL = 2,
HIT_WALL_STOP_QSTEPS = 2,
HIT_WALL_CONTINUE_QSTEPS = 3,
}
| 49 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/SurfaceClass.lua | --!strict
return {
DEFAULT = 0x0000,
VERY_SLIPPERY = 0x0013,
SLIPPERY = 0x0014,
NOT_SLIPPERY = 0x0015,
}
| 54 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/TerrainType.lua | --!strict
local TerrainType = {
DEFAULT = 0,
GRASS = 1,
WATER = 2,
STONE = 3,
SPOOKY = 4,
SNOW = 5,
ICE = 6,
SAND = 7,
METAL = 8,
}
TerrainType.FROM_MATERIAL = {
[Enum.Material.Mud] = TerrainType.GRASS,
[Enum.Material.Grass] = TerrainType.GRASS,
[Enum.Material.Ground] = TerrainType.GRASS,
[Enum.Material.LeafyGrass] = TerrainType.GRASS,
[Enum.Material.Ice] = TerrainType.ICE,
[Enum.Material.Marble] = TerrainType.ICE,
[Enum.Material.Glacier] = TerrainType.ICE,
[Enum.Material.Wood] = TerrainType.SPOOKY,
[Enum.Material.WoodPlanks] = TerrainType.SPOOKY,
[Enum.Material.Foil] = TerrainType.METAL,
[Enum.Material.Metal] = TerrainType.METAL,
[Enum.Material.DiamondPlate] = TerrainType.METAL,
[Enum.Material.CorrodedMetal] = TerrainType.METAL,
[Enum.Material.Rock] = TerrainType.STONE,
[Enum.Material.Salt] = TerrainType.STONE,
[Enum.Material.Brick] = TerrainType.STONE,
[Enum.Material.Slate] = TerrainType.STONE,
[Enum.Material.Basalt] = TerrainType.STONE,
[Enum.Material.Pebble] = TerrainType.STONE,
[Enum.Material.Granite] = TerrainType.STONE,
[Enum.Material.Sandstone] = TerrainType.STONE,
[Enum.Material.Cobblestone] = TerrainType.STONE,
[Enum.Material.CrackedLava] = TerrainType.STONE,
[Enum.Material.Snow] = TerrainType.SNOW,
[Enum.Material.Sand] = TerrainType.SAND,
[Enum.Material.Water] = TerrainType.WATER,
[Enum.Material.Fabric] = TerrainType.SNOW,
}
return TerrainType
| 460 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Enums/init.lua | --!strict
local Enums = {
Action = require(script.Action),
Buttons = require(script.Buttons),
ActionFlags = require(script.Action.Flags),
ActionGroups = require(script.Action.Groups),
MarioCap = require(script.Mario.Cap),
MarioEyes = require(script.Mario.Eyes),
MarioFlags = require(script.Mario.Flags),
MarioHands = require(script.Mario.Hands),
MarioInput = require(script.Mario.Input),
AirStep = require(script.Steps.Air),
WaterStep = require(script.Steps.Water),
GroundStep = require(script.Steps.Ground),
FloorType = require(script.FloorType),
InputFlags = require(script.InputFlags),
ModelFlags = require(script.ModelFlags),
SurfaceClass = require(script.SurfaceClass),
TerrainType = require(script.TerrainType),
ParticleFlags = require(script.ParticleFlags),
}
local nameIndex: { [any]: { [number]: string } } = {}
function Enums.GetName(map, value): string
if not nameIndex[map] then
local index = {}
for name, value in pairs(map) do
index[value] = name
end
nameIndex[map] = index
end
return nameIndex[map][value]
end
return table.freeze(Enums)
| 268 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Mario/Airborne/init.server.lua | --!strict
local System = require(script.Parent)
local Animations = System.Animations
local Sounds = System.Sounds
local Enums = System.Enums
local Util = System.Util
local Action = Enums.Action
local ActionFlags = Enums.ActionFlags
local AirStep = Enums.AirStep
local MarioEyes = Enums.MarioEyes
local InputFlags = Enums.InputFlags
local MarioFlags = Enums.MarioFlags
local ParticleFlags = Enums.ParticleFlags
type Mario = System.Mario
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Helpers
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
local function stopRising(m: Mario)
if m.Velocity.Y > 0 then
m.Velocity *= Vector3.new(1, 0, 1)
end
end
local function playFlipSounds(m: Mario, frame1: number, frame2: number, frame3: number)
local animFrame = m.AnimFrame
if animFrame == frame1 or animFrame == frame2 or animFrame == frame3 then
m:PlaySound(Sounds.ACTION_SPIN)
end
end
local function playKnockbackSound(m: Mario)
if m.ActionArg == 0 and math.abs(m.ForwardVel) >= 28 then
m:PlaySoundIfNoFlag(Sounds.MARIO_DOH, MarioFlags.MARIO_SOUND_PLAYED)
else
m:PlaySoundIfNoFlag(Sounds.MARIO_UH, MarioFlags.MARIO_SOUND_PLAYED)
end
end
local function lavaBoostOnWall(m: Mario)
local wall = m.Wall
if wall then
local angle = Util.Atan2s(wall.Normal.Z, wall.Normal.X)
m.FaceAngle = Util.SetY(m.FaceAngle, angle)
end
if m.ForwardVel < 24 then
m.ForwardVel = 24
end
if not m.Flags:Has(MarioFlags.METAL_CAP) then
m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 12 else 18
end
m:PlaySound(Sounds.MARIO_ON_FIRE)
m:SetAction(Action.LAVA_BOOST, 1)
end
local function checkFallDamage(m: Mario, hardFallAction: number): boolean
local fallHeight = m.PeakHeight - m.Position.Y
local damageHeight = 1150
if m.Action() == Action.TWIRLING then
return false
end
if m.Velocity.Y < -55 and fallHeight > 3000 then
m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 16 else 24
m:PlaySound(Sounds.MARIO_ATTACKED)
m:SetAction(hardFallAction, 4)
elseif fallHeight > damageHeight and not m:FloorIsSlippery() then
m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 8 else 12
m:PlaySound(Sounds.MARIO_ATTACKED)
m.SquishTimer = 30
end
return false
end
local function checkKickOrDiveInAir(m: Mario): boolean
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(if m.ForwardVel > 28 then Action.DIVE else Action.JUMP_KICK)
end
return false
end
local function updateAirWithTurn(m: Mario)
local dragThreshold = if m.Action() == Action.LONG_JUMP then 48 else 32
m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.35)
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y
local intendedMag = m.IntendedMag / 32
m.ForwardVel += 1.5 * Util.Coss(intendedDYaw) * intendedMag
m.FaceAngle += Vector3int16.new(0, 512 * Util.Sins(intendedDYaw) * intendedMag, 0)
end
if m.ForwardVel > dragThreshold then
m.ForwardVel -= 1
end
if m.ForwardVel < -16 then
m.ForwardVel += 2
end
m.SlideVelX = m.ForwardVel * Util.Sins(m.FaceAngle.Y)
m.SlideVelZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y)
m.Velocity = Vector3.new(m.SlideVelX, m.Velocity.Y, m.SlideVelZ)
end
local function updateAirWithoutTurn(m: Mario)
local dragThreshold = 32
if m.Action() == Action.LONG_JUMP then
dragThreshold = 48
end
local sidewaysSpeed = 0
m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.35)
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y
local intendedMag = m.IntendedMag / 32
m.ForwardVel += intendedMag * Util.Coss(intendedDYaw) * 1.5
sidewaysSpeed = intendedMag * Util.Sins(intendedDYaw) * 10
end
--! Uncapped air speed. Net positive when moving forward.
if m.ForwardVel > dragThreshold then
m.ForwardVel -= 1
end
if m.ForwardVel < -16 then
m.ForwardVel += 2
end
m.SlideVelX = m.ForwardVel * Util.Sins(m.FaceAngle.Y)
m.SlideVelZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y)
m.SlideVelX += sidewaysSpeed * Util.Sins(m.FaceAngle.Y + 0x4000)
m.SlideVelZ += sidewaysSpeed * Util.Coss(m.FaceAngle.Y + 0x4000)
m.Velocity = Vector3.new(m.SlideVelX, m.Velocity.Y, m.SlideVelZ)
end
local function updateLavaBoostOrTwirling(m: Mario)
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y
local intendedMag = m.IntendedMag / 32
m.ForwardVel += Util.Coss(intendedDYaw) * intendedMag
m.FaceAngle += Vector3int16.new(0, Util.Sins(intendedDYaw) * intendedMag * 1024, 0)
if m.ForwardVel < 0 then
m.FaceAngle += Vector3int16.new(0, 0x8000, 0)
m.ForwardVel *= -1
end
if m.ForwardVel > 32 then
m.ForwardVel -= 2
end
end
m.SlideVelX = m.ForwardVel * Util.Sins(m.FaceAngle.Y)
m.SlideVelZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y)
m.Velocity = Vector3.new(m.SlideVelX, m.Velocity.Y, m.SlideVelZ)
end
local function updateFlyingYaw(m: Mario)
local targetYawVel = -Util.SignedShort(m.Controller.StickX * (m.ForwardVel / 4))
if targetYawVel > 0 then
if m.AngleVel.Y < 0 then
m.AngleVel += Vector3int16.new(0, 0x40, 0)
if m.AngleVel.Y > 0x10 then
m.AngleVel = Util.SetY(m.AngleVel, 0x10)
end
else
local y = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x10, 0x20)
m.AngleVel = Util.SetY(m.AngleVel, y)
end
elseif targetYawVel < 0 then
if m.AngleVel.Y > 0 then
m.AngleVel -= Vector3int16.new(0, 0x40, 0)
if m.AngleVel.Y < -0x10 then
m.AngleVel = Util.SetY(m.AngleVel, -0x10)
end
else
local y = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x20, 0x10)
m.AngleVel = Util.SetY(m.AngleVel, y)
end
else
local y = Util.ApproachInt(m.AngleVel.Y, 0, 0x40)
m.AngleVel = Util.SetY(m.AngleVel, y)
end
m.FaceAngle += Vector3int16.new(0, m.AngleVel.Y, 0)
m.FaceAngle = Util.SetZ(m.FaceAngle, 20 * -m.AngleVel.Y)
end
local function updateFlyingPitch(m: Mario)
local targetPitchVel = -Util.SignedShort(m.Controller.StickY * (m.ForwardVel / 5))
if targetPitchVel > 0 then
if m.AngleVel.X < 0 then
m.AngleVel += Vector3int16.new(0x40, 0, 0)
if m.AngleVel.X > 0x20 then
m.AngleVel = Util.SetX(m.AngleVel, 0x20)
end
else
local x = Util.ApproachInt(m.AngleVel.X, targetPitchVel, 0x20, 0x40)
m.AngleVel = Util.SetX(m.AngleVel, x)
end
elseif targetPitchVel < 0 then
if m.AngleVel.X > 0 then
m.AngleVel -= Vector3int16.new(0x40, 0, 0)
if m.AngleVel.X < -0x20 then
m.AngleVel = Util.SetX(m.AngleVel, -0x20)
end
else
local x = Util.ApproachInt(m.AngleVel.X, targetPitchVel, 0x40, 0x20)
m.AngleVel = Util.SetX(m.AngleVel, x)
end
else
local x = Util.ApproachInt(m.AngleVel.X, 0, 0x40)
m.AngleVel = Util.SetX(m.AngleVel, x)
end
end
local function updateFlying(m: Mario)
updateFlyingPitch(m)
updateFlyingYaw(m)
m.ForwardVel -= 2 * (m.FaceAngle.X / 0x4000) + 0.1
m.ForwardVel -= 0.5 * (1 - Util.Coss(m.AngleVel.Y))
if m.ForwardVel < 0 then
m.ForwardVel = 0
end
if m.ForwardVel > 16 then
m.FaceAngle += Vector3int16.new((m.ForwardVel - 32) * 6, 0, 0)
elseif m.ForwardVel > 4 then
m.FaceAngle += Vector3int16.new((m.ForwardVel - 32) * 10, 0, 0)
else
m.FaceAngle -= Vector3int16.new(0x400, 0, 0)
end
m.FaceAngle += Vector3int16.new(m.AngleVel.X, 0, 0)
if m.FaceAngle.X > 0x2AAA then
m.FaceAngle = Util.SetX(m.FaceAngle, 0x2AAA)
end
if m.FaceAngle.X < -0x2AAA then
m.FaceAngle = Util.SetX(m.FaceAngle, -0x2AAA)
end
local velX = Util.Coss(m.FaceAngle.X) * Util.Sins(m.FaceAngle.Y)
m.SlideVelX = m.ForwardVel * velX
local velZ = Util.Coss(m.FaceAngle.X) * Util.Coss(m.FaceAngle.Y)
m.SlideVelZ = m.ForwardVel * velZ
local velY = Util.Sins(m.FaceAngle.X)
m.Velocity = m.ForwardVel * Vector3.new(velX, velY, velZ)
end
local function commonAirActionStep(m: Mario, landAction: number, anim: Animation, stepArg: number): number
local stepResult
do
updateAirWithoutTurn(m)
stepResult = m:PerformAirStep(stepArg)
end
if stepResult == AirStep.NONE then
m:SetAnimation(anim)
elseif stepResult == AirStep.LANDED then
if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then
m:SetAction(landAction)
end
elseif stepResult == AirStep.HIT_WALL then
m:SetAnimation(anim)
if m.ForwardVel > 16 then
m:BonkReflection()
m.FaceAngle += Vector3int16.new(0, 0x8000, 0)
if m.Wall then
m:SetAction(Action.AIR_HIT_WALL)
else
stopRising(m)
if m.ForwardVel >= 38 then
m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR)
m:SetAction(Action.BACKWARD_AIR_KB)
else
if m.ForwardVel > 8 then
m:SetForwardVel(-8)
end
m:SetAction(Action.SOFT_BONK)
end
end
else
m:SetForwardVel(0)
end
elseif stepResult == AirStep.GRABBED_LEDGE then
m:SetAnimation(Animations.IDLE_ON_LEDGE)
m:SetAction(Action.LEDGE_GRAB)
elseif stepResult == AirStep.GRABBED_CEILING then
m:SetAction(Action.START_HANGING)
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
return stepResult
end
local function commonRolloutStep(m: Mario, anim: Animation)
local stepResult
if m.ActionState == 0 then
m.Velocity = Util.SetY(m.Velocity, 30)
m.ActionState = 1
end
m:PlaySound(Sounds.ACTION_TERRAIN_JUMP)
updateAirWithoutTurn(m)
stepResult = m:PerformAirStep()
if stepResult == AirStep.NONE then
if m.ActionState == 1 then
if m:SetAnimation(anim) == 4 then
m:PlaySound(Sounds.ACTION_SPIN)
end
else
m:SetAnimation(Animations.GENERAL_FALL)
end
elseif stepResult == AirStep.LANDED then
m:SetAction(Action.FREEFALL_LAND_STOP)
m:PlayLandingSound()
elseif stepResult == AirStep.HIT_WALL then
m:SetForwardVel(0)
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
if m.ActionState == 1 and m:IsAnimPastEnd() then
m.ActionState = 2
end
end
local function commonAirKnockbackStep(
m: Mario,
landAction: number,
hardFallAction: number,
anim: Animation,
speed: number
)
local stepResult
do
m:SetForwardVel(speed)
stepResult = m:PerformAirStep()
end
if stepResult == AirStep.NONE then
m:SetAnimation(anim)
elseif stepResult == AirStep.LANDED then
if not checkFallDamage(m, hardFallAction) then
local action = m.Action()
if action == Action.THROWN_FORWARD or action == Action.THROWN_BACKWARD then
m:SetAction(landAction, m.HurtCounter)
else
m:SetAction(landAction, m.ActionArg)
end
end
elseif stepResult == AirStep.HIT_WALL then
m:SetAnimation(Animations.BACKWARD_AIR_KB)
m:BonkReflection()
stopRising(m)
m:SetForwardVel(-speed)
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
return stepResult
end
local function checkWallKick(m: Mario)
if m.WallKickTimer ~= 0 then
if m.Input:Has(InputFlags.A_PRESSED) then
if m.PrevAction() == Action.AIR_HIT_WALL then
m.FaceAngle += Vector3int16.new(0, 0x8000, 0)
end
end
end
return false
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Actions
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
local AIR_STEP_CHECK_BOTH = bit32.bor(AirStep.CHECK_LEDGE_GRAB, AirStep.CHECK_HANG)
local DEF_ACTION: (number, (Mario) -> boolean) -> () = System.RegisterAction
DEF_ACTION(Action.JUMP, function(m: Mario)
if checkKickOrDiveInAir(m) then
return true
end
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP)
commonAirActionStep(m, Action.JUMP_LAND, Animations.SINGLE_JUMP, AIR_STEP_CHECK_BOTH)
return false
end)
DEF_ACTION(Action.DOUBLE_JUMP, function(m: Mario)
local anim = if m.Velocity.Y >= 0 then Animations.DOUBLE_JUMP_RISE else Animations.DOUBLE_JUMP_FALL
if checkKickOrDiveInAir(m) then
return true
end
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_HOOHOO)
commonAirActionStep(m, Action.DOUBLE_JUMP_LAND, anim, AIR_STEP_CHECK_BOTH)
return false
end)
DEF_ACTION(Action.TRIPLE_JUMP, function(m: Mario)
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.DIVE)
end
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP)
commonAirActionStep(m, Action.TRIPLE_JUMP_LAND, Animations.TRIPLE_JUMP, 0)
playFlipSounds(m, 2, 8, 20)
return false
end)
DEF_ACTION(Action.BACKFLIP, function(m: Mario)
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_YAH_WAH_HOO)
commonAirActionStep(m, Action.BACKFLIP_LAND, Animations.BACKFLIP, 0)
playFlipSounds(m, 2, 3, 17)
return false
end)
DEF_ACTION(Action.FREEFALL, function(m: Mario)
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.DIVE)
end
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
local anim
if m.ActionArg == 0 then
anim = Animations.GENERAL_FALL
elseif m.ActionArg == 1 then
anim = Animations.FALL_FROM_SLIDE
elseif m.ActionArg == 2 then
anim = Animations.FALL_FROM_SLIDE_KICK
end
commonAirActionStep(m, Action.FREEFALL_LAND, anim, AirStep.CHECK_LEDGE_GRAB)
return false
end)
DEF_ACTION(Action.SIDE_FLIP, function(m: Mario)
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.DIVE, 0)
end
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP)
commonAirActionStep(m, Action.SIDE_FLIP_LAND, Animations.SLIDEFLIP, AirStep.CHECK_LEDGE_GRAB)
if m.AnimFrame == 6 then
m:PlaySound(Sounds.ACTION_SIDE_FLIP)
end
return false
end)
DEF_ACTION(Action.WALL_KICK_AIR, function(m: Mario)
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.DIVE)
end
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
m:PlayJumpSound()
commonAirActionStep(m, Action.JUMP_LAND, Animations.SLIDEJUMP, AirStep.CHECK_LEDGE_GRAB)
return false
end)
DEF_ACTION(Action.LONG_JUMP, function(m: Mario)
local anim = if m.LongJumpIsSlow then Animations.SLOW_LONGJUMP else Animations.FAST_LONGJUMP
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_YAHOO)
commonAirActionStep(m, Action.LONG_JUMP_LAND, anim, AirStep.CHECK_LEDGE_GRAB)
return false
end)
DEF_ACTION(Action.TWIRLING, function(m: Mario)
local startTwirlYaw = m.TwirlYaw
local yawVelTarget = 0x1000
if m.Input:Has(InputFlags.A_DOWN) then
yawVelTarget = 0x2000
end
local yVel = Util.ApproachInt(m.AngleVel.Y, yawVelTarget, 0x200)
m.AngleVel = Util.SetY(m.AngleVel, yVel)
m.TwirlYaw += yVel
m:SetAnimation(if m.ActionArg == 0 then Animations.START_TWIRL else Animations.TWIRL)
if m:IsAnimPastEnd() then
m.ActionArg = 1
end
if startTwirlYaw > m.TwirlYaw then
m:PlaySound(Sounds.ACTION_TWIRL)
end
local step = m:PerformAirStep()
if step == AirStep.LANDED then
m:SetAction(Action.TWIRL_LAND)
elseif step == AirStep.HIT_WALL then
m:BonkReflection(false)
elseif step == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
m.GfxAngle += Vector3int16.new(0, m.TwirlYaw, 0)
return false
end)
DEF_ACTION(Action.DIVE, function(m: Mario)
local airStep
if m.ActionArg == 0 then
m:PlayMarioSound(Sounds.ACTION_THROW, Sounds.MARIO_HOOHOO)
else
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP)
end
m:SetAnimation(Animations.DIVE)
updateAirWithoutTurn(m)
airStep = m:PerformAirStep()
if airStep == AirStep.NONE then
if m.Velocity.Y < 0 and m.FaceAngle.X > -0x2AAA then
m.FaceAngle -= Vector3int16.new(0x200, 0, 0)
if m.FaceAngle.X < -0x2AAA then
m.FaceAngle = Util.SetX(m.FaceAngle, -0x2AAA)
end
end
m.GfxAngle = Util.SetX(m.GfxAngle, -m.FaceAngle.X)
elseif airStep == AirStep.LANDED then
if not checkFallDamage(m, Action.HARD_FORWARD_GROUND_KB) then
m:SetAction(Action.DIVE_SLIDE)
end
m.FaceAngle *= Vector3int16.new(0, 1, 1)
elseif airStep == AirStep.HIT_WALL then
m:BonkReflection(true)
m.FaceAngle *= Vector3int16.new(0, 1, 1)
stopRising(m)
m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR)
m:SetAction(Action.BACKWARD_AIR_KB)
elseif airStep == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
return false
end)
DEF_ACTION(Action.WATER_JUMP, function(m: Mario)
if m.ForwardVel < 15 then
m:SetForwardVel(15)
end
m:PlaySound(Sounds.ACTION_WATER_EXIT)
m:SetAnimation(Animations.SINGLE_JUMP)
local step = m:PerformAirStep(AirStep.CHECK_LEDGE_GRAB)
if step == AirStep.LANDED then
m:SetAction(Action.JUMP_LAND)
elseif step == AirStep.HIT_WALL then
m:SetForwardVel(15)
elseif step == AirStep.GRABBED_LEDGE then
m:SetAnimation(Animations.IDLE_ON_LEDGE)
m:SetAction(Action.LEDGE_GRAB)
elseif step == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
return false
end)
DEF_ACTION(Action.STEEP_JUMP, function(m: Mario)
local airStep
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.DIVE)
end
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP)
m:SetForwardVel(0.98 * m.ForwardVel)
airStep = m:PerformAirStep()
if airStep == AirStep.LANDED then
if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then
m.FaceAngle *= Vector3int16.new(0, 1, 1)
m:SetAction(if m.ForwardVel < 0 then Action.BEGIN_SLIDING else Action.JUMP_LAND)
end
elseif airStep == AirStep.HIT_WALL then
m:SetForwardVel(0)
elseif airStep == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
m:SetAnimation(Animations.SINGLE_JUMP)
m.GfxAngle = Util.SetY(m.GfxAngle, m.SteepJumpYaw)
return false
end)
DEF_ACTION(Action.GROUND_POUND, function(m: Mario)
local stepResult
local yOffset
m:PlaySoundIfNoFlag(Sounds.ACTION_THROW, MarioFlags.ACTION_SOUND_PLAYED)
if m.ActionState == 0 then
if m.ActionTimer < 10 then
yOffset = 20 - 2 * m.ActionTimer
if m.Position.Y + yOffset + 160 < m.CeilHeight then
m.Position += Vector3.new(0, yOffset, 0)
m.PeakHeight = m.Position.Y
end
end
m.Velocity = Util.SetY(m.Velocity, -50)
m:SetForwardVel(0)
m:SetAnimation(if m.ActionArg == 0 then Animations.START_GROUND_POUND else Animations.TRIPLE_JUMP_GROUND_POUND)
if m.ActionTimer == 0 then
m:PlaySound(Sounds.ACTION_SPIN)
end
m.ActionTimer += 1
m.GfxAngle = Vector3int16.new(0, m.FaceAngle.Y, 0)
if m.ActionTimer >= m.AnimFrameCount + 4 then
m:PlaySound(Sounds.MARIO_GROUND_POUND_WAH)
m.ActionState = 1
end
else
m:SetAnimation(Animations.GROUND_POUND)
stepResult = m:PerformAirStep()
if stepResult == AirStep.LANDED then
m:PlayHeavyLandingSound(Sounds.ACTION_HEAVY_LANDING)
if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then
m.ParticleFlags:Add(ParticleFlags.MIST_CIRCLE, ParticleFlags.HORIZONTAL_STAR)
m:SetAction(Action.GROUND_POUND_LAND)
end
elseif stepResult == AirStep.HIT_WALL then
m:SetForwardVel(-16)
stopRising(m)
m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR)
m:SetAction(Action.BACKWARD_AIR_KB)
end
end
return false
end)
DEF_ACTION(Action.BURNING_JUMP, function(m: Mario)
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP)
m:SetForwardVel(m.ForwardVel)
if m:PerformAirStep() == AirStep.LANDED then
m:PlayLandingSound()
m:SetAction(Action.BURNING_GROUND)
end
m:SetAnimation(Animations.GENERAL_FALL)
m.ParticleFlags:Add(ParticleFlags.FIRE)
m:PlaySound(Sounds.MOVING_LAVA_BURN)
m.BurnTimer += 3
m.Health -= 10
if m.Health < 0x100 then
m.Health = 0xFF
end
return false
end)
DEF_ACTION(Action.BURNING_FALL, function(m: Mario)
m:SetForwardVel(m.ForwardVel)
if m:PerformAirStep() == AirStep.LANDED then
m:PlayLandingSound(Sounds.ACTION_TERRAIN_LANDING)
m:SetAction(Action.BURNING_GROUND)
end
m:SetAnimation(Animations.GENERAL_FALL)
m.ParticleFlags:Add(ParticleFlags.FIRE)
m.BurnTimer += 3
m.Health -= 10
if m.Health < 0x100 then
m.Health = 0xFF
end
return false
end)
DEF_ACTION(Action.BACKWARD_AIR_KB, function(m: Mario)
if checkWallKick(m) then
return true
end
playKnockbackSound(m)
commonAirKnockbackStep(
m,
Action.BACKWARD_GROUND_KB,
Action.HARD_BACKWARD_GROUND_KB,
Animations.BACKWARD_AIR_KB,
-16
)
return false
end)
DEF_ACTION(Action.FORWARD_AIR_KB, function(m: Mario)
if checkWallKick(m) then
return true
end
playKnockbackSound(m)
commonAirKnockbackStep(m, Action.FORWARD_GROUND_KB, Action.HARD_FORWARD_GROUND_KB, Animations.FORWARD_AIR_KB, 16)
return false
end)
DEF_ACTION(Action.HARD_BACKWARD_AIR_KB, function(m: Mario)
if checkWallKick(m) then
return true
end
playKnockbackSound(m)
commonAirKnockbackStep(
m,
Action.HARD_BACKWARD_GROUND_KB,
Action.HARD_BACKWARD_GROUND_KB,
Animations.BACKWARD_AIR_KB,
-16
)
return false
end)
DEF_ACTION(Action.HARD_FORWARD_AIR_KB, function(m: Mario)
if checkWallKick(m) then
return true
end
playKnockbackSound(m)
commonAirKnockbackStep(
m,
Action.HARD_FORWARD_GROUND_KB,
Action.HARD_FORWARD_GROUND_KB,
Animations.FORWARD_AIR_KB,
16
)
return false
end)
DEF_ACTION(Action.THROWN_BACKWARD, function(m: Mario)
local landAction = if m.ActionArg ~= 0 then Action.HARD_BACKWARD_GROUND_KB else Action.BACKWARD_GROUND_KB
m:PlaySoundIfNoFlag(Sounds.MARIO_WAAAOOOW, MarioFlags.MARIO_SOUND_PLAYED)
commonAirKnockbackStep(m, landAction, Action.HARD_BACKWARD_GROUND_KB, Animations.BACKWARD_AIR_KB, m.ForwardVel)
m.ForwardVel *= 0.98
return false
end)
DEF_ACTION(Action.THROWN_FORWARD, function(m: Mario)
local landAction = if m.ActionArg ~= 0 then Action.HARD_FORWARD_GROUND_KB else Action.FORWARD_GROUND_KB
m:PlaySoundIfNoFlag(Sounds.MARIO_WAAAOOOW, MarioFlags.MARIO_SOUND_PLAYED)
if
commonAirKnockbackStep(m, landAction, Action.HARD_FORWARD_GROUND_KB, Animations.FORWARD_AIR_KB, m.ForwardVel)
== AirStep.NONE
then
local pitch = Util.Atan2s(m.ForwardVel, -m.Velocity.Y)
if pitch > 0x1800 then
pitch = 0x1800
end
m.GfxAngle = Util.SetX(m.GfxAngle, pitch + 0x1800)
end
m.ForwardVel *= 0.98
return false
end)
DEF_ACTION(Action.SOFT_BONK, function(m: Mario)
if checkWallKick(m) then
return true
end
playKnockbackSound(m)
commonAirKnockbackStep(
m,
Action.FREEFALL_LAND,
Action.HARD_BACKWARD_GROUND_KB,
Animations.GENERAL_FALL,
m.ForwardVel
)
return false
end)
DEF_ACTION(Action.AIR_HIT_WALL, function(m: Mario)
m.ActionTimer += 1
if m.ActionTimer <= 2 then
if m.Input:Has(InputFlags.A_PRESSED) then
m.Velocity = Util.SetY(m.Velocity, 52)
m.FaceAngle += Vector3int16.new(0, 0x8000, 0)
return m:SetAction(Action.WALL_KICK_AIR)
end
elseif m.ForwardVel >= 38 then
m.WallKickTimer = 5
if m.Velocity.Y > 0 then
m.Velocity = Util.SetY(m.Velocity, 0)
end
m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR)
return m:SetAction(Action.BACKWARD_AIR_KB)
else
m.WallKickTimer = 5
if m.Velocity.Y > 0 then
m.Velocity = Util.SetY(m.Velocity, 0)
end
if m.ForwardVel > 8 then
m:SetForwardVel(-8)
end
return m:SetAction(Action.SOFT_BONK)
end
return m:SetAnimation(Animations.START_WALLKICK) > 0
end)
DEF_ACTION(Action.FORWARD_ROLLOUT, function(m: Mario)
commonRolloutStep(m, Animations.FORWARD_SPINNING)
return false
end)
DEF_ACTION(Action.BACKWARD_ROLLOUT, function(m: Mario)
commonRolloutStep(m, Animations.BACKWARD_SPINNING)
return false
end)
DEF_ACTION(Action.BUTT_SLIDE_AIR, function(m: Mario)
local stepResult
m.ActionTimer += 1
if m.ActionTimer > 30 and m.Position.Y - m.FloorHeight > 500 then
return m:SetAction(Action.FREEFALL, 1)
end
updateAirWithTurn(m)
stepResult = m:PerformAirStep()
if stepResult == AirStep.LANDED then
if m.ActionState == 0 and m.Velocity.Y < 0 then
local floor = m.Floor
if floor and floor.Normal.Y > 0.9848077 then
m.Velocity *= Vector3.new(1, -0.5, 1)
m.ActionState = 1
else
m:SetAction(Action.BUTT_SLIDE)
end
else
m:SetAction(Action.BUTT_SLIDE)
end
m:PlayLandingSound()
elseif stepResult == AirStep.HIT_WALL then
stopRising(m)
m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR)
m:SetAction(Action.BACKWARD_AIR_KB)
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
m:SetAnimation(Animations.SLIDE)
return false
end)
DEF_ACTION(Action.LAVA_BOOST, function(m: Mario)
local stepResult
m:PlaySoundIfNoFlag(Sounds.MARIO_ON_FIRE, MarioFlags.MARIO_SOUND_PLAYED)
if not m.Input:Has(InputFlags.NONZERO_ANALOG) then
m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.35)
end
updateLavaBoostOrTwirling(m)
stepResult = m:PerformAirStep()
if stepResult == AirStep.LANDED then
local floor = m.Floor
local floorType: Enum.Material?
if floor then
floorType = floor.Material
end
if floorType == Enum.Material.CrackedLava then
m.ActionState = 0
if not m.Flags:Has(MarioFlags.METAL_CAP) then
m.HurtCounter += if m.Flags:Has(MarioFlags.CAP_ON_HEAD) then 12 else 18
end
m.Velocity = Util.SetY(m.Velocity, 84)
m:PlaySound(Sounds.MARIO_ON_FIRE)
else
m:PlayHeavyLandingSound(Sounds.ACTION_TERRAIN_BODY_HIT_GROUND)
if m.ActionState < 2 and m.Velocity.Y < 0 then
m.Velocity *= Vector3.new(1, -0.4, 1)
m:SetForwardVel(m.ForwardVel / 2)
m.ActionState += 1
else
m:SetAction(Action.LAVA_BOOST_LAND)
end
end
elseif stepResult == AirStep.HIT_WALL then
m:BonkReflection()
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
m:SetAnimation(Animations.FIRE_LAVA_BURN)
if not m.Flags:Has(MarioFlags.METAL_CAP) and m.Velocity.Y > 0 then
m.ParticleFlags:Add(ParticleFlags.FIRE)
if m.ActionState == 0 then
m:PlaySound(Sounds.MOVING_LAVA_BURN)
end
end
m.BodyState.EyeState = MarioEyes.DEAD
return false
end)
DEF_ACTION(Action.SLIDE_KICK, function(m: Mario)
local stepResult
if m.ActionState == 0 and m.ActionTimer == 0 then
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_HOOHOO)
m:SetAnimation(Animations.SLIDE_KICK)
end
m.ActionTimer += 1
if m.ActionTimer > 30 and m.Position.Y - m.FloorHeight > 500 then
return m:SetAction(Action.FREEFALL, 2)
end
updateAirWithoutTurn(m)
stepResult = m:PerformAirStep()
if stepResult == AirStep.NONE then
if m.ActionState == 0 then
local tilt = Util.Atan2s(m.ForwardVel, -m.Velocity.Y)
if tilt > 0x1800 then
tilt = 0x1800
end
m.GfxAngle = Util.SetX(m.GfxAngle, tilt)
end
elseif stepResult == AirStep.LANDED then
if m.ActionState == 0 and m.Velocity.Y < 0 then
m.Velocity *= Vector3.new(1, -0.5, 1)
m.ActionState = 1
m.ActionTimer = 0
else
m:SetAction(Action.SLIDE_KICK_SLIDE)
end
m:PlayLandingSound()
elseif stepResult == AirStep.HIT_WALL then
stopRising(m)
m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR)
m:SetAction(Action.BACKWARD_AIR_KB)
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
return false
end)
DEF_ACTION(Action.JUMP_KICK, function(m: Mario)
local stepResult
if m.ActionState == 0 then
m:PlaySoundIfNoFlag(Sounds.MARIO_PUNCH_HOO, MarioFlags.MARIO_SOUND_PLAYED)
m.AnimReset = true
m:SetAnimation(Animations.AIR_KICK)
m.ActionState = 1
end
local animFrame = m.AnimFrame
if animFrame == 0 then
m.BodyState.PunchType = 2
m.BodyState.PunchTimer = 6
end
if animFrame >= 0 and animFrame < 8 then
m.Flags:Add(MarioFlags.KICKING)
end
updateAirWithoutTurn(m)
stepResult = m:PerformAirStep()
if stepResult == AirStep.LANDED then
if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then
m:SetAction(Action.FREEFALL_LAND)
end
elseif stepResult == AirStep.HIT_WALL then
m:SetForwardVel(0)
end
return false
end)
DEF_ACTION(Action.FLYING, function(m: Mario)
local startPitch = m.FaceAngle.X
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
if not m.Flags:Has(MarioFlags.WING_CAP) then
return m:SetAction(Action.FREEFALL)
end
if m.ActionState == 0 then
if m.ActionArg == 0 then
m:SetAnimation(Animations.FLY_FROM_CANNON)
else
m:SetAnimation(Animations.FORWARD_SPINNING_FLIP)
if m.AnimFrame == 1 then
m:PlaySound(Sounds.ACTION_SPIN)
end
end
if m:IsAnimAtEnd() then
m:SetAnimation(Animations.WING_CAP_FLY)
m.ActionState = 1
end
end
local stepResult
do
updateFlying(m)
stepResult = m:PerformAirStep()
end
if stepResult == AirStep.NONE then
m.GfxAngle = Util.SetX(m.GfxAngle, -m.FaceAngle.X)
m.GfxAngle = Util.SetZ(m.GfxAngle, m.FaceAngle.Z)
m.ActionTimer = 0
elseif stepResult == AirStep.LANDED then
m:SetAction(Action.DIVE_SLIDE)
m:SetAnimation(Animations.DIVE)
m:SetAnimToFrame(7)
m.FaceAngle *= Vector3int16.new(0, 1, 1)
elseif stepResult == AirStep.HIT_WALL then
if m.Wall then
m:SetForwardVel(-16)
m.FaceAngle *= Vector3int16.new(0, 1, 1)
stopRising(m)
m:PlaySound(if m.Flags:Has(MarioFlags.METAL_CAP) then Sounds.ACTION_METAL_BONK else Sounds.ACTION_BONK)
m.ParticleFlags:Add(ParticleFlags.VERTICAL_STAR)
m:SetAction(Action.BACKWARD_AIR_KB)
else
m.ActionTimer += 1
if m.ActionTimer == 0 then
m:PlaySound(Sounds.ACTION_HIT)
end
if m.ActionTimer == 30 then
m.ActionTimer = 0
end
m.FaceAngle -= Vector3int16.new(0x200, 0, 0)
if m.FaceAngle.X < -0x2AAA then
m.FaceAngle = Util.SetX(m.FaceAngle, -0x2AAA)
end
m.GfxAngle = Util.SetX(m.GfxAngle, -m.FaceAngle.X)
m.GfxAngle = Util.SetZ(m.GfxAngle, m.FaceAngle.Z)
end
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
if m.FaceAngle.X > 0x800 and m.ForwardVel >= 48 then
m.ParticleFlags:Add(ParticleFlags.DUST)
end
if startPitch <= 0 and m.FaceAngle.X > 0 and m.ForwardVel >= 48 then
m:PlaySound(Sounds.ACTION_FLYING_FAST)
m:PlaySound(Sounds.MARIO_YAHOO_WAHA_YIPPEE)
end
m:PlaySound(Sounds.MOVING_FLYING)
m:AdjustSoundForSpeed()
return false
end)
DEF_ACTION(Action.FLYING_TRIPLE_JUMP, function(m: Mario)
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.DIVE)
end
if m.Input:Has(InputFlags.Z_PRESSED) then
return m:SetAction(Action.GROUND_POUND)
end
m:PlayMarioSound(Sounds.ACTION_TERRAIN_JUMP, Sounds.MARIO_YAHOO)
if m.ActionState == 0 then
m:SetAnimation(Animations.TRIPLE_JUMP_FLY)
if m.AnimFrame == 7 then
m:PlaySound(Sounds.ACTION_SPIN)
end
if m:IsAnimPastEnd() then
m:SetAnimation(Animations.FORWARD_SPINNING)
m.ActionState = 1
end
end
if m.ActionState == 1 and m.AnimFrame == 1 then
m:PlaySound(Sounds.ACTION_SPIN)
end
if m.Velocity.Y < 4 then
if m.ForwardVel < 32 then
m:SetForwardVel(32)
end
m:SetAction(Action.FLYING, 1)
end
m.ActionTimer += 1
local stepResult
do
updateAirWithoutTurn(m)
stepResult = m:PerformAirStep()
end
if stepResult == AirStep.LANDED then
if not checkFallDamage(m, Action.HARD_BACKWARD_GROUND_KB) then
m:SetAction(Action.DOUBLE_JUMP_LAND)
end
elseif stepResult == AirStep.HIT_WALL then
m:BonkReflection()
elseif stepResult == AirStep.HIT_LAVA_WALL then
lavaBoostOnWall(m)
end
return false
end)
DEF_ACTION(Action.SPAWN_SPIN_AIRBORNE, function(m: Mario)
m:SetForwardVel(m.ForwardVel)
if m:PerformAirStep() == AirStep.LANDED then
m:PlayLandingSound(Sounds.ACTION_TERRAIN_LANDING)
m:SetAction(Action.SPAWN_SPIN_LANDING)
end
if m.ActionState == 0 and m.Position.Y - m.FloorHeight > 300 then
if m:SetAnimation(Animations.FORWARD_SPINNING) == 0 then
m:PlaySound(Sounds.ACTION_SPIN)
end
else
m.ActionState = 1
m:SetAnimation(Animations.GENERAL_FALL)
end
return false
end)
DEF_ACTION(Action.SPAWN_SPIN_LANDING, function(m: Mario)
m:StopAndSetHeightToFloor()
m:SetAnimation(Animations.GENERAL_LAND)
if m:IsAnimAtEnd() then
m:SetAction(Action.IDLE)
end
return false
end)
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
| 10,003 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Mario/Automatic/init.server.lua | --!strict
local System = require(script.Parent)
local Animations = System.Animations
local Sounds = System.Sounds
local Enums = System.Enums
local Util = System.Util
local Action = Enums.Action
local ActionFlags = Enums.ActionFlags
local ActionGroup = Enums.ActionGroups
local AirStep = Enums.AirStep
local MarioEyes = Enums.MarioEyes
local InputFlags = Enums.InputFlags
local MarioFlags = Enums.MarioFlags
local ParticleFlags = Enums.ParticleFlags
type Mario = System.Mario
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Helpers
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
local function letGoOfLedge(m: Mario)
local floorHeight
m.Velocity *= Vector3.new(1, 0, 1)
m.ForwardVel = -8
local x = 60 * Util.Sins(m.FaceAngle.Y)
local z = 60 * Util.Coss(m.FaceAngle.Y)
m.Position -= Vector3.new(x, 0, z)
floorHeight = Util.FindFloor(m.Position)
if floorHeight < m.Position.Y - 100 then
m.Position -= (Vector3.yAxis * 100)
else
m.Position = Util.SetY(m.Position, floorHeight)
end
return m:SetAction(Action.SOFT_BONK)
end
local function climbUpLedge(m: Mario)
local x = 14 * Util.Sins(m.FaceAngle.Y)
local z = 14 * Util.Coss(m.FaceAngle.Y)
m:SetAnimation(Animations.IDLE_HEAD_LEFT)
m.Position += Vector3.new(x, 0, z)
end
local function updateLedgeClimb(m: Mario, anim: Animation, endAction: number)
m:StopAndSetHeightToFloor()
m:SetAnimation(anim)
if m:IsAnimAtEnd() then
m:SetAction(endAction)
if endAction == Action.IDLE then
climbUpLedge(m)
end
end
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Actions
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
local DEF_ACTION: (number, (Mario) -> boolean) -> () = System.RegisterAction
DEF_ACTION(Action.LEDGE_GRAB, function(m: Mario)
local intendedDYaw = m.IntendedYaw - m.FaceAngle.Y
local hasSpaceForMario = m.CeilHeight - m.FloorHeight >= 160
if m.ActionTimer < 10 then
m.ActionTimer += 1
end
if m.Floor and m.Floor.Normal.Y < 0.9063078 then
return letGoOfLedge(m)
end
if m.Input:Has(InputFlags.Z_PRESSED, InputFlags.OFF_FLOOR) then
return letGoOfLedge(m)
end
if m.Input:Has(InputFlags.A_PRESSED) and hasSpaceForMario then
return m:SetAction(Action.LEDGE_CLIMB_FAST)
end
if m.Input:Has(InputFlags.STOMPED) then
return letGoOfLedge(m)
end
if m.ActionTimer == 10 and m.Input:Has(InputFlags.NONZERO_ANALOG) then
if math.abs(intendedDYaw) <= 0x4000 then
if hasSpaceForMario then
return m:SetAction(Action.LEDGE_CLIMB_SLOW)
end
else
return letGoOfLedge(m)
end
end
local heightAboveFloor = m.Position.Y - m:FindFloorHeightRelativePolar(-0x8000, 30)
if hasSpaceForMario and heightAboveFloor < 100 then
return m:SetAction(Action.LEDGE_CLIMB_FAST)
end
if m.ActionArg == 0 then
m:PlaySoundIfNoFlag(Sounds.MARIO_WHOA, MarioFlags.MARIO_SOUND_PLAYED)
end
m:StopAndSetHeightToFloor()
m:SetAnimation(Animations.IDLE_ON_LEDGE)
return false
end)
DEF_ACTION(Action.LEDGE_CLIMB_SLOW, function(m: Mario)
if m.Input:Has(InputFlags.OFF_FLOOR) then
return letGoOfLedge(m)
end
if m.ActionTimer >= 28 then
if
m.Input:Has(InputFlags.NONZERO_ANALOG, InputFlags.A_PRESSED, InputFlags.OFF_FLOOR, InputFlags.ABOVE_SLIDE)
then
climbUpLedge(m)
return m:CheckCommonActionExits()
end
end
if m.ActionTimer == 10 then
m:PlaySoundIfNoFlag(Sounds.MARIO_EEUH, MarioFlags.MARIO_SOUND_PLAYED)
end
updateLedgeClimb(m, Animations.SLOW_LEDGE_GRAB, Action.IDLE)
return false
end)
DEF_ACTION(Action.LEDGE_CLIMB_DOWN, function(m: Mario)
if m.Input:Has(InputFlags.OFF_FLOOR) then
return letGoOfLedge(m)
end
m:PlaySoundIfNoFlag(Sounds.MARIO_WHOA, MarioFlags.MARIO_SOUND_PLAYED)
updateLedgeClimb(m, Animations.CLIMB_DOWN_LEDGE, Action.LEDGE_GRAB)
m.ActionArg = 1
return false
end)
DEF_ACTION(Action.LEDGE_CLIMB_FAST, function(m: Mario)
if m.Input:Has(InputFlags.OFF_FLOOR) then
return letGoOfLedge(m)
end
m:PlaySoundIfNoFlag(Sounds.MARIO_UH2, MarioFlags.MARIO_SOUND_PLAYED)
updateLedgeClimb(m, Animations.FAST_LEDGE_GRAB, Action.IDLE)
if m.AnimFrame == 8 then
m:PlayLandingSound(Sounds.ACTION_TERRAIN_LANDING)
end
return false
end)
| 1,213 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Mario/Submerged/init.server.lua | local System = require(script.Parent)
local Animations = System.Animations
local Sounds = System.Sounds
local Enums = System.Enums
local Util = System.Util
local Action = Enums.Action
local AirStep = Enums.AirStep
local WaterStep = Enums.WaterStep
local GroundStep = Enums.GroundStep
local InputFlags = Enums.InputFlags
local MarioFlags = Enums.MarioFlags
local ActionFlags = Enums.ActionFlags
local ParticleFlags = Enums.ParticleFlags
local MIN_SWIM_STRENGTH = 160
local MIN_SWIM_SPEED = 16
local sWasAtSurface = false
local sSwimStrength = MIN_SWIM_STRENGTH
local sBobTimer = 0
local sBobIncrement = 0
local sBobHeight = 0
type Mario = System.Mario
local function setSwimmingAtSurfaceParticles(m: Mario, particleFlag: number)
local atSurface = m.Position.Y >= m.WaterLevel - 130
if atSurface then
m.ParticleFlags:Add(particleFlag)
if atSurface ~= sWasAtSurface then
m:PlaySound(Sounds.ACTION_UNKNOWN431)
end
end
sWasAtSurface = atSurface
end
local function swimmingNearSurface(m: Mario)
if m.Flags:Has(MarioFlags.METAL_CAP) then
return false
end
return (m.WaterLevel - 80) - m.Position.Y < 400
end
local function getBuoyancy(m: Mario)
local buoyancy = 0
if m.Flags:Has(MarioFlags.METAL_CAP) then
if m.Action:Has(ActionFlags.INVULNERABLE) then
buoyancy = -2
else
buoyancy = -18
end
elseif swimmingNearSurface(m) then
buoyancy = 1.25
elseif not m.Action:Has(ActionFlags.MOVING) then
buoyancy = -2
end
return buoyancy
end
local function performWaterFullStep(m: Mario, nextPos: Vector3)
local adjusted, wall = Util.FindWallCollisions(nextPos, 10, 110)
nextPos = adjusted
local floorHeight, floor = Util.FindFloor(nextPos)
local ceilHeight = Util.FindCeil(nextPos, floorHeight)
if floor == nil then
return WaterStep.CANCELLED
end
if nextPos.Y >= floorHeight then
if ceilHeight - nextPos.Y >= 160 then
m.Position = nextPos
m.Floor = floor
m.FloorHeight = floorHeight
if wall then
return WaterStep.HIT_WALL
else
return WaterStep.NONE
end
end
if ceilHeight - floorHeight < 160 then
return WaterStep.CANCELLED
end
--! Water ceiling downwarp
m.Position = Util.SetY(nextPos, ceilHeight - 160)
m.Floor = floor
m.FloorHeight = floorHeight
return WaterStep.HIT_CEILING
else
if ceilHeight - floorHeight < 160 then
return WaterStep.CANCELLED
end
m.Position = Util.SetY(nextPos, floorHeight)
m.Floor = floor
m.FloorHeight = floorHeight
return WaterStep.HIT_FLOOR
end
end
local function applyWaterCurrent(m: Mario, step: Vector3): Vector3
-- TODO: Implement if actually needed.
-- This normally handles whirlpools and moving
-- water, neither of which I think I'll be using.
return step
end
local function performWaterStep(m: Mario)
local nextPos = m.Position
local step = m.Velocity
if m.Action:Has(ActionFlags.SWIMMING) then
step = applyWaterCurrent(m, step)
end
nextPos += step
if nextPos.Y > m.WaterLevel - 80 then
nextPos = Util.SetY(nextPos, m.WaterLevel - 80)
m.Velocity *= Vector3.new(1, 0, 1)
end
local stepResult = performWaterFullStep(m, nextPos)
m.GfxAngle = m.FaceAngle * Vector3int16.new(-1, 1, 1)
m.GfxPos = m.Position
return stepResult
end
local function updateWaterPitch(m: Mario)
local gfxAngle = m.GfxAngle
if gfxAngle.X > 0 then
local angle = 60 * Util.Sins(gfxAngle.X) * Util.Sins(gfxAngle.X)
m.GfxPos += Vector3.new(0, angle, 0)
end
if gfxAngle.X < 0 then
local x = gfxAngle.X * 6 / 10
gfxAngle = Util.SetX(gfxAngle, x)
end
if gfxAngle.X > 0 then
local x = gfxAngle.X * 10 / 8
gfxAngle = Util.SetX(gfxAngle, x)
end
m.GfxAngle = gfxAngle
end
local function stationarySlowDown(m: Mario)
local buoyancy = getBuoyancy(m)
m.AngleVel *= Vector3int16.new(0, 0, 1)
m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 1, 1)
local faceY = m.FaceAngle.Y
local faceX = Util.ApproachInt(m.FaceAngle.X, 0, 0x200, 0x200)
local faceZ = Util.ApproachInt(m.FaceAngle.Z, 0, 0x100, 0x100)
local velY = Util.ApproachFloat(m.Velocity.Y, buoyancy, 2, 1)
local velX = m.ForwardVel * Util.Coss(faceX) * Util.Sins(faceY)
local velZ = m.ForwardVel * Util.Coss(faceX) * Util.Coss(faceY)
m.FaceAngle = Vector3int16.new(faceX, faceY, faceZ)
m.Velocity = Vector3.new(velX, velY, velZ)
end
local function updateSwimmingSpeed(m: Mario, maybeDecelThreshold: number?)
local buoyancy = getBuoyancy(m)
local decelThreshold = maybeDecelThreshold or MIN_SWIM_SPEED
if m.Action:Has(ActionFlags.STATIONARY) then
m.ForwardVel -= 2
end
m.ForwardVel = math.clamp(m.ForwardVel, 0, 28)
if m.ForwardVel > decelThreshold then
m.ForwardVel -= 0.5
end
m.Velocity = Vector3.new(
m.ForwardVel * Util.Coss(m.FaceAngle.X) * Util.Sins(m.FaceAngle.Y),
m.ForwardVel * Util.Sins(m.FaceAngle.X) + buoyancy,
m.ForwardVel * Util.Coss(m.FaceAngle.X) * Util.Coss(m.FaceAngle.Y)
)
end
local function updateSwimmingYaw(m: Mario)
local targetYawVel = -Util.SignedShort(10 * m.Controller.StickX)
if targetYawVel > 0 then
if m.AngleVel.Y < 0 then
m.AngleVel += Vector3int16.new(0, 0x40, 0)
if m.AngleVel.Y > 0x10 then
m.AngleVel = Util.SetY(m.AngleVel, 0x10)
end
else
local velY = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x10, 0x20)
m.AngleVel = Util.SetY(m.AngleVel, velY)
end
elseif targetYawVel < 0 then
if m.AngleVel.Y > 0 then
m.AngleVel -= Vector3int16.new(0, 0x40, 0)
if m.AngleVel.Y < -0x10 then
m.AngleVel = Util.SetY(m.AngleVel, -0x10)
end
else
local velY = Util.ApproachInt(m.AngleVel.Y, targetYawVel, 0x20, 0x10)
m.AngleVel = Util.SetY(m.AngleVel, velY)
end
else
local velY = Util.ApproachInt(m.AngleVel.Y, 0, 0x40, 0x40)
m.AngleVel = Util.SetY(m.AngleVel, velY)
end
m.FaceAngle += Vector3int16.new(0, m.AngleVel.Y, 0)
m.FaceAngle = Util.SetZ(m.FaceAngle, -m.AngleVel.Y * 8)
end
local function updateSwimmingPitch(m: Mario)
local targetPitch = -Util.SignedShort(252 * m.Controller.StickY)
-- stylua: ignore
local pitchVel = if m.FaceAngle.X < 0
then 0x100
else 0x200
if m.FaceAngle.X < targetPitch then
m.FaceAngle += Vector3int16.new(pitchVel, 0, 0)
if m.FaceAngle.X > targetPitch then
m.FaceAngle = Util.SetX(m.FaceAngle, targetPitch)
end
elseif m.FaceAngle.X > targetPitch then
m.FaceAngle -= Vector3int16.new(pitchVel, 0, 0)
if m.FaceAngle.X < targetPitch then
m.FaceAngle = Util.SetX(m.FaceAngle, targetPitch)
end
end
end
local function commonIdleStep(m: Mario, anim: Animation, maybeAccel: number?)
local accel = maybeAccel or 0
local bodyState = m.BodyState
local headAngleX = bodyState.HeadAngle.X
updateSwimmingYaw(m)
updateSwimmingPitch(m)
updateSwimmingSpeed(m)
performWaterStep(m)
updateWaterPitch(m)
if m.FaceAngle.X > 0 then
headAngleX = Util.ApproachInt(headAngleX, m.FaceAngle.X / 2, 0x80, 0x200)
else
headAngleX = Util.ApproachInt(headAngleX, 0, 0x200, 0x200)
end
if accel == 0 then
m:SetAnimation(anim)
else
m:SetAnimationWithAccel(anim, accel)
end
setSwimmingAtSurfaceParticles(m, ParticleFlags.IDLE_WATER_WAVE)
end
local function resetBobVariables(m: Mario)
sBobTimer = 0
sBobIncrement = 0x800
sBobHeight = m.FaceAngle.X / 256 + 20
end
local function surfaceSwimBob(m: Mario)
if sBobIncrement ~= 0 and m.Position.Y > m.WaterLevel - 85 and m.FaceAngle.Y >= 0 then
sBobTimer += sBobIncrement
if sBobTimer >= 0 then
m.GfxPos += Vector3.new(0, sBobHeight * Util.Sins(sBobTimer), 0)
return
end
end
sBobIncrement = 0
end
local function commonSwimmingStep(m: Mario, swimStrength: number)
local waterStep
updateSwimmingYaw(m)
updateSwimmingPitch(m)
updateSwimmingSpeed(m, swimStrength / 10)
-- do water step
waterStep = performWaterStep(m)
if waterStep == WaterStep.HIT_FLOOR then
local floorPitch = -m:FindFloorSlope(-0x8000)
if m.FaceAngle.X < floorPitch then
m.FaceAngle = Util.SetX(m.FaceAngle, floorPitch)
end
elseif waterStep == WaterStep.HIT_CEILING then
if m.FaceAngle.Y > -0x3000 then
m.FaceAngle -= Vector3int16.new(0, 0x100, 0)
end
elseif waterStep == WaterStep.HIT_WALL then
if m.Controller.StickY == 0 then
if m.FaceAngle.X > 0 then
m.FaceAngle += Vector3int16.new(0x200, 0, 0)
if m.FaceAngle.X > 0x3F00 then
m.FaceAngle = Util.SetX(m.FaceAngle, 0x3F00)
end
else
m.FaceAngle -= Vector3int16.new(0x200, 0, 0)
if m.FaceAngle.X < -0x3F00 then
m.FaceAngle = Util.SetX(m.FaceAngle, -0x3F00)
end
end
end
end
local headAngle = m.BodyState.HeadAngle
updateWaterPitch(m)
local angleX = Util.ApproachInt(headAngle.X, 0, 0x200, 0x200)
m.BodyState.HeadAngle = Util.SetX(headAngle, angleX)
surfaceSwimBob(m)
setSwimmingAtSurfaceParticles(m, ParticleFlags.WAVE_TRAIL)
end
local function playSwimmingNoise(m: Mario)
local animFrame = m.AnimFrame
if animFrame == 0 or animFrame == 12 then
m:PlaySound(Sounds.ACTION_SWIM_KICK)
end
end
local function checkWaterJump(m: Mario)
local probe = Util.SignedInt(m.Position.Y + 1.5)
if m.Input:Has(InputFlags.A_PRESSED) then
if probe >= m.WaterLevel - 80 and m.FaceAngle.X >= 0 and m.Controller.StickY < -60 then
m.AngleVel = Vector3int16.new()
m.Velocity = Util.SetY(m.Velocity, 62)
return m:SetAction(Action.WATER_JUMP)
end
end
return false
end
local function playMetalWaterJumpingSound(m: Mario, landing: boolean)
if not m.Flags:Has(MarioFlags.ACTION_SOUND_PLAYED) then
m.ParticleFlags:Add(ParticleFlags.MIST_CIRCLE)
end
m:PlaySoundIfNoFlag(
landing and Sounds.ACTION_METAL_LAND_WATER or Sounds.ACTION_METAL_JUMP_WATER,
MarioFlags.ACTION_SOUND_PLAYED
)
end
local function playMetalWaterWalkingSound(m: Mario)
if m:IsAnimPastFrame(10) or m:IsAnimPastFrame(49) then
m:PlaySound(Sounds.ACTION_METAL_STEP_WATER)
m.ParticleFlags:Add(ParticleFlags.DUST)
end
end
local function updateMetalWaterWalkingSpeed(m: Mario)
local val = m.IntendedMag / 1.5
local floor = m.Floor
if m.ForwardVel <= 0 then
m.ForwardVel += 1.1
elseif m.ForwardVel <= val then
m.ForwardVel += 1.1 - m.ForwardVel / 43
elseif floor and floor.Normal.Y >= 0.95 then
m.ForwardVel -= 1
end
if m.ForwardVel > 32 then
m.ForwardVel = 32
end
local faceY = m.IntendedYaw - Util.ApproachInt(Util.SignedShort(m.IntendedYaw - m.FaceAngle.Y), 0, 0x800, 0x800)
m.FaceAngle = Util.SetY(m.FaceAngle, faceY)
m.SlideVelX = m.ForwardVel * Util.Sins(faceY)
m.SlideVelZ = m.ForwardVel * Util.Coss(faceY)
m.Velocity = Vector3.new(m.SlideVelX, 0, m.SlideVelZ)
end
local function updateMetalWaterJumpSpeed(m: Mario)
local waterSurface = m.WaterLevel - 100
if m.Velocity.Y > 0 and m.Position.Y > waterSurface then
return true
end
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
local intendedDYaw = Util.SignedShort(m.IntendedYaw - m.FaceAngle.Y)
m.ForwardVel += 0.8 * Util.Coss(intendedDYaw)
m.FaceAngle += Vector3int16.new(0, 0x200 * Util.Sins(intendedDYaw), 0)
else
m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 0, 0.25, 0.25)
end
if m.ForwardVel > 16 then
m.ForwardVel -= 1
end
if m.ForwardVel < 0 then
m.ForwardVel += 2
end
local velY = m.Velocity.Y
local velX = m.ForwardVel * Util.Sins(m.FaceAngle.Y)
local velZ = m.ForwardVel * Util.Coss(m.FaceAngle.Y)
m.SlideVelX = velX
m.SlideVelZ = velZ
m.Velocity = Vector3.new(velX, velY, velZ)
return false
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
local DEF_ACTION: (number, (Mario) -> boolean) -> () = System.RegisterAction
DEF_ACTION(Action.WATER_IDLE, function(m: Mario)
local val = 0x10000
if m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.METAL_WATER_FALLING, 1)
end
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.WATER_PUNCH)
end
if m.Input:Has(InputFlags.A_PRESSED) then
return m:SetAction(Action.BREASTSTROKE)
end
if m.FaceAngle.X < -0x1000 then
val = 0x30000
end
commonIdleStep(m, Animations.WATER_IDLE, val)
return false
end)
DEF_ACTION(Action.WATER_ACTION_END, function(m: Mario)
if m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.METAL_WATER_FALLING, 1)
end
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.WATER_PUNCH)
end
if m.Input:Has(InputFlags.A_PRESSED) then
return m:SetAction(Action.BREASTSTROKE)
end
commonIdleStep(m, Animations.WATER_ACTION_END)
if m:IsAnimAtEnd() then
m:SetAction(Action.WATER_IDLE)
end
return false
end)
DEF_ACTION(Action.BREASTSTROKE, function(m: Mario)
if m.ActionArg == 0 then
sSwimStrength = MIN_SWIM_STRENGTH
end
if m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.METAL_WATER_FALLING, 1)
end
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.WATER_PUNCH)
end
m.ActionTimer += 1
if m.ActionTimer == 14 then
return m:SetAction(Action.FLUTTER_KICK)
end
if checkWaterJump(m) then
return true
end
if m.ActionTimer < 6 then
m.ForwardVel += 0.5
end
if m.ActionTimer >= 9 then
m.ForwardVel += 1.5
end
if m.ActionTimer >= 2 then
if m.ActionTimer < 6 and m.Input:Has(InputFlags.A_PRESSED) then
m.ActionState = 1
end
if m.ActionTimer == 9 and m.ActionState == 1 then
m:SetAnimToFrame(0)
m.ActionState = 0
m.ActionTimer = 1
sSwimStrength = MIN_SWIM_STRENGTH
end
end
if m.ActionTimer == 1 then
m:PlaySound(sSwimStrength == MIN_SWIM_STRENGTH and Sounds.ACTION_SWIM or Sounds.ACTION_SWIM_FAST)
resetBobVariables(m)
end
m:SetAnimation(Animations.SWIM_PART1)
commonSwimmingStep(m, sSwimStrength)
return false
end)
DEF_ACTION(Action.SWIMMING_END, function(m: Mario)
if m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.METAL_WATER_FALLING, 1)
end
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.WATER_PUNCH)
end
if m.ActionTimer >= 15 then
return m:SetAction(Action.WATER_ACTION_END)
end
if checkWaterJump(m) then
return true
end
if m.Input:Has(InputFlags.A_DOWN) and m.ActionTimer >= 7 then
if m.ActionTimer == 7 and sSwimStrength < 280 then
sSwimStrength += 10
end
return m:SetAction(Action.BREASTSTROKE, 1)
end
if m.ActionTimer >= 7 then
sSwimStrength = MIN_SWIM_STRENGTH
end
m.ActionTimer += 1
m.ForwardVel -= 0.25
m:SetAnimation(Animations.SWIM_PART2)
commonSwimmingStep(m, sSwimStrength)
return false
end)
DEF_ACTION(Action.FLUTTER_KICK, function(m: Mario)
if m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.METAL_WATER_FALLING, 1)
end
if m.Input:Has(InputFlags.B_PRESSED) then
return m:SetAction(Action.WATER_PUNCH)
end
if not m.Input:Has(InputFlags.A_DOWN) then
if m.ActionTimer == 0 and sSwimStrength < 280 then
sSwimStrength += 10
end
return m:SetAction(Action.SWIMMING_END)
end
m.ForwardVel = Util.ApproachFloat(m.ForwardVel, 12, 0.1, 0.15)
m.ActionTimer = 1
sSwimStrength = MIN_SWIM_STRENGTH
if m.ForwardVel < 14 then
playSwimmingNoise(m)
m:SetAnimation(Animations.FLUTTERKICK)
end
commonSwimmingStep(m, sSwimStrength)
return false
end)
DEF_ACTION(Action.WATER_PUNCH, function(m: Mario)
if m.ForwardVel < 7 then
m.ForwardVel += 1
end
updateSwimmingYaw(m)
updateSwimmingPitch(m)
updateSwimmingSpeed(m)
performWaterStep(m)
updateWaterPitch(m)
local headAngle = m.BodyState.HeadAngle
local angleX = Util.ApproachInt(headAngle.X, 0, 0x200, 0x200)
m.BodyState.HeadAngle = Util.SetX(headAngle, angleX)
m:PlaySoundIfNoFlag(Sounds.ACTION_SWIM, MarioFlags.ACTION_SOUND_PLAYED)
if m.ActionState == 0 then
m:SetAnimation(Animations.WATER_GRAB_OBJ_PART1)
if m:IsAnimAtEnd() then
m.ActionState = 1
end
elseif m.ActionState == 1 then
m:SetAnimation(Animations.WATER_GRAB_OBJ_PART2)
if m:IsAnimAtEnd() then
m:SetAction(Action.WATER_ACTION_END)
end
end
return false
end)
DEF_ACTION(Action.WATER_PLUNGE, function(m: Mario)
local stepResult
local endVSpeed = swimmingNearSurface(m) and 0 or -5
local hasMetalCap = m.Flags:Has(MarioFlags.METAL_CAP)
local isDiving = m.PrevAction:Has(ActionFlags.DIVING) or m.Input:Has(InputFlags.A_DOWN)
m.ActionTimer += 1
stationarySlowDown(m)
stepResult = performWaterStep(m)
if m.ActionState == 0 then
m:PlaySound(Sounds.ACTION_WATER_ENTER)
if m.PeakHeight - m.Position.Y > 1150 then
m:PlaySound(Sounds.MARIO_HAHA)
end
m.ParticleFlags:Add(ParticleFlags.WATER_SPLASH)
m.ActionState = 1
end
if stepResult == WaterStep.HIT_FLOOR or m.Velocity.Y >= endVSpeed or m.ActionTimer > 20 then
if hasMetalCap then
m:SetAction(Action.METAL_WATER_FALLING)
elseif isDiving then
m:SetAction(Action.FLUTTER_KICK)
else
m:SetAction(Action.WATER_ACTION_END)
end
sBobIncrement = 0
end
if hasMetalCap then
m:SetAnimation(Animations.GENERAL_FALL)
elseif isDiving then
m:SetAnimation(Animations.FLUTTERKICK)
else
m:SetAnimation(Animations.WATER_ACTION_END)
end
m.Flags:Add(ParticleFlags.PLUNGE_BUBBLE)
return false
end)
DEF_ACTION(Action.METAL_WATER_STANDING, function(m: Mario)
if not m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.WATER_IDLE)
end
if m.Input:Has(InputFlags.A_PRESSED) then
return m:SetAction(Action.METAL_WATER_JUMP)
end
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
return m:SetAction(Action.METAL_WATER_WALKING)
end
if m.ActionState == 0 then
m:SetAnimation(Animations.IDLE_HEAD_LEFT)
elseif m.ActionState == 1 then
m:SetAnimation(Animations.IDLE_HEAD_RIGHT)
elseif m.ActionState == 2 then
m:SetAnimation(Animations.IDLE_HEAD_CENTER)
end
if m:IsAnimAtEnd() then
m.ActionState += 1
if m.ActionState == 3 then
m.ActionState = 0
end
end
m:StopAndSetHeightToFloor()
if m.Position.Y >= m.WaterLevel - 150 then
m.ParticleFlags:Add(ParticleFlags.IDLE_WATER_WAVE)
end
return false
end)
DEF_ACTION(Action.METAL_WATER_WALKING, function(m: Mario)
if not m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.WATER_IDLE)
end
if m.Input:Has(InputFlags.A_PRESSED) then
return m:SetAction(Action.METAL_WATER_JUMP)
end
if m.Input:Has(InputFlags.NO_MOVEMENT) then
return m:SetAction(Action.METAL_WATER_STANDING)
end
local accel = Util.SignedInt(m.ForwardVel / 4 * 0x10000)
local groundStep
if accel < 0x1000 then
accel = 0x1000
end
m:SetAnimationWithAccel(Animations.WALKING, accel)
playMetalWaterWalkingSound(m)
updateMetalWaterWalkingSpeed(m)
groundStep = m:PerformGroundStep()
if groundStep == GroundStep.LEFT_GROUND then
m:SetAction(Action.METAL_WATER_FALLING, 1)
elseif groundStep == GroundStep.HIT_WALL then
m.ForwardVel = 0
end
return false
end)
DEF_ACTION(Action.METAL_WATER_JUMP, function(m: Mario)
local airStep
if not m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.WATER_IDLE)
end
if updateMetalWaterJumpSpeed(m) then
return m:SetAction(Action.WATER_JUMP, 1)
end
playMetalWaterJumpingSound(m, false)
m:SetAnimation(Animations.SINGLE_JUMP)
airStep = m:PerformAirStep()
if airStep == AirStep.LANDED then
m:SetAction(Action.METAL_WATER_JUMP_LAND)
elseif airStep == AirStep.HIT_WALL then
m.ForwardVel = 0
end
return false
end)
DEF_ACTION(Action.METAL_WATER_FALLING, function(m: Mario)
if not m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.WATER_IDLE)
end
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
m.FaceAngle += Vector3int16.new(0, 0x400 * Util.Sins(m.IntendedYaw - m.FaceAngle.Y), 0)
end
m:SetAnimation(m.ActionArg == 0 and Animations.GENERAL_FALL or Animations.FALL_FROM_WATER)
stationarySlowDown(m)
if bit32.btest(performWaterStep(m), WaterStep.HIT_FLOOR) then
m:SetAction(Action.METAL_WATER_FALL_LAND)
end
return false
end)
DEF_ACTION(Action.METAL_WATER_JUMP_LAND, function(m: Mario)
playMetalWaterJumpingSound(m, true)
if not m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.WATER_IDLE)
end
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
return m:SetAction(Action.METAL_WATER_WALKING)
end
m:StopAndSetHeightToFloor()
m:SetAnimation(Animations.LAND_FROM_SINGLE_JUMP)
if m:IsAnimAtEnd() then
return m:SetAction(Action.METAL_WATER_STANDING)
end
return false
end)
DEF_ACTION(Action.METAL_WATER_FALL_LAND, function(m: Mario)
playMetalWaterJumpingSound(m, true)
if not m.Flags:Has(MarioFlags.METAL_CAP) then
return m:SetAction(Action.WATER_IDLE)
end
if m.Input:Has(InputFlags.NONZERO_ANALOG) then
return m:SetAction(Action.METAL_WATER_WALKING)
end
m:StopAndSetHeightToFloor()
m:SetAnimation(Animations.GENERAL_LAND)
if m:IsAnimAtEnd() then
return m:SetAction(Action.METAL_WATER_STANDING)
end
return false
end)
| 6,401 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Types/Flags.lua | --!strict
local Flags = {}
Flags.__index = Flags
export type Flags = { Value: number }
export type Class = typeof(setmetatable({} :: Flags, Flags))
function Flags.new(...: number): Class
local flags = { Value = bit32.bor(...) }
return setmetatable(flags, Flags)
end
function Flags.__call(self: Class): number
return self.Value
end
function Flags.Get(self: Class): number
return self.Value
end
function Flags.Set(self: Class, ...: number)
self.Value = bit32.bor(...)
end
function Flags.Copy(self: Class, flags: Class)
self.Value = flags.Value
end
function Flags.Add(self: Class, ...: number)
self.Value = bit32.bor(self.Value, ...)
end
function Flags.Has(self: Class, ...: number): boolean
local mask = bit32.bor(...)
return bit32.btest(self.Value, mask)
end
function Flags.Remove(self: Class, ...: number)
local mask = bit32.bor(...)
local invert = bit32.bnot(mask)
self.Value = bit32.band(self.Value, invert)
end
function Flags.Band(self: Class, ...: number)
self.Value = bit32.band(self.Value, ...)
end
function Flags.Clear(self: Class)
self.Value = 0
end
return Flags
| 278 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/Types/init.lua | --!strict
local Flags = require(script.Flags)
export type Flags = Flags.Class
export type Controller = {
RawStickX: number,
RawStickY: number,
StickX: number,
StickY: number,
StickMag: number,
ButtonDown: Flags,
ButtonPressed: Flags,
}
export type BodyState = {
Action: number,
CapState: Flags,
EyeState: number,
HandState: Flags,
WingFlutter: boolean,
ModelState: Flags,
GrabPos: number,
PunchType: number,
PunchTimer: number,
TorsoAngle: Vector3int16,
HeadAngle: Vector3int16,
HeldObjLastPos: Vector3,
}
export type MarioState = {
Input: Flags,
Flags: Flags,
Action: Flags,
PrevAction: Flags,
ParticleFlags: Flags,
HitboxHeight: number,
TerrainType: number,
HeldObj: Instance?,
ActionState: number,
ActionTimer: number,
ActionArg: number,
IntendedMag: number,
IntendedYaw: number,
InvincTimer: number,
FramesSinceA: number,
FramesSinceB: number,
WallKickTimer: number,
DoubleJumpTimer: number,
FaceAngle: Vector3int16,
AngleVel: Vector3int16,
ThrowMatrix: CFrame?,
GfxAngle: Vector3int16,
GfxPos: Vector3,
SlideYaw: number,
TwirlYaw: number,
Position: Vector3,
Velocity: Vector3,
ForwardVel: number,
SlideVelX: number,
SlideVelZ: number,
Wall: RaycastResult?,
Ceil: RaycastResult?,
Floor: RaycastResult?,
CeilHeight: number,
FloorHeight: number,
FloorAngle: number,
WaterLevel: number,
BodyState: BodyState,
Controller: Controller,
Health: number,
HurtCounter: number,
HealCounter: number,
SquishTimer: number,
CapTimer: number,
BurnTimer: number,
PeakHeight: number,
SteepJumpYaw: number,
WalkingPitch: number,
QuicksandDepth: number,
LongJumpIsSlow: boolean,
AnimCurrent: Animation?,
AnimFrameCount: number,
AnimAccel: number,
AnimAccelAssist: number,
AnimFrame: number,
AnimDirty: boolean,
AnimReset: boolean,
AnimSetFrame: number,
AnimSkipInterp: number,
}
return table.freeze({
Flags = Flags,
})
| 556 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/client/init.server.lua | --!strict
local Core = script.Parent
if Core:GetAttribute("HotLoading") then
task.wait(3)
end
for i, desc in script:GetDescendants() do
if desc:IsA("BaseScript") then
desc.Enabled = true
end
end
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local StarterGui = game:GetService("StarterGui")
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ContextActionService = game:GetService("ContextActionService")
local Shared = require(Core.Shared)
local Sounds = Shared.Sounds
local Enums = require(script.Enums)
local Mario = require(script.Mario)
local Types = require(script.Types)
local Util = require(script.Util)
local Action = Enums.Action
local Buttons = Enums.Buttons
local MarioFlags = Enums.MarioFlags
local ParticleFlags = Enums.ParticleFlags
type InputType = Enum.UserInputType | Enum.KeyCode
type Controller = Types.Controller
type Mario = Mario.Class
local player: Player = assert(Players.LocalPlayer)
local mario: Mario = Mario.new()
local STEP_RATE = 30
local NULL_TEXT = `<font color="#FF0000">NULL</font>`
local FLIP = CFrame.Angles(0, math.pi, 0)
local debugStats = Instance.new("BoolValue")
debugStats.Name = "DebugStats"
debugStats.Archivable = false
debugStats.Parent = game
local PARTICLE_CLASSES = {
Fire = true,
Smoke = true,
Sparkles = true,
ParticleEmitter = true,
}
local AUTO_STATS = {
"Position",
"Velocity",
"AnimFrame",
"FaceAngle",
"ActionState",
"ActionTimer",
"ActionArg",
"ForwardVel",
"SlideVelX",
"SlideVelZ",
"CeilHeight",
"FloorHeight",
"WaterLevel",
}
local ControlModule: {
GetMoveVector: (self: any) -> Vector3,
}
while not ControlModule do
local inst = player:FindFirstChild("ControlModule", true)
if inst then
ControlModule = (require :: any)(inst)
end
task.wait(0.1)
end
-------------------------------------------------------------------------------------------------------------------------------------------------
-- Input Driver
-------------------------------------------------------------------------------------------------------------------------------------------------
-- NOTE: I had to replace the default BindAction via KeyCode and UserInputType
-- BindAction forces some mappings (such as R2 mapping to MouseButton1) which you
-- can't turn off otherwise.
local BUTTON_FEED = {}
local BUTTON_BINDS = {}
local function toStrictNumber(str: string): number
local result = tonumber(str)
return assert(result, "Invalid number!")
end
local function processAction(id: string, state: Enum.UserInputState, input: InputObject)
if id == "MarioDebug" and Core:GetAttribute("DebugToggle") then
if state == Enum.UserInputState.Begin then
local character = player.Character
if character then
local isDebug = not character:GetAttribute("Debug")
character:SetAttribute("Debug", isDebug)
end
end
else
local button = toStrictNumber(id:sub(5))
BUTTON_FEED[button] = state
end
end
local function processInput(input: InputObject, gameProcessedEvent: boolean)
if gameProcessedEvent then
return
end
if BUTTON_BINDS[input.UserInputType] ~= nil then
processAction(BUTTON_BINDS[input.UserInputType], input.UserInputState, input)
end
if BUTTON_BINDS[input.KeyCode] ~= nil then
processAction(BUTTON_BINDS[input.KeyCode], input.UserInputState, input)
end
end
UserInputService.InputBegan:Connect(processInput)
UserInputService.InputChanged:Connect(processInput)
UserInputService.InputEnded:Connect(processInput)
local function bindInput(button: number, label: string, ...: InputType)
local id = "BTN_" .. button
if UserInputService.TouchEnabled then
ContextActionService:BindAction(id, processAction, true)
ContextActionService:SetTitle(id, label)
end
for i, input in { ... } do
BUTTON_BINDS[input] = id
end
end
local function updateCollisions()
for i, player in Players:GetPlayers() do
-- stylua: ignore
local character = player.Character
local rootPart = character and character.PrimaryPart
if rootPart then
local parts = rootPart:GetConnectedParts(true)
for i, part in parts do
if part:IsA("BasePart") then
part.CanCollide = false
end
end
end
end
end
local function updateController(controller: Controller, humanoid: Humanoid?)
if not humanoid then
return
end
local moveDir = ControlModule:GetMoveVector()
local pos = Vector2.new(moveDir.X, -moveDir.Z)
local mag = 0
if pos.Magnitude > 0 then
if pos.Magnitude > 1 then
pos = pos.Unit
end
mag = pos.Magnitude
end
controller.StickMag = mag * 64
controller.StickX = pos.X * 64
controller.StickY = pos.Y * 64
humanoid:ChangeState(Enum.HumanoidStateType.Physics)
controller.ButtonPressed:Clear()
if humanoid.Jump then
BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.Begin
elseif controller.ButtonDown:Has(Buttons.A_BUTTON) then
BUTTON_FEED[Buttons.A_BUTTON] = Enum.UserInputState.End
end
local lastButtonValue = controller.ButtonDown()
for button, state in pairs(BUTTON_FEED) do
if state == Enum.UserInputState.Begin then
controller.ButtonDown:Add(button)
elseif state == Enum.UserInputState.End then
controller.ButtonDown:Remove(button)
end
end
table.clear(BUTTON_FEED)
local buttonValue = controller.ButtonDown()
controller.ButtonPressed:Set(buttonValue)
controller.ButtonPressed:Band(bit32.bxor(buttonValue, lastButtonValue))
local character = humanoid.Parent
if (character and character:GetAttribute("TAS")) or Core:GetAttribute("ToolAssistedInput") then
if not mario.Action:Has(Enums.ActionFlags.SWIMMING) then
if controller.ButtonDown:Has(Buttons.A_BUTTON) then
controller.ButtonPressed:Set(Buttons.A_BUTTON)
end
end
end
end
ContextActionService:BindAction("MarioDebug", processAction, false, Enum.KeyCode.P)
bindInput(Buttons.B_BUTTON, "B", Enum.UserInputType.MouseButton1, Enum.KeyCode.ButtonX)
bindInput(
Buttons.Z_TRIG,
"Z",
Enum.KeyCode.LeftShift,
Enum.KeyCode.RightShift,
Enum.KeyCode.ButtonL2,
Enum.KeyCode.ButtonR2
)
-------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Network Dispatch
-------------------------------------------------------------------------------------------------------------------------------------------------------------
local Commands = {}
local soundDecay = {}
local lazyNetwork = ReplicatedStorage:WaitForChild("LazyNetwork")
assert(lazyNetwork:IsA("RemoteEvent"), "bad lazyNetwork!")
local function stepDecay(sound: Sound)
local decay = soundDecay[sound]
if decay then
task.cancel(decay)
end
soundDecay[sound] = task.delay(0.1, function()
sound:Stop()
sound:Destroy()
soundDecay[sound] = nil
end)
sound.Playing = true
end
function Commands.PlaySound(player: Player, name: string)
local sound: Sound? = Sounds[name]
local character = player.Character
local rootPart = character and character.PrimaryPart
if rootPart and sound then
local oldSound: Instance? = rootPart:FindFirstChild(name)
local canPlay = true
if oldSound and oldSound:IsA("Sound") then
canPlay = false
if name:sub(1, 6) == "MOVING" or sound:GetAttribute("Decay") then
-- Keep decaying audio alive.
stepDecay(oldSound)
elseif name:sub(1, 5) == "MARIO" then
-- Restart mario sound if a 30hz interval passed.
local now = os.clock()
local lastPlay = oldSound:GetAttribute("LastPlay") or 0
if now - lastPlay >= 2 / STEP_RATE then
oldSound.TimePosition = 0
oldSound:SetAttribute("LastPlay", now)
end
else
-- Allow stacking.
canPlay = true
end
end
if canPlay then
local newSound: Sound = sound:Clone()
newSound.Parent = rootPart
newSound:Play()
if name:find("MOVING") then
-- Audio will decay if PlaySound isn't continuously called.
stepDecay(newSound)
end
newSound.Ended:Connect(function()
newSound:Destroy()
end)
newSound:SetAttribute("LastPlay", os.clock())
end
end
end
function Commands.SetParticle(player: Player, name: string, set: boolean)
local character = player.Character
local rootPart = character and character.PrimaryPart
if rootPart then
local particles = rootPart:FindFirstChild("Particles")
local inst = particles and particles:FindFirstChild(name, true)
if inst and PARTICLE_CLASSES[inst.ClassName] then
local particle = inst :: ParticleEmitter
local emit = particle:GetAttribute("Emit")
if typeof(emit) == "number" then
particle:Emit(emit)
elseif set ~= nil then
particle.Enabled = set
end
else
warn("particle not found:", name)
end
end
end
function Commands.SetTorsoAngle(player: Player, angle: Vector3int16)
local character = player.Character
local waist = character and character:FindFirstChild("Waist", true)
if waist and waist:IsA("Motor6D") then
local props = { C1 = Util.ToRotation(-angle) + waist.C1.Position }
local tween = TweenService:Create(waist, TweenInfo.new(0.1), props)
tween:Play()
end
end
function Commands.SetHeadAngle(player: Player, angle: Vector3int16)
local character = player.Character
local neck = character and character:FindFirstChild("Neck", true)
if neck and neck:IsA("Motor6D") then
local props = { C1 = Util.ToRotation(-angle) + neck.C1.Position }
local tween = TweenService:Create(neck, TweenInfo.new(0.1), props)
tween:Play()
end
end
function Commands.SetCamera(player: Player, cf: CFrame?)
local camera = workspace.CurrentCamera
if cf ~= nil then
camera.CameraType = Enum.CameraType.Scriptable
camera.CFrame = cf
else
camera.CameraType = Enum.CameraType.Custom
end
end
local function processCommand(player: Player, cmd: string, ...: any)
local command = Commands[cmd]
if command then
task.spawn(command, player, ...)
else
warn("Unknown Command:", cmd, ...)
end
end
local function networkDispatch(cmd: string, ...: any)
lazyNetwork:FireServer(cmd, ...)
processCommand(player, cmd, ...)
end
local function onNetworkReceive(target: Player, cmd: string, ...: any)
if target ~= player then
processCommand(target, cmd, ...)
end
end
lazyNetwork.OnClientEvent:Connect(onNetworkReceive)
-------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Mario Driver
-------------------------------------------------------------------------------------------------------------------------------------------------------------
local lastUpdate = os.clock()
local lastHeadAngle: Vector3int16?
local lastTorsoAngle: Vector3int16?
local activeScale = 1
local subframe = 0 -- 30hz subframe
local emptyId = ""
local goalCF: CFrame
local prevCF: CFrame
local activeTrack: AnimationTrack?
local reset = Instance.new("BindableEvent")
reset.Archivable = false
reset.Parent = script
reset.Name = "Reset"
if RunService:IsStudio() then
local dummySequence = Instance.new("KeyframeSequence")
local provider = game:GetService("KeyframeSequenceProvider")
emptyId = provider:RegisterKeyframeSequence(dummySequence)
end
while not player.Character do
player.CharacterAdded:Wait()
end
local character = assert(player.Character)
local pivot = character:GetPivot()
mario.Position = Util.ToSM64(pivot.Position)
goalCF = pivot
prevCF = pivot
local function setDebugStat(key: string, value: any)
if typeof(value) == "Vector3" then
value = string.format("%.3f, %.3f, %.3f", value.X, value.Y, value.Z)
elseif typeof(value) == "Vector3int16" then
value = string.format("%i, %i, %i", value.X, value.Y, value.Z)
elseif type(value) == "number" then
value = string.format("%.3f", value)
end
debugStats:SetAttribute(key, value)
end
local function onReset()
local roblox = Vector3.yAxis * 100
local sm64 = Util.ToSM64(roblox)
local char = player.Character
if char then
local reset = char:FindFirstChild("Reset")
local cf = CFrame.new(roblox)
char:PivotTo(cf)
goalCF = cf
prevCF = cf
if reset and reset:IsA("RemoteEvent") then
reset:FireServer()
end
end
mario.SlideVelX = 0
mario.SlideVelZ = 0
mario.ForwardVel = 0
mario.IntendedYaw = 0
mario.Position = sm64
mario.Velocity = Vector3.zero
mario.FaceAngle = Vector3int16.new()
mario:SetAction(Action.SPAWN_SPIN_AIRBORNE)
end
local function getWaterLevel(pos: Vector3)
local terrain = workspace.Terrain
local voxelPos = terrain:WorldToCellPreferSolid(pos)
local voxelRegion = Region3.new(voxelPos * 4, (voxelPos + Vector3.one + (Vector3.yAxis * 3)) * 4)
voxelRegion = voxelRegion:ExpandToGrid(4)
local materials, occupancies = terrain:ReadVoxels(voxelRegion, 4)
local size: Vector3 = occupancies.Size
local waterLevel = -11000
for y = 1, size.Y do
local occupancy = occupancies[1][y][1]
local material = materials[1][y][1]
if occupancy >= 0.9 and material == Enum.Material.Water then
local top = ((voxelPos.Y * 4) + (4 * y + 2))
waterLevel = math.max(waterLevel, top / Util.Scale)
end
end
return waterLevel
end
local function update()
local character = player.Character
if not character then
return
end
local now = os.clock()
local gfxRot = CFrame.identity
local scale = character:GetScale()
if scale ~= activeScale then
local marioPos = Util.ToRoblox(mario.Position)
Util.Scale = scale / 20 -- HACK! Should this be instanced?
mario.Position = Util.ToSM64(marioPos)
activeScale = scale
end
-- Disabled for now because this causes parallel universes to break.
-- TODO: Find a better way to do two-way syncing between these values.
-- local pos = character:GetPivot().Position
-- local dist = (Util.ToRoblox(mario.Position) - pos).Magnitude
-- if dist > (scale * 20) then
-- mario.Position = Util.ToSM64(pos)
-- end
local humanoid = character:FindFirstChildOfClass("Humanoid")
local simSpeed = tonumber(character:GetAttribute("TimeScale") or nil) or 1
local robloxPos = Util.ToRoblox(mario.Position)
mario.WaterLevel = getWaterLevel(robloxPos)
Util.DebugWater(mario.WaterLevel)
subframe += (now - lastUpdate) * (STEP_RATE * simSpeed)
lastUpdate = now
if character:GetAttribute("WingCap") or Core:GetAttribute("WingCap") then
mario.Flags:Add(MarioFlags.WING_CAP)
else
mario.Flags:Remove(MarioFlags.WING_CAP)
end
if character:GetAttribute("Metal") then
mario.Flags:Add(MarioFlags.METAL_CAP)
else
mario.Flags:Remove(MarioFlags.METAL_CAP)
end
subframe = math.min(subframe, 4) -- Prevent execution runoff
while subframe >= 1 do
subframe -= 1
updateCollisions()
updateController(mario.Controller, humanoid)
mario:ExecuteAction()
local gfxPos = Util.ToRoblox(mario.Position)
gfxRot = Util.ToRotation(mario.GfxAngle)
prevCF = goalCF
goalCF = CFrame.new(gfxPos) * FLIP * gfxRot
end
if character and goalCF then
local cf = character:GetPivot()
local rootPart = character.PrimaryPart
local animator = character:FindFirstChildWhichIsA("Animator", true)
if animator and (mario.AnimDirty or mario.AnimReset) and mario.AnimFrame >= 0 then
local anim = mario.AnimCurrent
local animSpeed = 0.1 / simSpeed
if activeTrack and (activeTrack.Animation ~= anim or mario.AnimReset) then
if tostring(activeTrack.Animation) == "TURNING_PART1" then
if anim and anim.Name == "TURNING_PART2" then
mario.AnimSkipInterp = 2
animSpeed *= 2
end
end
activeTrack:Stop(animSpeed)
activeTrack = nil
end
if not activeTrack and anim then
if anim.AnimationId == "" then
if RunService:IsStudio() then
warn("!! FIXME: Empty AnimationId for", anim.Name, "will break in live games!")
end
anim.AnimationId = emptyId
end
local track = animator:LoadAnimation(anim)
track:Play(animSpeed, 1, 0)
activeTrack = track
end
if activeTrack then
local speed = mario.AnimAccel / 0x10000
if speed > 0 then
activeTrack:AdjustSpeed(speed * simSpeed)
else
activeTrack:AdjustSpeed(simSpeed)
end
end
mario.AnimDirty = false
mario.AnimReset = false
end
if activeTrack and mario.AnimSetFrame > -1 then
activeTrack.TimePosition = mario.AnimSetFrame / STEP_RATE
mario.AnimSetFrame = -1
end
if rootPart then
local particles = rootPart:FindFirstChild("Particles")
local alignPos = rootPart:FindFirstChildOfClass("AlignPosition")
local alignCF = rootPart:FindFirstChildOfClass("AlignOrientation")
local actionId = mario.Action()
local throw = mario.ThrowMatrix
if throw then
local throwPos = Util.ToRoblox(throw.Position)
goalCF = throw.Rotation * FLIP + throwPos
end
if alignCF then
local nextCF = prevCF:Lerp(goalCF, subframe)
-- stylua: ignore
cf = if mario.AnimSkipInterp > 0
then cf.Rotation + nextCF.Position
else nextCF
alignCF.CFrame = cf.Rotation
end
local isDebug = character:GetAttribute("Debug")
local limits = character:GetAttribute("EmulateLimits")
script.Util:SetAttribute("Debug", isDebug)
debugStats.Value = isDebug
if limits ~= nil then
Core:SetAttribute("TruncateBounds", limits)
end
if isDebug then
local animName = activeTrack and tostring(activeTrack.Animation)
setDebugStat("Animation", animName)
local actionName = Enums.GetName(Action, actionId)
setDebugStat("Action", actionName)
local wall = mario.Wall
setDebugStat("Wall", wall and wall.Instance.Name or NULL_TEXT)
local floor = mario.Floor
setDebugStat("Floor", floor and floor.Instance.Name or NULL_TEXT)
local ceil = mario.Ceil
setDebugStat("Ceiling", ceil and ceil.Instance.Name or NULL_TEXT)
end
for _, name in AUTO_STATS do
local value = rawget(mario :: any, name)
setDebugStat(name, value)
end
if alignPos then
alignPos.Position = cf.Position
end
local bodyState = mario.BodyState
local headAngle = bodyState.HeadAngle
local torsoAngle = bodyState.TorsoAngle
if actionId ~= Action.BUTT_SLIDE and actionId ~= Action.WALKING then
bodyState.TorsoAngle *= 0
end
if torsoAngle ~= lastTorsoAngle then
networkDispatch("SetTorsoAngle", torsoAngle)
lastTorsoAngle = torsoAngle
end
if headAngle ~= lastHeadAngle then
networkDispatch("SetHeadAngle", headAngle)
lastHeadAngle = headAngle
end
if particles then
for name, flag in pairs(ParticleFlags) do
local inst = particles:FindFirstChild(name, true)
if inst and PARTICLE_CLASSES[inst.ClassName] then
local particle = inst :: ParticleEmitter
local emit = particle:GetAttribute("Emit")
local hasFlag = mario.ParticleFlags:Has(flag)
if hasFlag then
print("SetParticle", name)
end
if emit then
if hasFlag then
networkDispatch("SetParticle", name)
end
elseif particle.Enabled ~= hasFlag then
networkDispatch("SetParticle", name, hasFlag)
end
end
end
end
for name: string, sound: Sound in pairs(Sounds) do
local looped = false
if sound:IsA("Sound") then
if sound.TimeLength == 0 then
continue
end
looped = sound.Looped
end
if sound:GetAttribute("Play") then
networkDispatch("PlaySound", sound.Name)
if not looped then
sound:SetAttribute("Play", false)
end
elseif looped then
sound:Stop()
end
end
character:PivotTo(cf)
end
end
end
reset.Event:Connect(onReset)
RunService.Heartbeat:Connect(update)
while task.wait(1) do
local success = pcall(function()
return StarterGui:SetCore("ResetButtonCallback", reset)
end)
if success then
break
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------
| 5,022 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/server/LazyNetworking.server.lua | --!strict
local Validators: { [string]: (Player, ...any) -> boolean } = {}
type Echo = () -> ()
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Core = script.Parent.Parent
local Shared = require(Core.Shared)
local Sounds = Shared.Sounds
local lazy = Instance.new("RemoteEvent")
lazy.Parent = ReplicatedStorage
lazy.Name = "LazyNetwork"
lazy.Archivable = false
function Validators.PlaySound(player: Player, name: string)
local sound: Instance? = Sounds[name]
if sound and sound:IsA("Sound") then
return true
end
return false
end
function Validators.SetParticle(player: Player, name: string, set: boolean?)
if typeof(name) ~= "string" then
return false
end
local character = player.Character
local rootPart = character and character.PrimaryPart
if rootPart then
local particles = rootPart:FindFirstChild("Particles")
local particle = particles and particles:FindFirstChild(name, true)
if particle then
return true
end
end
return false
end
function Validators.SetTorsoAngle(player: Player, angle: Vector3int16)
return typeof(angle) == "Vector3int16"
end
function Validators.SetHeadAngle(player: Player, angle: Vector3int16)
return typeof(angle) == "Vector3int16"
end
local function onNetworkReceive(player: Player, cmd: string, ...)
local validate = Validators[cmd]
if validate and validate(player, ...) then
lazy:FireAllClients(player, cmd, ...)
end
end
lazy.OnServerEvent:Connect(onNetworkReceive)
| 348 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/server/StarterCharacter/Appearance/init.server.lua | --!strict
local Players = game:GetService("Players")
local character: Instance = assert(script.Parent)
assert(character:IsA("Model"), "Not a character")
local player = Players:GetPlayerFromCharacter(character)
assert(player, "No player!")
local userId = player.UserId
local hDesc: HumanoidDescription?
local metalPointers = {} :: {
[MeshPart]: {
Metal: SurfaceAppearance?,
},
}
local function updateMetal(part: MeshPart)
local isMetal = character:GetAttribute("Metal")
local ptr = metalPointers[part]
if ptr == nil then
ptr = {}
metalPointers[part] = ptr
end
if isMetal and not ptr.Metal then
local surface = script.METAL_MARIO:Clone()
surface.Parent = part
ptr.Metal = surface
elseif ptr.Metal and not isMetal then
ptr.Metal:Destroy()
ptr.Metal = nil
end
end
local function onMetalChanged()
for meshPart in metalPointers do
updateMetal(meshPart)
end
end
local function onDescendantAdded(desc: Instance)
if desc:IsA("BasePart") then
if desc.CollisionGroup ~= "Player" then
local canCollide = desc:GetPropertyChangedSignal("CanCollide")
desc.CollisionGroup = "Player"
desc.CanQuery = false
desc.CanTouch = false
desc.Massless = true
canCollide:Connect(function()
desc.CanCollide = false
end)
desc.CanCollide = false
end
if desc:IsA("MeshPart") then
updateMetal(desc)
end
end
end
local function onDescendantRemoving(desc: Instance)
if desc:IsA("MeshPart") then
metalPointers[desc] = nil
end
end
local metalListener = character:GetAttributeChangedSignal("Metal")
metalListener:Connect(onMetalChanged)
for i, desc in character:GetDescendants() do
task.spawn(onDescendantAdded, desc)
end
character:SetAttribute("TimeScale", 1)
character.DescendantAdded:Connect(onDescendantAdded)
character.DescendantRemoving:Connect(onDescendantRemoving)
local function reload()
character:ScaleTo(1)
task.spawn(function()
for i = 1, 5 do
character:PivotTo(CFrame.new(0, 100, 0))
task.wait()
end
end)
for retry = 1, 10 do
local success, result = pcall(function()
return Players:GetHumanoidDescriptionFromUserId(userId)
end)
if success then
hDesc = result
break
else
task.wait(retry / 2)
end
end
if hDesc then
hDesc.HeadScale = 1.8
hDesc.WidthScale = 1.3
hDesc.DepthScale = 1.4
hDesc.HeightScale = 1.2
hDesc.BodyTypeScale = 0
hDesc.ProportionScale = 0
else
return
end
local humanoid = character:WaitForChild("Humanoid")
assert(hDesc)
if humanoid:IsA("Humanoid") then
while not humanoid.RootPart do
humanoid.Changed:Wait()
end
local rootPart = humanoid.RootPart
assert(rootPart, "No HumanoidRootPart??")
local particles = rootPart:FindFirstChild("Particles")
humanoid:ApplyDescription(hDesc)
if particles and particles:IsA("Attachment") then
local floorDec = humanoid.HipHeight + (rootPart.Size.Y / 2)
local pos = Vector3.new(0, -floorDec, 0)
rootPart.PivotOffset = CFrame.new(pos)
particles.Position = pos
end
end
end
local reset = Instance.new("RemoteEvent")
reset.Parent = character
reset.Name = "Reset"
reset.OnServerEvent:Connect(function(player)
if player == Players:GetPlayerFromCharacter(character) then
reload()
end
end)
task.spawn(reload)
| 883 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/server/StarterCharacter/init.server.lua | --!strict
local Players = game:GetService("Players")
local StarterPlayer = game:GetService("StarterPlayer")
local PhysicsService = game:GetService("PhysicsService")
local StarterCharacterScripts = StarterPlayer.StarterCharacterScripts
local hDesc = Instance.new("HumanoidDescription")
hDesc.HeightScale = 1.3
hDesc.WidthScale = 1.3
hDesc.DepthScale = 1.4
hDesc.HeadScale = 2
local character = Players:CreateHumanoidModelFromDescription(hDesc, Enum.HumanoidRigType.R15)
local bodyColors = character:FindFirstChildOfClass("BodyColors")
local animate = character:FindFirstChild("Animate")
local oldRoot = character.PrimaryPart
if animate then
animate:Destroy()
end
if oldRoot then
oldRoot:Destroy()
end
if bodyColors then
bodyColors:Destroy()
end
local newRoot = script.HumanoidRootPart
newRoot.Parent = character :: any
local humanoid = assert(character:FindFirstChildOfClass("Humanoid"))
humanoid:BuildRigFromAttachments()
local dummyScripts = {
"Animate",
"Health",
"Sound",
}
for _, dummy in dummyScripts do
local stub = Instance.new("Hole", StarterCharacterScripts)
stub.Name = dummy
end
for _, child in script:GetChildren() do
child.Parent = StarterCharacterScripts
if child:IsA("Script") then
child.Disabled = false
end
end
character.Name = "StarterCharacter"
character.PrimaryPart = newRoot
character.Parent = StarterPlayer
PhysicsService:RegisterCollisionGroup("Player")
PhysicsService:CollisionGroupSetCollidable("Default", "Player", false)
for _, player in Players:GetPlayers() do
task.spawn(player.LoadCharacter, player)
end
| 376 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/tools/ImportAnimations.lua | local AvatarImportService = game:GetService("AvatarImportService")
local resume = Instance.new("BindableEvent")
for i, anim in pairs(game.ReplicatedFirst.SM64.Assets.Animations:GetChildren()) do
local path = "C:/Users/clone/Desktop/MarioAnims/" .. anim.Name .. ".fbx"
print("Importing", anim)
task.defer(function()
local success, err = pcall(function()
AvatarImportService:ImportFBXAnimationFromFilePathUserMayChooseModel(path, workspace.Mario, function()
local bin = game.ServerStorage.AnimSaves
local old = bin:FindFirstChild(anim.Name)
if old then
old:Destroy()
end
local kfs = AvatarImportService:ImportLoadedFBXAnimation(false)
kfs.Name = anim.Name
kfs.Parent = bin
resume:Fire()
end)
end)
if not success then
warn("ERROR IMPORTING", anim, err)
resume:Fire()
end
end)
resume.Event:Wait()
end
| 229 |
MaximumADHD/sm64-roblox | MaximumADHD-sm64-roblox-79d5372/tools/RetargetAnimations.lua | -- This script was written (quite rigidly) for use in the provided RetargetAnimations.rbxl place.
-- KeyframeSequences are not provided as mentioned in the README, you'll have to extract them yourself :)
--!strict
local ServerStorage = game:GetService("ServerStorage")
local StarterCharacter = workspace.StarterCharacter
local MarioAnim = workspace.MarioAnim
local MarioBase = workspace.MarioBase
local Player = workspace.Player
local HIERARCHY: { [string]: { [string]: string }? } = {
HumanoidRootPart = { LowerTorso = "Root" },
LowerTorso = {
UpperTorso = "Waist",
LeftUpperLeg = "LeftHip",
RightUpperLeg = "RightHip",
},
UpperTorso = {
Head = "Neck",
LeftUpperArm = "LeftShoulder",
RightUpperArm = "RightShoulder",
},
LeftUpperArm = { LeftLowerArm = "LeftElbow" },
LeftLowerArm = { LeftHand = "LeftWrist" },
RightUpperArm = { RightLowerArm = "RightElbow" },
RightLowerArm = { RightHand = "RightWrist" },
LeftUpperLeg = { LeftLowerLeg = "LeftKnee" },
LeftLowerLeg = { LeftFoot = "LeftAnkle" },
RightUpperLeg = { RightLowerLeg = "RightKnee" },
RightLowerLeg = { RightFoot = "RightAnkle" },
}
local BASE_KEYFRAME = ServerStorage.BASE_KEYFRAME
local statusHint = Instance.new("Hint")
local statusText = "%s [%d/%d]"
statusHint.Parent = workspace
statusHint.Name = "Status"
local function updateAnim()
StarterCharacter.Humanoid.Animator:StepAnimations(0)
Player.Humanoid.Animator:StepAnimations(0)
task.wait()
end
local function clearAnims()
for i, desc: Instance in pairs(workspace:GetDescendants()) do
if desc:IsA("Bone") then
desc.Transform = CFrame.identity
elseif desc:IsA("Motor6D") then
desc.Transform = CFrame.identity
elseif desc:IsA("Animator") then
task.defer(desc.StepAnimations, desc, 0)
end
end
task.wait()
end
local function applyMotors(at: Instance)
local name0 = if at:IsA("Keyframe") then "HumanoidRootPart" else at.Name
local part0 = StarterCharacter:FindFirstChild(name0)
local data = HIERARCHY[name0]
if data and part0 and part0:IsA("BasePart") then
for name1, motorName in data do
local part1 = StarterCharacter:FindFirstChild(name1)
if part1 and part1:IsA("BasePart") then
local att: Attachment = part1:FindFirstChild(motorName .. "RigAttachment")
local bone: Bone = MarioBase:FindFirstChild(motorName, true)
local motor: Motor6D = part1:FindFirstChild(motorName)
motor.Transform = att.WorldCFrame:ToObjectSpace(bone.TransformedWorldCFrame)
local playerMotor = workspace.Player:FindFirstChild(motorName, true)
local pose = at:FindFirstChild(name1)
if playerMotor and playerMotor:IsA("Motor6D") then
if motorName:find("Left") or motorName:find("Right") then
playerMotor.Transform = motor.Transform.Rotation
else
playerMotor.Transform = motor.Transform
end
end
updateAnim()
if pose and pose:IsA("Pose") then
if motorName:find("Left") or motorName:find("Right") then
pose.CFrame = motor.Transform.Rotation
else
pose.CFrame = motor.Transform
end
applyMotors(pose)
end
end
end
end
end
local function remapKeyframe(keyframe: Keyframe): Keyframe
clearAnims()
for i, desc: Instance in pairs(keyframe:GetDescendants()) do
if desc:IsA("Pose") then
local bone: Instance? = MarioAnim:FindFirstChild(desc.Name, true)
if bone and bone:IsA("Bone") then
bone.Transform = desc.CFrame
end
end
end
for i, desc in MarioBase:GetDescendants() do
if desc:IsA("Bone") then
local anim = MarioAnim:FindFirstChild(desc.Name, true)
if anim then
local offset = desc.TransformedWorldCFrame:ToObjectSpace(anim.TransformedWorldCFrame)
desc.Transform = offset
end
end
end
local newKeyframe = BASE_KEYFRAME:Clone()
newKeyframe.Name = keyframe.Name
newKeyframe.Time = keyframe.Time
applyMotors(newKeyframe)
return newKeyframe
end
local function remapKeyframeSequence(kfs: KeyframeSequence): KeyframeSequence
local keyframes = kfs:GetKeyframes()
clearAnims()
local newKfs = kfs:Clone()
newKfs:ClearAllChildren()
for i, keyframe in keyframes do
if keyframe:IsA("Keyframe") then
local text = statusText:format(kfs.Name, i, #keyframes)
statusHint.Text = text
local newKeyframe = remapKeyframe(keyframe)
newKeyframe.Parent = newKfs
end
end
return newKfs
end
local animSaves = ServerStorage.AnimSaves:GetChildren()
local animSavesR15 = ServerStorage.AnimSaves_R15
table.sort(animSaves, function(a, b)
return a.Name < b.Name
end)
for i, animSave in animSaves do
if animSave:IsA("KeyframeSequence") then
local kfs = remapKeyframeSequence(animSave)
kfs.Parent = animSavesR15
end
end
clearAnims()
statusHint:Destroy()
| 1,311 |
littensy/ripple | littensy-ripple-c33bb8b/.lute/build.luau | local fs = require("@std/fs")
local process = require("@lute/process")
fs.createdirectory("build")
process.run({ "rojo", "build", "--output=build/ripple.rbxm" }, { stdio = "inherit" })
| 52 |
littensy/ripple | littensy-ripple-c33bb8b/.lute/check.luau | local fs = require("@std/fs")
local net = require("@lute/net")
local process = require("@lute/process")
process.run({ "rojo", "sourcemap", "--output=sourcemap.json" }, { stdio = "inherit" })
fs.writestringtofile(
"roblox.d.luau",
net.request("https://luau-lsp.pages.dev/globalTypes.None.d.luau", { method = "GET" }).body
)
local analyze = process.run({
"luau-lsp",
"analyze",
"--sourcemap=sourcemap.json",
"--ignore=**/node_modules/**",
"--base-luaurc=.luaurc",
"--definitions=roblox.d.luau",
"packages",
"tests",
"benchmarks",
}, { stdio = "inherit" })
fs.remove("roblox.d.luau")
local selene = process.run({ "selene", "packages", "tests", "benchmarks", "storybook" }, { stdio = "inherit" })
local stylua = process.run(
{ "stylua", "--check", "packages", "tests", "benchmarks", "storybook" },
{ stdio = "inherit" }
)
local eslint = process.run({ "pnpm", "eslint", "packages" }, { stdio = "inherit" })
if not (analyze.ok and selene.ok and stylua.ok and eslint.ok) then
process.exit(1)
end
| 314 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/bench.luau | local function bench(name: string, test: () -> ())
local start = os.clock()
local iterations = 0
while os.clock() - start < 3 do
iterations += 1
test()
end
local elapsed = os.clock() - start
local micros = string.format("%.2f", elapsed / iterations * 1000 * 1000)
print(`{name}: {micros} µs/iter`)
end
return bench
| 97 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/otter/AnimationStepSignal.luau | --[[
Copyright (c) 2018-2023 Roblox Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
--!strict
local boundCallbacks = {}
return {
Connect = function(_, callback: (number) -> ())
boundCallbacks[callback] = true
return {
Disconnect = function()
boundCallbacks[callback] = nil
end,
} :: any
end,
Fire = function(_, dt: number)
for callback, _ in boundCallbacks do
callback(dt)
end
end,
Clear = function(_)
table.clear(boundCallbacks)
end,
}
| 341 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/otter/assign.luau | --[[
MIT License
Copyright (c) Roblox
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
--!strict
-- Marker used to specify that the value is nothing, because nil cannot be
-- stored in tables.
local None = newproxy(true)
local mt = getmetatable(None)
mt.__tostring = function()
return "Object.None"
end
--[[
Merges values from zero or more tables onto a target table. If a value is
set to None, it will instead be removed from the table.
This function is identical in functionality to JavaScript's Object.assign.
]]
-- Luau TODO: no way to strongly type this accurately, it doesn't eliminate deleted keys of T, and Luau won't do intersections of type packs: <T, ...U>(T, ...: ...U): T & ...U
return function<T, U, V, W>(target: T, source0: U?, source1: V?, source2: W?, ...): T & U & V & W
if source0 ~= nil and typeof(source0 :: any) == "table" then
for key, value in pairs(source0 :: any) do
if value == None then
(target :: any)[key] = nil
else
(target :: any)[key] = value
end
end
end
if source1 ~= nil and typeof(source1 :: any) == "table" then
for key, value in pairs(source1 :: any) do
if value == None then
(target :: any)[key] = nil
else
(target :: any)[key] = value
end
end
end
if source2 ~= nil and typeof(source2 :: any) == "table" then
for key, value in pairs(source2 :: any) do
if value == None then
(target :: any)[key] = nil
else
(target :: any)[key] = value
end
end
end
for index = 1, select("#", ...) do
local rest = select(index, ...)
if rest ~= nil and typeof(rest) == "table" then
for key, value in pairs(rest) do
if value == None then
(target :: any)[key] = nil
else
(target :: any)[key] = value
end
end
end
end
-- TODO? we can add & Object to this, if needed by real-world code, once CLI-49825 is fixed
return (target :: any) :: T & U & V & W
end
| 771 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/otter/createGroupMotor.luau | --[[
Copyright (c) 2023 Roblox Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
--!strict
local assign = require("./assign")
local createSignal = require("./createSignal")
local AnimationStepSignal = require("./AnimationStepSignal")
local types = require("./types")
type AnimationValue = types.AnimationValue
type Goal<T> = types.Goal<T>
type State = types.State
type Motor<T, U> = types.Motor<T, U>
type Unsubscribe = types.Unsubscribe
type MotorCallback<T> = types.MotorCallback<T>
type ValueGroup = {
[string]: AnimationValue,
}
type GoalGroup = {
[string]: Goal<any>,
}
type GroupMotorInternal = {
__goals: GoalGroup,
__states: {
[string]: State,
},
__allComplete: boolean,
__onComplete: createSignal.Signal<ValueGroup>,
__fireOnComplete: createSignal.FireSignal<ValueGroup>,
__onStep: createSignal.Signal<ValueGroup>,
__fireOnStep: createSignal.FireSignal<ValueGroup>,
__running: boolean,
__connection: RBXScriptConnection?,
start: (self: GroupMotorInternal) -> (),
stop: (self: GroupMotorInternal) -> (),
step: (self: GroupMotorInternal, dt: number) -> (),
setGoal: (self: GroupMotorInternal, goal: GoalGroup) -> (),
onStep: (self: GroupMotorInternal, callback: MotorCallback<ValueGroup>) -> Unsubscribe,
onComplete: (self: GroupMotorInternal, callback: MotorCallback<ValueGroup>) -> Unsubscribe,
destroy: (self: GroupMotorInternal) -> (),
}
local GroupMotor = {} :: GroupMotorInternal
(GroupMotor :: any).__index = GroupMotor
export type GroupMotor = Motor<GoalGroup, ValueGroup>
local function createGroupMotor(initialValues: ValueGroup): GroupMotor
local states = {}
for key, value in pairs(initialValues) do
states[key] = {
value = value,
complete = true,
}
end
local onComplete, fireOnComplete = createSignal()
local onStep, fireOnStep = createSignal()
local self = {
__goals = {},
__states = states,
__allComplete = true,
__onComplete = onComplete,
__fireOnComplete = fireOnComplete,
__onStep = onStep,
__fireOnStep = fireOnStep,
__running = false,
}
setmetatable(self, GroupMotor)
return self :: any
end
function GroupMotor:start()
if self.__running then
return
end
self.__connection = AnimationStepSignal:Connect(function(dt)
self:step(dt)
end)
self.__running = true
end
function GroupMotor:stop()
if self.__connection ~= nil then
self.__connection:Disconnect()
self.__running = false
end
end
function GroupMotor:step(dt: number)
if self.__allComplete then
return
end
local allComplete = true
local values = {}
for key, state in pairs(self.__states) do
if not state.complete then
local goal = self.__goals[key]
if goal ~= nil then
local maybeNewState = goal.step(state, dt)
if maybeNewState ~= nil then
state = maybeNewState
self.__states[key] = maybeNewState
end
else
state.complete = true
end
if not state.complete then
allComplete = false
end
end
values[key] = state.value
end
local wasAllComplete = self.__allComplete
self.__allComplete = allComplete
self.__fireOnStep(values)
-- Check self.__allComplete as the motor may have been restarted in the onStep callback
-- even if allComplete is true.
-- Check self.__running in case the motor was stopped by onStep
if self.__allComplete and not wasAllComplete and self.__running then
self:stop()
self.__fireOnComplete(values)
end
end
function GroupMotor:setGoal(goals: GoalGroup)
self.__goals = assign({}, self.__goals, goals)
for key in pairs(goals) do
local state = self.__states[key]
if state == nil then
error(("Cannot set goal for the value %s because it doesn't exist"):format(tostring(key)), 2)
end
state.complete = false
end
self.__allComplete = false
self:start()
end
function GroupMotor:onStep(callback: MotorCallback<ValueGroup>)
local subscription = self.__onStep:subscribe(callback)
return function()
subscription:unsubscribe()
end
end
function GroupMotor:onComplete(callback: MotorCallback<ValueGroup>)
local subscription = self.__onComplete:subscribe(callback)
return function()
subscription:unsubscribe()
end
end
function GroupMotor:destroy()
self:stop()
end
return createGroupMotor
| 1,263 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/otter/createSignal.luau | --[[
Copyright (c) 2023 Roblox Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
--!strict
export type Callback<T> = (T) -> ()
export type Subscription = {
unsubscribe: (self: Subscription) -> (),
}
export type Signal<T> = {
subscribe: (self: Signal<T>, callback: Callback<T>) -> Subscription,
}
export type FireSignal<T> = (T) -> ()
type InternalSubscription<T> = { callback: Callback<T>, unsubscribed: boolean }
local function createSignal<T>(): (Signal<T>, FireSignal<T>)
local subscriptions: { [Callback<T>]: InternalSubscription<T> } = {}
local suspendedSubscriptions = {}
local firing = false
local function subscribe(_self: Signal<T>, callback)
local subscription = {
callback = callback,
unsubscribed = false,
}
-- If the callback is already registered, don't add to the
-- suspendedConnection. Otherwise, this will disable the existing one.
if firing and not subscriptions[callback] then
suspendedSubscriptions[callback] = subscription
else
subscriptions[callback] = subscription
end
local function unsubscribe(_self: Subscription)
subscription.unsubscribed = true
subscriptions[callback] = nil
suspendedSubscriptions[callback] = nil
end
return {
unsubscribe = unsubscribe,
}
end
local function fire(value: T)
firing = true
for callback, subscription in subscriptions do
if not subscription.unsubscribed and not suspendedSubscriptions[callback] then
callback(value)
end
end
firing = false
for callback, subscription in suspendedSubscriptions do
subscriptions[callback] = subscription
end
table.clear(suspendedSubscriptions)
end
return {
subscribe = subscribe,
}, fire
end
return createSignal
| 618 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/otter/createSingleMotor.luau | --[[
Copyright (c) 2018-2023 Roblox Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
--!strict
local AnimationStepSignal = require("./AnimationStepSignal")
local createSignal = require("./createSignal")
local types = require("./types")
type AnimationValue = types.AnimationValue
type Goal<T> = types.Goal<T>
type State = types.State
type Motor<T, U> = types.Motor<T, U>
type Unsubscribe = types.Unsubscribe
type MotorCallback<T> = types.MotorCallback<T>
type SingleMotorInternal = {
__goal: Goal<any>,
__state: State & any,
__onComplete: createSignal.Signal<AnimationValue>,
__fireOnComplete: createSignal.FireSignal<AnimationValue>,
__onStep: createSignal.Signal<AnimationValue>,
__fireOnStep: createSignal.FireSignal<AnimationValue>,
__running: boolean,
__connection: RBXScriptConnection?,
start: (self: SingleMotorInternal) -> (),
stop: (self: SingleMotorInternal) -> (),
step: (self: SingleMotorInternal, dt: number) -> (),
setGoal: (self: SingleMotorInternal, goal: Goal<any>) -> (),
onStep: (self: SingleMotorInternal, callback: MotorCallback<AnimationValue>) -> Unsubscribe,
onComplete: (self: SingleMotorInternal, callback: MotorCallback<AnimationValue>) -> Unsubscribe,
destroy: (self: SingleMotorInternal) -> (),
}
local SingleMotor = {} :: SingleMotorInternal
(SingleMotor :: any).__index = SingleMotor
export type SingleMotor = Motor<Goal<any>, AnimationValue>
local function createSingleMotor(initialValue: AnimationValue): SingleMotor
local onComplete, fireOnComplete = createSignal()
local onStep, fireOnStep = createSignal()
local self = {
__goal = nil,
__state = {
value = initialValue,
complete = true,
},
__onComplete = onComplete,
__fireOnComplete = fireOnComplete,
__onStep = onStep,
__fireOnStep = fireOnStep,
__running = false,
}
setmetatable(self, SingleMotor)
return self :: any
end
function SingleMotor:start()
if self.__running then
return
end
self.__connection = AnimationStepSignal:Connect(function(dt)
self:step(dt)
end)
self.__running = true
end
function SingleMotor:stop()
if self.__connection ~= nil then
self.__connection:Disconnect()
end
self.__running = false
end
function SingleMotor:step(dt: number)
if self.__state.complete then
return
end
if self.__goal == nil then
return
end
local newState = self.__goal.step(self.__state, dt)
if newState ~= nil then
self.__state = newState
end
self.__fireOnStep(self.__state.value)
if self.__state.complete and self.__running then
self:stop()
self.__fireOnComplete(self.__state.value)
end
end
function SingleMotor:setGoal(goal)
self.__goal = goal
self.__state.complete = false
self:start()
end
function SingleMotor:onStep(callback: MotorCallback<AnimationValue>)
local subscription = self.__onStep:subscribe(callback)
return function()
subscription:unsubscribe()
end
end
function SingleMotor:onComplete(callback: MotorCallback<AnimationValue>)
local subscription = self.__onComplete:subscribe(callback)
return function()
subscription:unsubscribe()
end
end
function SingleMotor:destroy()
self:stop()
end
return createSingleMotor
| 979 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/otter/ease.luau | --[[
Copyright (c) 2018-2023 Roblox Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
--!strict
--[[
Ease functions for creating smooth animations.
Provides different easing functions like linear, quadratic, cubic, quartic, quintic, and more.
Inspired by Robert Penner's easing functions.
Supports Roblox EasingStyle.
]]
local types = require("./types")
type State = types.State
type Goal<T> = types.Goal<T>
export type EasingStyle = Enum.EasingStyle | { number }
export type EaseOptions = {
-- Defaults to 1
duration: number?,
-- Defaults to Enum.EasingStyle.Linear
easingStyle: EasingStyle?,
}
type EaseState = {
elapsed: number?,
goal: number?,
initialValue: number?,
}
local function linear(t: number, _s: EasingStyle): number
return t
end
local function quad(t: number, _s: EasingStyle): number
return t * t
end
local function cubic(t: number, _s: EasingStyle): number
return t * t * t
end
local function quart(t: number, _s: EasingStyle): number
return t * t * t * t
end
local function quint(t: number, _s: EasingStyle): number
return t * t * t * t * t
end
local function exponential(t: number, _s: EasingStyle): number
return t == 0 and 0 or math.pow(2, 10 * (t - 1))
end
local function sine(t: number, _s: EasingStyle): number
return 1 - math.cos((t * math.pi) / 2)
end
local function elastic(t: number, _s: EasingStyle): number
return t == 0 and 0 or t == 1 and 1 or -math.pow(2, 10 * t - 10) * math.sin((t * 10 - 10.75) * ((2 * math.pi) / 3))
end
local function back(t: number, _s: EasingStyle): number
local c1 = 1.70158
local c3 = c1 + 1
return c3 * t * t * t - c1 * t * t
end
local function easeOutBounce(t: number): number
local n1 = 7.5625
local d1 = 2.75
if t < 1 / d1 then
return n1 * t * t
elseif t < 2 / d1 then
return n1 * (t - 1.5 / d1) * (t - 1.5 / d1) + 0.75
elseif t < 2.5 / d1 then
return n1 * (t - 2.25 / d1) * (t - 2.25 / d1) + 0.9375
else
return n1 * (t - 2.625 / d1) * (t - 2.625 / d1) + 0.984375
end
end
local function bounce(t: number, _s: EasingStyle): number
return 1 - easeOutBounce(1 - t)
end
local function circular(t: number, _s: EasingStyle): number
return -(math.sqrt(1 - t * t) - 1)
end
-- Function to evaluate cubic bezier x(t) or y(t) at time t
local function evaluateBezier(t: number, p1: number, p2: number): number
local oneMinusT = 1 - t
local oneMinusT2 = oneMinusT * oneMinusT
local t2 = t * t
return 3 * oneMinusT2 * t * p1 + 3 * oneMinusT * t2 * p2 + t * t2
end
local NUM_ITERATIONS = 10
local function cubicBezier(t: number, values: EasingStyle): number
assert(typeof(values) == "table", "Expected values to be a table")
assert(#values == 4, "Expected values to have 4 elements")
local x1, y1, x2, y2 = table.unpack(values)
assert(x1 >= 0 and x1 <= 1, "x1 must be between 0 and 1")
assert(x2 >= 0 and x2 <= 1, "x2 must be between 0 and 1")
-- Handle edge cases
if t <= 0 then
return 0
end
if t >= 1 then
return 1
end
-- Binary search to find t value where x(t) = target
local left = 0
local right = 1
local target = t
local iterationCount = 0
local finalError
for _ = 1, NUM_ITERATIONS do
iterationCount += 1
local mid = (left + right) / 2
local x = evaluateBezier(mid, x1, x2)
finalError = math.abs(x - target)
if finalError < 0.0001 then
-- Found close enough match
local y = evaluateBezier(mid, y1, y2)
return y
elseif x < target then
left = mid
else
right = mid
end
end
-- Use final midpoint
local finalT = (left + right) / 2
local y = evaluateBezier(finalT, y1, y2)
return y
end
-- deviation: declare easing style table
local Enum: typeof(Enum) = {
EasingStyle = {
Linear = "Linear",
Quad = "Quad",
Cubic = "Cubic",
Quart = "Quart",
Quint = "Quint",
Exponential = "Exponential",
Sine = "Sine",
Back = "Back",
Bounce = "Bounce",
Elastic = "Elastic",
Circular = "Circular",
},
} :: any
local easingFunctions = {
[Enum.EasingStyle.Linear] = linear,
[Enum.EasingStyle.Quad] = quad,
[Enum.EasingStyle.Cubic] = cubic,
[Enum.EasingStyle.Quart] = quart,
[Enum.EasingStyle.Quint] = quint,
[Enum.EasingStyle.Exponential] = exponential,
[Enum.EasingStyle.Sine] = sine,
[Enum.EasingStyle.Back] = back,
[Enum.EasingStyle.Bounce] = bounce,
[Enum.EasingStyle.Elastic] = elastic,
[Enum.EasingStyle.Circular] = circular,
}
local function ease(goalPosition: number, inputOptions: EaseOptions?): Goal<EaseState>
local duration = if inputOptions and inputOptions.duration then inputOptions.duration else 1
local easingStyle = if inputOptions and inputOptions.easingStyle
then inputOptions.easingStyle
else Enum.EasingStyle.Linear
local easingFunction: (number, Enum.EasingStyle | { number }) -> number = if typeof(easingStyle) == "EnumItem"
or typeof(easingStyle) == "string"
then easingFunctions[easingStyle]
else cubicBezier
local function step(state: State & EaseState, dt: number): State & EaseState
local p0 = if state.initialValue ~= nil then state.initialValue else state.value or 0
local elapsed = (state.elapsed or 0) + dt
-- If the goalPosition changed, update initialValue
if state.goal and goalPosition ~= state.goal :: number then
p0 = state.value
elapsed = 0
end
local t = math.min(elapsed / duration, 1)
local easedT = easingFunction(t, easingStyle)
local p1 = p0 + (goalPosition - p0) * easedT
local complete = elapsed >= duration or p0 == goalPosition
if complete then
p1 = goalPosition
-- Set these for accuracy in the next animation
p0 = goalPosition
elapsed = 0
end
return {
initialValue = p0,
goal = goalPosition,
value = p1,
elapsed = elapsed,
complete = complete,
}
end
return {
step = step,
}
end
return ease
| 2,037 |
littensy/ripple | littensy-ripple-c33bb8b/benchmarks/otter/types.luau | --[[
Copyright (c) 2018-2023 Roblox Corporation
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
--!strict
export type MotorCallback<T> = (T) -> ()
export type Unsubscribe = () -> ()
-- Animation values need to be continuous and interpolatable; for now, that's
-- probably just numbers, but one could imagine something more sophisticated
export type AnimationValue = number
type Empty = {}
export type State = {
value: AnimationValue,
complete: boolean,
}
export type Goal<T = Empty> = {
step: (state: State & T, dt: number) -> State & T,
}
export type Motor<T, U> = {
start: (self: Motor<T, U>) -> (),
stop: (self: Motor<T, U>) -> (),
step: (self: Motor<T, U>, dt: number) -> (),
setGoal: (self: Motor<T, U>, goal: T) -> (),
onStep: (self: Motor<T, U>, callback: MotorCallback<U>) -> Unsubscribe,
onComplete: (self: Motor<T, U>, callback: MotorCallback<U>) -> Unsubscribe,
destroy: (self: Motor<T, U>) -> (),
}
return {}
| 467 |
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