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:: Sewers Residential [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersresidential">> <<set $sewersevent -= 1>> You are in the old sewers. A canal runs past, disappearing through a metal grate. Water rushes through gaps in the ceiling, carrying litter to join the river. The current looks gentle. <br><br> <<if $sewerschased is 1>> There's a ladder leading up to the town's drain system, but it's retracted and out of reach. <br><br> <<else>> There's a ladder leading up to the town's drain system. <br><br> <</if>> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>> <br> <<link [[Tunnel filled with Wood (0:05)|Sewers Wood]]>><<pass 5>><</link>> <br> <<link [[Swim against the current (0:05)|Sewers Residential Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>> <br><br> <<if $sewerschased isnot 1>> <<link [[Climb out of the sewers|Residential Drain]]>><<sewersend>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>> :: Sewers Commercial [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerscommercial">> <<set $sewersevent -= 1>> You are in the old sewers. A canal runs past, disappearing into the dark. Piles of rubbish line the sides. The current looks rough. <br><br> <<if $sewerschased is 1>> There's a ladder leading up to the town's drain system, but it's retracted and out of reach. <br><br> <<else>> There's a ladder leading up to the town's drain system. <br><br> <</if>> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>> <br> <<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>> <br> <<link [[Swim against the current (0:05)|Sewers Commercial Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>> <br> <<link [[Swim with the current (0:01)|Sewers Residential]]>><<pass 1>><<water>><</link>> <br><br> <<if $sewerschased isnot 1>> <<link [[Climb out of the sewers|Commercial Drain]]>><<sewersend>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>> :: Sewers Industrial [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersindustrial">> <<set $sewersevent -= 1>> You are in the old sewers. A canal runs past, disappearing into the dark. Much of the ceiling and walls have collapsed, almost damming the water. The current looks violent. <br><br> <<if $sewerschased is 1>> There's a ladder leading up to the town's drain system, but it's retracted and out of reach. <br><br> <<else>> There's a ladder leading up to the town's drain system. <br><br> <</if>> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>> <br> <<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>> <br> <<link [[Swim against the current (0:05)|Sewers Industrial Swim]]>><<pass 5>><<tiredness 1>><</link>><<gtiredness>> <br> <<link [[Swim with the current (0:01)|Sewers Commercial]]>><<pass 1>><<water>><</link>> <br><br> <<if $sewerschased isnot 1>> <<link [[Climb out of the sewers|Industrial Drain]]>><<sewersend>><</link>> <br> <</if>> <</if>> <<set $eventskip to 0>> :: Sewers Waterfall [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswaterfall">> <<set $sewersevent -= 1>> You are in the old sewers. Torrents of water crash down from multiple breaches in the ceiling. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <<link [[Hide behind the waterfalls|Sewers Waterfall Hide]]>><</link>> <br> <</if>> <<link [[Wet tunnel (0:05)|Sewers Lake]]>><<pass 5>><</link>> <br> <<link [[Swim with the current (0:01)|Sewers Industrial]]>><<pass 1>><<water>><</link>> <br><br> <</if>> <<set $eventskip to 0>> :: Sewers Waterfall Hide [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewerschased to 0>> <<set $sewersevent to random(5, 12)>> <<npc Morgan>><<person1>>You hide behind the waterfalls. The noise masks the sound of Morgan's footsteps, but you see their shadow cast on the stone floor. You crouch and creep around the pillar of water, keeping it between you and where you hope Morgan walks. The shadow retracts as Morgan leaves. You're safe for now. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationsewers>> :: Sewers Lake [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerslake">> <<set $sewersevent -= 1>> You are in a cavern near the old sewers, beside a pool of water. The pool stretches into darkness. <br><br> <<if $sewersantiquecrystal isnot 1>> A rough crystal lies washed up on the shore. <br><br> <</if>> <<if $sewersspray isnot 1>> A strange cylinder lies on the shore, clutched by a glove. <br><br> <</if>> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<if $sewersspray isnot 1>> <<link [[Take the cylinder|Sewers Lake Cylinder]]>><<set $sewersspray to 1>><<set $spraymax += 1>><<spray 5>><</link>><<gspraymax>> <br> <</if>> <<if $sewersantiquecrystal isnot 1>> <<link [[Take the crystal|Sewers Lake]]>><<arousal 6>><<set $sewersantiquecrystal to 1>><<set $antiquemoney += 200>><<if $antiquecrystal is undefined>><<set $antiquecrystal to "found">><</if>><</link>><<garousal>> <br><br> <</if>> <<link [[Wet tunnel (0:05)|Sewers Waterfall]]>><<pass 5>><</link>> <br><br> <</if>> <<set $eventskip to 0>> :: Sewers Lake Cylinder [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> It looks like a charge for your pepper spray, but with an exposed computer chip at the base. You put it in. <br><br> <<link [[Next|Sewers Lake]]>><</link>> <br> :: Sewers Scrap [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersscrap">> <<set $sewersevent -= 1>> You are in the old sewers. The tunnel is full of metal scrap. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <<link [[Hide under scrap|Sewers Scrap Hide]]>><</link>> <br> <</if>> <<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>> <br> <<link [[Tunnel filled with sculptures (0:05)|Sewers Workshop]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Scrap Hide [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewerschased to 0>> <<set $sewersevent to random(5, 12)>> <<npc Morgan>><<person1>>You hide beneath some scrap and peek through a small hole. Morgan enters the tunnel, sweeping <<his>> gaze over the metal as <<he>> walks. <<He>> stops near you, has a loud sniff, but then moves on. You're safe for now. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationsewers>> :: Sewers Wood [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswood">> <<set $sewersevent -= 1>> You are in the old sewers. Decaying logs litter the tunnel. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <<link [[Hide in a log|Sewers Wood Hide]]>><</link>> <br> <</if>> <<link [[Tunnel covered in webs (0:05)|Sewers Webs]]>><<pass 5>><</link>> <br> <<link [[Tunnel filled with litter (0:05)|Sewers Residential]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Wood Hide [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewerschased to 0>> <<set $sewersevent to random(5, 12)>> <<if $rng gte 51>> <<npc Morgan>><<person1>>You crawl into a hollow log. Morgan enters the tunnel, creeping between the decaying wood. <<He>> disappears from view, and a few moments later you peek out. You're safe for now. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationsewers>> <<else>> <<npc Morgan>><<person1>>You crawl into a hollow log. Morgan enters the tunnel, creeping between the decaying wood. <<He>> disappears from view, and you almost think you're in the clear, when <<his>> face appears at the entrance. <<He>> grasps your hair and tugs you from your hiding place. <br><br> <<morganoptions>> <</if>> :: Sewers Webs [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewerswebs">> <<set $sewersevent -= 1>> You are in the old sewers. The walls are covered in huge spider webs. <br><br> <<if $sewersantiquecandlestick isnot 1>> An antique candlestick is suspended in one. <br><br> <</if>> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<if $sewersantiquecandlestick isnot 1>> <<link [[Take the candlestick|Sewers Candlestick]]>><</link>> <br> <</if>> <<link [[Tunnel filled with wood (0:05)|Sewers Wood]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Candlestick [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewersantiquecandlestick to 1>> <<set $antiquemoney += 50>><<if $antiquecandlestick is undefined>><<set $antiquecandlestick to "found">><</if>> You reach into the web and tug out the candlestick. <<if $rng gte 81>> It's covered with sticky web. You pull it off, but it sticks to your hand. You try to pull it off your hand, but get your hands stuck together. <<set $leftarm to "bound">><<set $rightarm to "bound">> <</if>> <br><br> <<link [[Next|Sewers Webs]]>><</link>> <br> :: Sewers Shrooms [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersshrooms">> <<set $sewersevent -= 1>> You are in the old sewers. The walls and floor here are covered in fungus. Some of the mushrooms are larger than you. <br><br> <<if $sewersantiquedildo isnot 1>> A strange antique glints from behind several mushrooms. You'll need to squeeze through to reach. <br><br> <</if>> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<if $sewersantiquedildo isnot 1>> <<link [[Take the antique|Sewers Dildo]]>><</link>> <br> <</if>> <<link [[Muddy tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Dildo [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewersantiquedildo to 1>> <<set $antiquemoney += 50>><<if $antiquedildo is undefined>><<set $antiquedildo to "found">><</if>> You squeeze between the mushrooms and grasp the object. Even up close you've no clue what it is. A cucumber ornament? <br><br> You squeeze out of the mushroom forest and sneeze. You feel warm. <<set $drugged += 360>><<garousal>><<arousal 6>> <br><br> <<link [[Next|Sewers Shrooms]]>><</link>> <br> :: Sewers Hole [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewershole">> <<set $sewersevent -= 1>> You are in a cavern at the edge of the old sewers. A gaping pit has opened in the ground, dropping into an abyss. You can't see the other side. <br><br> <<if $sewersantiquehorn isnot 1>> A white horn sits atop a pillar several metres away from the edge. A thin walkway leads to it. You should be able to cross, as long as you can stay focused. <br><br> <</if>> A breeze emerges from the pit. It makes your <<genitals>> tingle. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<if $sewersantiquehorn isnot 1>> <<link [[Take the antique|Sewers Horn]]>><<arousal 18>><</link>><<ggarousal>> <br> <</if>> <<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Horn [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<if $arousal gte 10000>> Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you. It's too much. Your knees buckle. <br><br> <<orgasmpassage>> <br><br> You fall from the walkway, plunging into dark water below. <br><br> <<sewersend>> <<link [[Next|Underground Lake]]>><</link>> <br> <<else>> <<set $sewersantiquehorn to 1>> <<set $antiquemoney += 100>><<if $antiquehorn is undefined>><<set $antiquehorn to "found">><</if>> Arms stretched out either side, you walk across the gap. A warm air gushes up from the pit and caresses you, but you make it to the other side. <br><br> You take the horn and walk back the way you came. <br><br><br><br> <<link [[Next|Sewers Hole]]>><</link>> <br> <</if>> :: Sewers Algae [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersalgae">> <<set $sewersevent -= 1>> You are in the old sewers. You can't walk too fast, lest you slip on the algae covering the walls and floor. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <<link [[Hide in the algae|Sewers Algae Hide]]>><</link>> <br> <</if>> <<link [[Muddy Tunnel (0:05)|Sewers Mud]]>><<pass 5>><</link>> <br> <<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Algae Hide [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewerschased to 0>> <<set $sewersevent to random(5, 12)>> <<if $rng gte 51>> <<npc Morgan>><<person1>>You crawl beneath a pile of algae, just before Morgan enters the tunnel. <<He>> almost steps on you, but doesn't notice. You're safe for now. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationsewers>> <<else>> <<npc Morgan>><<person1>>You crawl beneath a pile of algae, just before Morgan enters the tunnel. <<He>> steps on your arm, eliciting a muffled cry. Enough for <<him>> to hear. "<<charlescomma>>" <<he>> says. "What are you doing down there?" <<He>> grasps your hair and tugs you from your hiding place. <br><br> <<morganoptions>> <</if>> :: Sewers Mud [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersmud">> <<set $sewersevent -= 1>> You are in the old sewers. You're up to your ankles in mud. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <<link [[Hide in the mud|Sewers Mud Hide]]>><</link>> <br> <</if>> <<link [[Fungus-coated tunnel (0:05)|Sewers Shrooms]]>><<pass 5>><</link>> <br> <<link [[Algae-coated tunnel (0:05)|Sewers Algae]]>><<pass 5>><</link>> <br> <<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Mud Hide [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewerschased to 0>> <<set $sewersevent to random(5, 12)>> <<if $rng gte 51>> <<npc Morgan>><<person1>>The mud is deeper in places. You lie in one such place and await Morgan's arrival. <<He>> sloshes through. "Where are you <<charlescomma>>" <<he>> says. "I heard you." <<He>> passes through. You're safe for now. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationsewers>> <<else>> <<npc Morgan>><<person1>>The mud is deeper in places. You lie in one such place and await Morgan's arrival. <<He>> stares straight at your hiding place. "I see you <<charlescomma>>" <<he>> cackles. You try to stand, but slip and fall back down. <<He>> grasps your hair and tugs you from your hiding place. <br><br> <<morganoptions>> <</if>> :: Sewers Ruins [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersruins">> <<set $sewersevent -= 1>> You are in the old sewers. The tunnels have collapsed here, revealing ancient stonework. A strange breeze blows. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <<link [[Hide in the ruins|Sewers Ruins Hide]]>><</link>> <br> <</if>> <<link [[Crumbling tunnel (0:05)|Sewers Rubble]]>><<pass 5>><</link>> <br> <<link [[Follow the breeze (0:05)|Sewers Hole]]>><<pass 5>><</link>> <br> <<link [[Tunnel filled with rubbish (0:05)|Sewers Commercial]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Ruins Hide [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewerschased to 0>> <<set $sewersevent to random(5, 12)>> <<npc Morgan>><<person1>>You climb into the remains on an ancient building and crouch. Morgan walks by, <<his>> head scanning this way and that. "Insolent child," <<he>> says. "<<if $pronoun is "m">>Daddy<<else>>Mummy<</if>> has needs." <<He>> passes through. You're safe for now. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationsewers>> :: Sewers Rubble [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersrubble">> <<set $sewersevent -= 1>> You are in the old sewers. Rubble is strewn throughout this tunnel. The stone is different to that which makes up the walls and floor. <br><br> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <<link [[Hide behind rubble|Sewers Rubble Hide]]>><</link>> <br> <</if>> <<link [[Ruined tunnel (0:05)|Sewers Ruins]]>><<pass 5>><</link>> <br> <<link [[Tunnel filled with detritus (0:05)|Sewers Industrial]]>><<pass 5>><</link>> <br><br> <</if>> :: Sewers Rubble Hide [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewerschased to 0>> <<set $sewersevent to random(5, 12)>> <<if $rng gte 51>> <<npc Morgan>><<person1>>You hide behind the rubble. Morgan enters the tunnel. <<He>> searches behind some of the rubble, but becomes impatient and walks away, babbling. You're safe for now. <<lstress>><<stress -6>> <br><br> <<endevent>> <<destinationsewers>> <<else>> <<npc Morgan>><<person1>>You hide behind the rubble. Morgan enters the tunnel. A piece of stone breaks and falls behind you, drawing <<his>> attention. <<He>> spots you, grasps your hair and tugs you from your hiding place. <br><br> <<morganoptions>> <</if>> :: Sewers Workshop [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<set $bus to "sewersworkshop">> <<set $sewersevent -= 1>> You are in the old sewers. You are surrounded by metal scrap, twisted into a parody of famous sculptures. There are several tables covered in tools. A chute is built into one of the walls, leading down. <br><br> <<if $sewersantiquewatch isnot 1>> You hear a faint ticking. <br><br> <</if>> <<if $stress gte 10000>> It's too much for you. You pass out. <br><br> <<sewersend>> <<sewerspassout>> <<elseif $sewerschased is 1 and $sewerschasedstep lte 0>> <<morgancaught>> <<elseif $sewersevent lte 0 and $sewerschased isnot 1>> <<eventssewers>> <<else>> <<if $sewerschased is 1 and $sewerschasedstep gte 0>> <<morganhunt>> <br><br> <</if>> <<if $sewersantiquewatch isnot 1>> <<link [[Investigate the ticking|Sewers Ticking]]>><</link>> <br><br> <</if>> <<link [[Tunnel filled with scrap (0:05)|Sewers Scrap]]>><<pass 5>><</link>> <br> <<link [[Drop down the chute|Sewers Chute]]>><</link>> <br><br> <</if>> :: Sewers Chute [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> You lower yourself into the chute, and slide down. You roll out at the bottom onto soft ground. That was fun. <<lstress>><<stress -6>> <br><br> <<link [[Next|Sewers Shrooms]]>><</link>> <br> :: Sewers Ticking [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<set $sewersantiquewatch to 1>> <<set $sewerswatchnumber to random(0, 9)>> <<set $sewerscountdown to 3>> You find a safe sat on one of the tables. Something inside is ticking. At your touch, lights spring into life. It's a countdown. <br><br> "40...39...38..." <br><br> There's a keypad and a note with the numbers <<print random(0, 999)>> beside the safe. The last number has been torn off. <br><br> You type in the three numbers, but what of the fourth? <br><br> <<sewerscountdown>> :: Sewers Ticking Run [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown isnot 3>> You peel off the slime, run and hide around the corner. <<else>> You run and hide around the corner. <</if>> You wait. Nothing happens. You peek, then walk back to the safe. It's still locked, and the numbers won't reappear. The ticking hasn't stopped. <br><br> <<link [[Next|Sewers Workshop]]>><</link>> <br> :: Sewers Ticking Number [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>> <<if $sewerswatchattempt is $sewerswatchnumber>> You press $sewerswatchattempt and the door swings open. Inside is an antique watch. You take it. <<set $antiquemoney += 200>><<if $antiquewatch is undefined>><<set $antiquewatch to "found">><</if>> <br><br> <<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown is 0>> The slime spreads to your other arm. <br><br> <<link [[Next|Sewers Slime]]>><</link>> <br> <<else>> <<if $slimedisable is "f" and $hallucinations gte 1 and $sewerscountdown lt 3>> You peel the slime off your limbs. <br><br> <</if>> <<link [[Next|Sewers Workshop]]>><</link>> <br> <</if>> <<elseif $sewerscountdown is 0>> You brace yourself as the countdown reaches 0. The safe clicks, and the lights turn off. The ticking hasn't stopped, but the safe won't open. <br><br> <<if $slimedisable is "f" and $hallucinations gte 1>> The slime spreads to your other arm. <br><br> <<link [[Next|Sewers Slime]]>><</link>> <br> <<else>> <<link [[Next|Sewers Workshop]]>><</link>> <br> <</if>> <<elseif $sewerscountdown is 1>> Nothing happens. You're running out of time. <br><br> "10...9...8..." <br><br> <<if $slimedisable is "f" and $hallucinations gte 1>> One of your arms gets caught up in the slime. <br><br> <</if>> <<sewerscountdown>> <<elseif $sewerscountdown is 2>> Nothing happens. You could try again. <br><br> "20...19...18..." <br><br> <<if $slimedisable is "f" and $hallucinations gte 1>> The slime spreads to your other leg. <br><br> <</if>> <<sewerscountdown>> <<else>> Nothing happens. You could try again. <br><br> "30...29...28..." <br><br> <<if $slimedisable is "f" and $hallucinations gte 1>> Something crawls up your leg. It's a tendril of slime. It trails off into the darkness. Its grip is firm, but you should be able to pry it off. If you weren't distracted. <br><br> <</if>> <<sewerscountdown>> <</if>> <<set $sewerscountdown -= 1>> :: Sewers Residential Swim [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<water>> <<set $swimmingdifficulty to random(1, 200)>> You lower yourself into the water and try to swim against the current. <<if $swimmingskill gte $swimmingdifficulty>> <span class="green">You succeed,</span> and climb onto the bank some way up. <br><br> <<link [[Next|Sewers Commercial]]>><</link>> <br> <<else>> <span class="red">The water proves too violent,</span> and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up. <br><br> <<link [[Next|Sewers Residential]]>><</link>> <br> <</if>> :: Sewers Commercial Swim [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<water>> <<set $swimmingdifficulty to random(1, 400)>> You lower yourself into the water and try to swim against the current. <<if $swimmingskill gte $swimmingdifficulty>> <span class="green">You succeed,</span> and climb onto the bank some way up. <br><br> <<link [[Next|Sewers Industrial]]>><</link>> <br> <<else>> <span class="red">The water proves too violent,</span> and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up. <br><br> <<link [[Next|Sewers Residential]]>><</link>> <br> <</if>> :: Sewers Industrial Swim [nobr] <<effects>><<set $location to "sewers">><<set $outside to 0>><<water>> <<set $swimmingdifficulty to random(1, 800)>> You lower yourself into the water and try to swim against the current. <<if $swimmingskill gte $swimmingdifficulty>> <span class="green">You succeed,</span> and climb onto the bank some way up. <br><br> <<link [[Next|Sewers Waterfall]]>><</link>> <br> <<else>> <span class="red">The water proves too violent,</span> and you are forced back with the flow until you manage to find purchase on the shore and haul yourself up. <br><br> <<link [[Next|Sewers Commercial]]>><</link>> <br> <</if>>
TheDivineHeir/degrees
game/overworld-underground/loc-sewers/old-sewers.twee
twee
mit
28,020
:: Widgets Industrial Drain [widget] <<widget "industrialdrain">><<nobr>> <<link [[Industrial Drain System (0:05)|Industrial Drain]]>><<pass 5>><</link>> <</nobr>><</widget>> <<widget "industrialdrainquick">><<nobr>> <<link [[Industrial Drain System|Industrial Drain]]>><</link>> <</nobr>><</widget>> <<widget "industrialdraineventend">><<nobr>> <<link [[Next|Industrial Drain]]>><<set $eventskip to 1>><</link>> <</nobr>><</widget>> :: Widgets Commercial Drain [widget] <<widget "commercialdrain">><<nobr>> <<link [[Commercial Drain System (0:05)|Commercial Drain]]>><<pass 5>><</link>> <</nobr>><</widget>> <<widget "commercialdrainquick">><<nobr>> <<link [[Commercial Drain System|Commercial Drain]]>><</link>> <</nobr>><</widget>> <<widget "commercialdraineventend">><<nobr>> <<link [[Next|Commercial Drain]]>><<set $eventskip to 1>><</link>> <</nobr>><</widget>> :: Widgets Residential Drain [widget] <<widget "residentialdrain">><<nobr>> <<link [[Residential Drain System (0:05)|Residential Drain]]>><<pass 5>><</link>> <</nobr>><</widget>> <<widget "residentialdrainquick">><<nobr>> <<link [[Residential Drain System|Residential Drain]]>><</link>> <</nobr>><</widget>> <<widget "residentialdraineventend">><<nobr>> <<link [[Next|Residential Drain]]>><<set $eventskip to 1>><</link>> <</nobr>><</widget>> :: Widgets Passout Drain [widget] <<widget "passoutdrain">> [[Everything fades to black...->Passout Drain]] <</widget>> :: Widgets Storm Drain Entrance [widget] <<widget "stormdrain">><<nobr>> <<add_link "<<sewericon>><<link [[Manhole (0:05)|Storm Drain Entrance]]>><<pass 5>><</link>><br>">><<hideDisplay>> <</nobr>><</widget>> :: Widgets Drain Exit [widget] <<widget "drainexit">><<nobr>> <<link [[Drain ocean exit (0:05)|Drain Exit]]>><<pass 5>><</link>> <</nobr>><</widget>> <<widget "drainexitquick">><<nobr>> <<link [[Drain ocean exit|Drain Exit]]>><</link>> <</nobr>><</widget>> <<widget "drainexiteventend">><<nobr>> <<link [[Next|Drain Exit]]>><<set $eventskip to 1>><</link>> <</nobr>><</widget>> :: Widgets Events Drain [widget] <<widget "eventsdrain">><<nobr>> <<set $rng to random(1, 100)>> <<if $rng gte 80 and $hallucinations gte 2 and $tentacledisable is "f">> Several tentacles rise from the water, blocking your path and trapping you on the walkway. <br><br> <<link [[Next|Drain Tentacles]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $rng gte 30>> A torrent of water rushes through a pipe to your right, colliding with you and knocking you into the canal! <br><br> <<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_lower.integrity -= 10>><<set $pain += 5>> <<link [[Next|Drain Water]]>><</link>> <<else>> A torrent of water rushes through a pipe to your right, colliding with you and knocking you into the canal! <br><br> <<set $worn.upper.integrity -= 10>><<set $worn.lower.integrity -= 10>><<set $worn.under_lower.integrity -= 10>><<set $pain += 5>> You are sucked to the drain floor, and through a gap in the concrete. You are pulled deeper through the dark until you emerge in a dim light. The water leaves you sprawled on the stone floor. <br><br> <<sewersstart>> <<if $sewersintro is 1>> <<if $bus is "residentialdrain">> <<link [[Climb down|Sewers Residential]]>><</link>> <br><br> <<elseif $bus is "commercialdrain">> <<link [[Climb down|Sewers Commercial]]>><</link>> <br><br> <<else>> <<link [[Climb down|Sewers Industrial]]>><</link>> <br><br> <</if>> <<else>> <<link [[Next|Sewers Intro]]>><</link>> <br> <</if>> <</if>> <</nobr>><</widget>> :: Widgets Sewers [widget] <<widget "sewerssleep">><<nobr>> <<sewerssleephour>> <<sewerssleephour>> <<sewerssleephour>> <<sewerssleephour>> <<sewerssleephour>> <<sewerssleephour>> <<sewerssleephour>> <<sewerssleephour>> <</nobr>><</widget>> <<widget "sewerssleephour">><<nobr>> <<if $hour lte 7>> <<pass 60>><<tiredness -12>><<effectstime>> <</if>> <</nobr>><</widget>> <<widget "sewerscountdown">><<nobr>> <<link [[Press 1|Sewers Ticking Number]]>><<set $sewerswatchattempt to 1>><</link>> <br> <<link [[Press 2|Sewers Ticking Number]]>><<set $sewerswatchattempt to 2>><</link>> <br> <<link [[Press 3|Sewers Ticking Number]]>><<set $sewerswatchattempt to 3>><</link>> <br> <<link [[Press 4|Sewers Ticking Number]]>><<set $sewerswatchattempt to 4>><</link>> <br> <<link [[Press 5|Sewers Ticking Number]]>><<set $sewerswatchattempt to 5>><</link>> <br> <<link [[Press 6|Sewers Ticking Number]]>><<set $sewerswatchattempt to 6>><</link>> <br> <<link [[Press 7|Sewers Ticking Number]]>><<set $sewerswatchattempt to 7>><</link>> <br> <<link [[Press 8|Sewers Ticking Number]]>><<set $sewerswatchattempt to 8>><</link>> <br> <<link [[Press 9|Sewers Ticking Number]]>><<set $sewerswatchattempt to 9>><</link>> <br> <<link [[Press 0|Sewers Ticking Number]]>><<set $sewerswatchattempt to 0>><</link>> <br> <<link [[Run (0:01)|Sewers Ticking Run]]>><<pass 1>><</link>> <br> <</nobr>><</widget>> <<widget "sewerspassout">><<nobr>> <<sewersend>> <<link [[Next|Drain Water Passout]]>><</link>> <br> <</nobr>><</widget>> <<widget "morgancaught">><<nobr>> <<set $sewerschased to 0>> <<npc Morgan>><<person1>>Morgan lurches from the darkness, smiling in anger. "<<charles>> my sweet," <<he>> says. "Come home with <<if $pronoun is "m">>daddy<<else>>mummy<</if>>." <<morganoptions>> <</nobr>><</widget>> <<widget "morganoptions">><<nobr>> <<if !$worn.lower.type.includes("naked")>> <<He>> grasps your $worn.lower.name. <<elseif !$worn.upper.type.includes("naked")>> <<He>> grasps your $worn.upper.name. <<elseif !$worn.under_lower.type.includes("naked")>> <<He>> grasps your $worn.under_lower.name. <<else>> <<He>> grasps your arm. <</if>> <br><br> <<link [[Go quietly|Sewers Return]]>><</link>> <br> <<if !$worn.lower.type.includes("naked")>> <<link [[Struggle free|Sewers Lower Struggle]]>><</link>> <br> <<elseif !$worn.upper.type.includes("naked")>> <<link [[Struggle free|Sewers Upper Struggle]]>><</link>> <br> <<elseif !$worn.under_lower.type.includes("naked") and !$worn.under_lower.type.includes("chastity")>> <<link [[Struggle free|Sewers Under Struggle]]>><</link>> <br> <</if>> <<link [[Fight|Sewers Fight]]>><<set $fightstart to 1>><</link>> <br> <</nobr>><</widget>> <<widget "morgantext">><<nobr>> <<if $morgantext is 0>> <<set $morgantext += 1>> "I'm sorry for hurting you, beloved." <<elseif $morgantext is 1>> <<set $morgantext += 1>> "I promise I'll be gentle this time." <<elseif $morgantext is 2>> <<set $morgantext += 1>> "I have a present for you." <<elseif $morgantext is 3>> <<set $morgantext += 1>> "Where are you? I can smell you." <<elseif $morgantext is 4>> <<set $morgantext += 1>> "Don't hide from me." <<elseif $morgantext is 5>> <<set $morgantext += 1>> "I know you can hear me <<charlesstop>> Come here." <<elseif $morgantext is 6>> <<set $morgantext += 1>> "I have sweets for you." <<else>> <<set $morgantext to 0>> "Darling, please come home." <</if>> <</nobr>><</widget>> <<widget "morganhunt">><<nobr>> <<if $sewerschasedstep is 3>> <span class="purple">Morgan is getting closer.</span><<morgantext>> <<elseif $sewerschasedstep is 2>> <span class="pink">Morgan is getting closer.</span><<morgantext>> <<elseif $sewerschasedstep is 1>> <span class="red">Morgan is close.</span><<morgantext>> <<else>> <</if>> <<set $sewerschasedstep -= 1>> <</nobr>><</widget>> <<widget "sewersend">><<nobr>> <<set $sewerschasedstep to 0>> <<set $sewerschased to 0>> <<endevent>> <</nobr>><</widget>> <<widget "sewersstart">><<nobr>> <<set $sewersevent to random(2, 5)>> <</nobr>><</widget>> <<widget "destinationsewers">><<nobr>> <<switch $bus>> <<case "sewersresidential">> <<link [[Next|Sewers Residential]]>><</link>> <<case "sewerscommercial">> <<link [[Next|Sewers Commercial]]>><</link>> <<case "sewersindustrial">> <<link [[Next|Sewers Industrial]]>><</link>> <<case "sewersalgae">> <<link [[Next|Sewers Algae]]>><</link>> <<case "sewersworkshop">> <<link [[Next|Sewers Workshop]]>><</link>> <<case "sewerswood">> <<link [[Next|Sewers Wood]]>><</link>> <<case "sewerswebs">> <<link [[Next|Sewers Webs]]>><</link>> <<case "sewersruins">> <<link [[Next|Sewers Ruins]]>><</link>> <<case "sewersshrooms">> <<link [[Next|Sewers Shrooms]]>><</link>> <<case "sewersrubble">> <<link [[Next|Sewers Rubble]]>><</link>> <<case "sewershole">> <<link [[Next|Sewers Hole]]>><</link>> <<case "sewersscrap">> <<link [[Next|Sewers Scrap]]>><</link>> <<case "sewersmud">> <<link [[Next|Sewers Mud]]>><</link>> <<case "sewerswaterfall">> <<link [[Next|Sewers Waterfall]]>><</link>> <<case "sewerslake">> <<link [[Next|Sewers Lake]]>><</link>> <</switch>> <br> <</nobr>><</widget>> <<widget "destinationsewersrandom">><<nobr>> <<set $rng to random(1, 100)>> <<if $rng gte 90>> <<link [[Next|Sewers Wood]]>><</link>> <br> <<elseif $rng gte 80>> <<link [[Next|Sewers Webs]]>><</link>> <br> <<elseif $rng gte 70>> <<link [[Next|Sewers Algae]]>><</link>> <br> <<elseif $rng gte 60>> <<link [[Next|Sewers Rubble]]>><</link>> <br> <<elseif $rng gte 50>> <<link [[Next|Sewers Waterfall]]>><</link>> <br> <<elseif $rng gte 40>> <<link [[Next|Sewers Hole]]>><</link>> <br> <<elseif $rng gte 30>> <<link [[Next|Sewers Lake]]>><</link>> <br> <<elseif $rng gte 20>> <<link [[Next|Sewers Ruins]]>><</link>> <br> <<elseif $rng gte 10>> <<link [[Next|Sewers Shrooms]]>><</link>> <br> <<else>> <<link [[Next|Sewers Mud]]>><</link>> <br> <</if>> <</nobr>><</widget>> <<widget "eventssewers">><<nobr>> <<set $sewersevent to random(5, 12)>> <<set $rng to random(1, 100)>> <<if $bestialitydisable is "f" and $rng gte 81>> An enormous lizard stalks out of the darkness in front of you, its mouth wide open. <br><br> <<if $deviancy gte 35 and $voredisable is "f">> <<link [[Give it a taste|Sewers Lizard Vore]]>><</link>><<deviant3>> <br> <</if>> <<link [[Fight|Sewers Lizard Rape]]>><<set $molestationstart to 1>><</link>> <br> <<elseif $rng gte 71>> You hear a click as your feet sink into the ground. A metal shackle clamps round your ankle. The sound echoes down the tunnel. A chain ties it to the ground. <<gstress>><<stress 6>> <br><br> <<set $sewerschased to 1>> <<set $sewerschasedstep to 3>> Morgan's voice echoes in response. "I'm coming <<charlescomma>>" followed by a clatter as the ladders leading up to the drains retract. <span class="red">You are being hunted.</span> <br><br> <<set $phase to 0>> <<link [[Struggle|Sewers Shackle Struggle]]>><</link>> <br> <<set $skulduggerydifficulty to 600>> <<link [[Pick the lock|Sewers Shackle Pick]]>><</link>><<skulduggerydifficulty>> <br> <<elseif $rng gte 61>> <<set $sewerschasedstep to 3>> <<set $sewerschased to 1>> You walk through a rope suspended a foot off the ground. A log hurtles out of the dark and collides with you, knocking you to the ground and leaving you winded. <<gtrauma>><<gstress>><<gpain>><<trauma 6>><<stress 6>><<pain 6>> <br><br> "<<charlesstop>>" Morgan's voice rings out. "Are you hurt? Stay where you are." <span class="red">You are being hunted</span> <br><br> <<destinationsewers>> <<elseif $rng gte 56 and $slimedisable is "f">> <<if !$worn.lower.type.includes("naked")>> A warm, slimy and sticky liquid sprays you from a nearby pipe. It gets all over your $worn.lower.name. <<set $worn.lower.integrity -= 20>> <<if $worn.lower.integrity lte 0>> You try to wipe it off, but your fingers get stuck. You keep tugging, until your $worn.lower.name rips from your body with a tear. <<integritycheck>> <br><br> <<destinationsewers>> <<else>> You try to wipe it off, but your fingers get stuck. You keep tugging, until you free yourself with a tear. <br><br> <<destinationsewers>> <</if>> <<elseif !$worn.under_lower.type.includes("naked")>> A warm, slimy and sticky liquid sprays you from a nearby pipe. It gets all over your $worn.under_lower.name. <<set $worn.under_lower.integrity -= 20>> <<if $worn.under_lower.integrity lte 0>> You try to wipe it off, but your fingers get stuck. You keep tugging, until your $worn.under_lower.name rips from your body with a tear. <<integritycheck>> <br><br> <<destinationsewers>> <<else>> You try to wipe it off, but your fingers get stuck. You keep tugging, until you free yourself with a tear. <br><br> <<destinationsewers>> <</if>> <<else>> <<if $penisexist is 1>> <<if !$parasite.penis.name>> A warm, slimy and sticky liquid sprays you from a nearby pipe. It gets all over your <<penisstop>> <<if $parasitedisable is "f">> You try to wipe it off, but it's stuck. You'll need help to remove it. <<parasite penis slime>> <br><br> You take another step, and the the fluid on your penis squirms. It starts to suck and tease your length. <</if>> <br><br> <<destinationsewers>> <<else>> A warm, slimy and sticky liquid sprays you from a nearby pipe. It gets all over the $parasite.penis.name on your <<peniscomma>> which shakes it off. <br><br> <<destinationsewers>> <</if>> <<else>> <<if !$parasite.clit.name>> A warm, slimy and sticky liquid sprays you from a nearby pipe. It gets all over your <<pussystop>> You try to wipe it off, but it sticks firm to your clitoris. You'll need help to remove it. <<parasite clit slime>> <br><br> You take another step, and the the fluid on your clit squirms. It starts to suck and tease you. <br><br> <<destinationsewers>> <<else>> A warm, slimy and sticky liquid sprays you from a nearby pipe. It gets all over the $parasite.clit.name on your <<pussycomma>> which shakes it off. <br><br> <<destinationsewers>> <</if>> <</if>> <</if>> <<elseif $rng gte 51 and $slimedisable is "f">> You notice the ceiling glisten. <<if !$worn.upper.type.includes("naked")>> It drips on your $worn.upper.name. It's thick, slimy and sticky. You try to pull it off, but it's stuck. So are you fingers. <<set $worn.upper.integrity -= 20>> <<if $worn.upper.integrity lte 0>> You keep tugging, until your whole top comes off with a tear. <br><br> <<integritycheck>> <<destinationsewers>> <<else>> You keep tugging, until it comes away with a tear. <br><br> <<destinationsewers>> <</if>> <<elseif !$worn.under_upper.type.includes("naked")>> It drips on your $worn.under_upper.name. It's thick, slimy and sticky. You try to pull it off, but it's stuck. So are you fingers. <<set $worn.under_upper.integrity -= 20>> <<if $worn.under_upper.integrity lte 0>> You keep tugging, until your whole top comes off with a tear. <br><br> <<integritycheck>> <<destinationsewers>> <<else>> You keep tugging, until it comes away with a tear. <br><br> <<destinationsewers>> <</if>> <<else>> <<if $parasite.nipples.name>> It drips on the $parasite.nipples.name attached to your <<breastscomma>> which shakes the moisture off. <br><br> <<destinationsewers>> <<else>> It drips on your bare <<breastscomma>> right on your nipples. It's thick, slimy and sticky. <<if $parasitedisable is "f">> You try to pull it off, but it's stuck firm. You'll need help to remove it. <<parasite nipples slime>> <br><br> You take another step, and the slime moves against your skin, sucking and teasing. <<garousal>><<arousal 6>> <</if>> <br><br> <<destinationsewers>> <</if>> <</if>> <<elseif $rng gte 46 and $slimedisable is "f">> You slip on something slimy, and land on your <<bottomstop>> <br><br> <<if !$worn.lower.type.includes("naked")>> <<if $worn.lower.skirt is 1>> <<if !$parasite.bottom.name>> You try to stand up, but your butt is stuck firm. Your $worn.lower.name flared as you fell, leaving your bare skin exposed to the sticky substance. You keep tugging, until you manage to pull yourself to your feet. <br><br> <<if $parasitedisable is "f">> Something Squirms against your bottom. Some of the sticky substance remains on your skin. You'll need help to remove it. <<parasite bottom slime>> <br><br> It squirms with more fervour. You feel warm. <<garousal>><<arousal 6>> <br><br> <</if>> <<destinationsewers>> <<else>> Your $worn.lower.name flared as you fell, leaving your bare skin exposed to the sticky substance. Fortunately, the $parasite.bottom.name stuck to your butt broke your fall. <br><br> <<destinationsewers>> <</if>> <<else>> You try to stand up, but your $worn.lower.name is stuck. You tug at it, but it won't budge. <br><br> <<link [[Leave your clothes behind|Sewers Slime Lower Lost]]>><</link>> <br> <<link [[Keep trying (0:30)|Sewers Slime Lower Try]]>><<pass 30>><</link>> <br> <</if>> <<else>> You try to stand up, but your butt is stuck firm. You keep tugging, until you manage to pull yourself to your feet. <br><br> <<if $parasitedisable is "f">> Something squirms against your bottom. You feel behind you, and find that some of the sticky substance remains on your skin. You'll need help to remove it. <<garousal>><<arousal 6>><<parasite bottom slime>> <br><br> <</if>> <<destinationsewers>> <</if>> <<else>> <<set $sewerschasedstep to 3>> <<set $sewerschased to 1>> A scream echoes through the tunnels. <span class="red">You are being hunted</span> <<gstress>><<stress 6>> <br><br> <<destinationsewers>> <</if>> <</nobr>><</widget>> :: Widgets Destination Drain [widget] <<widget "destinationdrain">><<nobr>> <<switch $bus>> <<case "nightingale">> <<commercialdrainquick>> <<case "domus">> <<residentialdrainquick>> <<case "elk">> <<industrialdrainquick>> <<case "high">> <<commercialdrainquick>> <<case "starfish">> <<commercialdrainquick>> <<case "barb">> <<residentialdrainquick>> <<case "connudatus">> <<commercialdrainquick>> <<case "wolf">> <<residentialdrainquick>> <<case "harvest">> <<industrialdrainquick>> <<case "oxford">> <<commercialdrainquick>> <<case "danube">> <<residentialdrainquick>> <<case "mer">> <<industrialdrainquick>> <<case "cliff">> <<commercialdrainquick>> <<case "industrial">> <<industrialdrainquick>> <<case "residential">> <<residentialdrainquick>> <<case "commercial">> <<commercialdrainquick>> <<case "park">> <<commercialdrainquick>> <</switch>> <br> <</nobr>><</widget>>
TheDivineHeir/degrees
game/overworld-underground/loc-sewers/widgets.twee
twee
mit
18,817
:: Underground Cell Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 1>> <<set $enemytrust -= 80>> <<set $enemyanger += 120>> <<else>> <<set $enemytrust -= 40>> <</if>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Cell Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Cell Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Cell Molestation]]>><</link>></span><<nexttext>> <</if>> :: Underground Cell Molestation Finish [nobr] <<if $enemyhealth lte 0>> The <<person>> recoils from you in pain and hobbles over to where <<he>> entered. <<He>> slams <<his>> fist into the door. "Let me out," <<he>> shouts. "You locked me in with a psycho." The door opens and <<he>> leaves. <br><br> <<clotheson>> <<endcombat>> <<if $undergroundwater gte 1>> The door opens again, and a <<generate1>><<person1>><<person>> stands in the doorway. "You'll give in." <<he>> says. "And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut. <<else>> The door opens again, and a <<generate1>><<person1>><<person>> stands in the doorway. "So that's how it's gonna be?" <<he>> says, looking disappointed. "Fine. We'll see how stubborn you are without water." <<He>> slams the door shut. <<set $undergroundwater to 1>> <</if>> <<tearful>> you sit on the mattress. <br><br> <<endevent>> <<link [[Next|Underground Cell]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution 1>> Satisfied, <<he>> leaves you on the mattress and exits the way <<he>> came in. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<if $undergroundwater gte 22>> The door opens again, and a <<generate1>><<person1>><<person>> stands in the doorway. "Good <<girlcomma>>" <<he>> says, smiling. <<if $undergroundwater gte 6>> <<if $NPCList[0].penis isnot "none">> <<He>> enters the room, closing the door behind <<himstop>> "We'll turn your tap back on. But first a treat. You get to drink straight from my cock." <br><br> <<link [[Next|Underground Cell Oral]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "We'll turn your tap back on. You're gonna make us lots of money." <<He>> shuts the door, once more plunging you into darkness. <<set $undergroundwater to 0>> <br><br> <<link [[Next|Underground Cell]]>><</link>> <</if>> <<else>> "We're not gonna give you back your water just yet, you haven't suffered enough for your disobedience. Keep up the good work though." <<He>> slams the door shut. <br><br> <<link [[Next|Underground Cell]]>><</link>> <</if>> <<else>> <<link [[Next|Underground Cell]]>><</link>> <</if>> <</if>> :: Underground Cell Oral [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<npcoral>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Cell Oral Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Cell Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Cell Oral]]>><</link>></span><<nexttext>> <</if>> :: Underground Cell Oral Finish [nobr] <<if $enemyhealth lte 0>> You shove the <<person1>><<person>> away from you. "You still haven't learned your place," <<he>> says, nursing a bruise. "We'll see how long you can keep it up." The door slams shut behind <<himcomma>> plunging you into darkness. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good <<girlcomma>>" <<he>> says. "I'll switch your water back on. Hopefully you've learned your lesson." The door slams shut behind <<himcomma>> plunging you into darkness. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<set $undergroundwater to 0>> <<link [[Next|Underground Cell]]>><</link>> <</if>> :: Underground Dance Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are led from your cell into a corridor outside. It looks medieval like your cell but with modern furnishings. You round a corner and see a large group of <<people>> surrounding a stage. You see a staircase on the opposite side of the room, which might be the way out. <<covered>> All eyes are on you as you are led up to the central platform. There's music playing. <br><br> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> "Go on," A <<person1>><<person>> says. "Do something." <br><br> <<set $audiencearousal to 51>> <<link [[Dance for them|Underground Dance]]>><<set $dancing to 1>><<set $audience to 50>><<set $venuemod to 0>><<set $dancelocation to "underground">><<set $forceddance to 1>><</link>><<gstress>><<gtiredness>> <br><br> <<link [[Refuse|Underground Stage Refuse]]>><<endevent>><</link>> <br> :: Underground Cell Resist [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust -= 120>> <<set $enemyanger += 120>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Cell Resist Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Cell Resist Finish]]>><</link>></span><<nexttext>> <<elseif $pain gte 100 and $willpowerpain is 0>> <span id="next"><<link [[Next|Underground Cell Resist Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Cell Resist]]>><</link>></span><<nexttext>> <</if>> :: Underground Cell Resist Finish [nobr] <<if $enemyhealth lte 0>> The <<person>> staggers away from you. <<if $undergroundwater gte 1>> "You'll give in." <<he>> says. "And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut. <<else>> "So that's how it's gonna be?" <<he>> says, looking disappointed. "Fine. We'll see how stubborn you are without water." <<He>> slams the door shut. <<set $undergroundwater to 1>> <</if>> <<clotheson>> <<endcombat>> <<tearful>> you sit on the mattress. <br><br> <<endevent>> <<link [[Next|Underground Cell]]>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pants. "Maybe... maybe another time. I need a lie down." The door slams shut behind <<himcomma>> plunging you into darkness. <br><br> <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <<elseif $pain gte 1>> You're too badly beaten to put up a fight. The <<person>> drags your helpless body from the cell. <br><br> <<if $phase is 1>> <<link [[Next|Underground Dance Intro]]>><</link>> <br><br> <<elseif $phase is 2>> <<link [[Next|Underground Presentation]]>><</link>> <br> <<elseif $phase is 3>> <<link [[Next|Underground Stage Intro]]>><</link>> <br> <<elseif $phase is 4>> <<link [[Next|Underground Film Intro]]>><</link>> <br> <<elseif $phase is 5>> <<link [[Next|Underground Hunt Intro]]>><</link>> <br> <</if>> <<endcombat>> <</if>> :: Underground Dance [nobr] <<set $outside to 0>><<set $location to "Underground">><<effects>> <<danceeffects>> <<danceaudience>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> Being so exposed is humiliating, but there's nothing you can do. <br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>> Being so exposed is humiliating, but there's nothing you can do. <br><br> <</if>> <<danceactions>> <<if $danceevent is "finish">> <<elseif $danceevent is "private">> <<link [[Next|Underground Dance Oral]]>><<set $enemyno to 1>><<set $molestationstart to 1>><</link>> <br> <<elseif $danceevent is "rape">> <<link [[Next|Underground Dance Rape]]>><<set $molestationstart to 1>><</link>> <</if>> :: Underground Stage Refuse [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $submissive gte 1150>> You stare meekly at your feet, but refuse their demand. <<elseif $submissive lte 850>> You stare out at the crowd in defiance, and refuse their demand. <<else>> Though afraid, you refuse their demand. <</if>> The crowd starts booing. A <<generate1>><<person1>><<person>> runs on stage. "Please accept our apologies," <<he>> says, picking up your leash. <<if $rng gte 51 and $bestialitydisable is "f">> "Instead of our scheduled show, we have a special treat for you." A metal shutter opens behind you, revealing a gigantic pig. <br><br> <<endevent>> <<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>> <br> <<else>> "Instead of our scheduled show, we invite you to watch our punishment of this insolent <<bitchstop>>" <br><br> <<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <</if>> :: Underground Stage Pig [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<beasttype pig>> <</if>> <<effects>> <<effectsman>> <br> <<beast>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Stage Pig Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Stage Pig Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Stage Pig]]>><</link>></span><<nexttext>> <</if>> :: Underground Stage Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 1>> <<set $enemytrust -= 200>> <<set $enemyanger += 200>> <<else>> <<set $enemytrust -= 120>> <</if>> <</if>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Stage Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Stage Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Stage Molestation]]>><</link>></span><<nexttext>> <</if>> :: Underground Stage Molestation Finish [nobr] <<if $enemyhealth lte 0>> The <<person1>><<person>> recoils and pain and tumbles from the stage. <<tearful>> you jump over <<him>> and run for the stairs. The audience are so bemused they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued. <br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>> <br><br> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The crowd applauds as you are led off the stage and back to your cell. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <</if>> :: Underground Stage Pig Finish [nobr] <<if $enemyhealth lte 0>> The $beasttype flees in pain and fear, running amok among the audience in an attempt to find an exit. <<tearful>> you leap from the stage and run for the stairs. The audience are so distracted they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued. <br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <<set $foresthunt to 1>> <br><br> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<famebestiality 50>> The crowd applauds as you are led off the stage and back to your cell. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <</if>> :: Underground Dance Oral [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>>The <<person>> climbs on stage.<<npcoral>> <</if>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Dance Oral Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Dance Oral Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Dance Oral]]>><</link>></span><<nexttext>> <</if>> :: Underground Dance Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <</if>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Dance Rape Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Dance Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Dance Rape]]>><</link>></span><<nexttext>> <</if>> :: Underground Dance Oral Finish [nobr] <<if $enemyhealth lte 0>> The <<person1>><<person>> recoils and pain and tumbles from the stage. <<tearful>> you jump over <<him>> and run for the stairs. The audience are so bemused they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued. <br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <<set $foresthunt to 1>> <br><br> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The crowd applauds and the <<person>> holds <<his>> arms in the air, as if abusing you were some sort of triumph. You are led off the stage and back to your cell. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <</if>> :: Underground Dance Rape Finish [nobr] <<if $enemyhealth lte 0>> The <<person1>><<person>> recoils and pain and tumbles from the stage, and the others back off in instinctive fear. <<tearful>> you jump over <<him>> and run for the stairs. The audience are so bemused they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued. <br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>> <br><br> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> A voice rings out. "We hope you enjoyed our product, but we need to ask you to vacate the stage." The crowd does as instructed. <br><br> You are led off the stage and back to your cell. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <</if>> :: Underground Stage Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $rng gte 51 and $bestialitydisable is "f">> You are led once more to the stage, where the crowd awaits. <<covered>> Once there, a metal shutter rattles open behind you, and a gigantic pig steps out. The audience cheers it on. <br><br> <<link [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You are led once more to the stage, where the crowd awaits. <<covered>> There's a <<generate1>><<person1>><<person>> already waiting for you. <<He>> takes hold of you leash and pulls you closer while looking at the audience. "What shall I do with <<phim>> my friends?" <br><br> <<link [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> :: Underground Presentation [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are led to the stage where four other <<girls>> stand in a line, eyes downcast. Each wears a collar similar to your own. As soon as you take your place among them, a pair of large wooden doors opens and a <<generate1>><<person1>><<person>> strides into the room. <<He>> is flanked by a <<generate2>><<person2>><<person>> who struggles to keep up. "We have a nice selection for you today <<person1>><<sirstop>> Just the sort of thing you like." Says the <<person2>><<personstop>> <br><br> "I'll see for myself," the <<person1>><<person>> responds. <<He>> stops in front of the stage and eyes the <<girls>> up, including you. <<covered>> "This one's all skin and bone," <<he>> says, pointing at the <<girl>> on the far side from you. "<<pShe>> looks likely to faint at any moment." <br><br> "Our <<girls>> are all fed a-" <br><br> <<if $attractiveness gte 3000>> "Spare me," <<he>> turns to you and smiles. "This one will do nicely. Bring <<phim>> in." <br><br> <<link [[Next|Underground Presentation2]]>><</link>> <br> <<else>> "Spare me," <<he>> turns to you, but looks away dismissively. "I've made my choice." <<He>> lunges for the <<person2>><<person>> and drags <<him>> to the ground. <br><br> "I-I'm not... Stop!" The protestations are no use. You hear a loud smack and the <<person>> yelp in pain as you are led back to your cell. <br><br> <<endevent>> <<link [[Next|Underground Cell]]>><</link>> <br> <</if>> :: Underground Presentation2 [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> The <<person1>><<person>> leaves the way they came as the <<person2>><<person>> climbs the stage and picks up your leash. <<He>> pulls you after the <<person1>><<personcomma>> through the same wooden doors. The room beyond is spacious and decorated like the abode of a monarch. A four-poster bed sits opposite you, on which the <<person1>><<person>> lounges. <br><br> The <<person2>><<person>> moves to leave but is interrupted. "Did I say you could leave? You're gonna help me discipline this little thing, or I'll punish you next. Both of you come here." <br><br> <<person1>> As you walk close to <<himcomma>> <<he>> grabs you and bends you over <<his>> thighs. <br><br> <<link [[Next|Underground Presentation Molestation]]>><<set $molestationstart to 1>><</link>> <br> :: Underground Presentation Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>> <<set $enemytrust -= 120>> <<set $timer to 30>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Presentation Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Presentation Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<link [[Next|Underground Presentation Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Presentation Molestation]]>><</link>></span><<nexttext>> <</if>> :: Underground Presentation Molestation Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> falls backward on the bed and lies still, apparently asleep. The <<person2>><<person>> picks up your leash and leads you back to your cell. <<He>> avoids looking at you the whole time. <br><br> <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> falls against one of the bed posts, breaking it. <<tearful>> you jump over <<him>> and run out the room, towards the stairs. You climb as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <<elseif $timer lte 0>> The <<person1>><<person2>> reclines on the bed. "It's been a long day," <<he>> says as <<he>> waves both of you from the room. The <<person2>><<person>> picks up your leash and leads you back to your cell. <<He>> avoids looking at you the whole time. <br><br> <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <br> <</if>> :: Underground Hunt Intro [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You are led past the empty stage and up the flight of stairs. The air becomes cooler and fresher as you ascend, and you soon emerge outside. <<if $daystate is "dawn">> The sun is hidden behind trees, but you think it's dawn. <<elseif $daystate is "dusk">> The sun is hidden behind trees, but you think it's dusk. <<elseif $daystate is "day">> You have to shield your eyes from the sunlight, and you realise just how dim those lights were. <<elseif $daystate is "night">> The cool night air blows against your skin. <</if>> It looks like you're in a forest clearing. <br><br> Several naked <<girls>> are lined up, with a rope suspended in front of them. There's a large crowd stood around them, leering. The <<girls>> stare at their feet. <<covered>> You're dragged to the end of the line. <br><br> <<generate1>><<person1>> A <<person>> in a waistcoat enters the clearing, holding three dogs on leashes. They strain against <<himcomma>> practically pulling <<him>> along. "We're ready," <<he>> says, brandishing a pistol. "First shot, the prey run. Second shot, we hunt!" The crowd cheers. You hear one of the <<girls>> sob. <br><br> <<link [[Next|Underground Hunt]]>><</link>> :: Underground Hunt [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The pistol sounds off, and you run. <br><br> You've barely reached the trees when the second shot rings out. <<if $physique gte $rng * 100 + 6000>> <<set $rng to random(1, 100)>> You run as fast you can. You hear the other <<girls>> scream as they are caught, one by one. Eventually your legs give out and you collapse against a tree. You hear nothing but your beating heart and the wind rustling through leaves. You got away.<<pass 5>> <br><br> <<endevent>> <<link [[Next|Forest]]>><<set $forest to 1>><</link>> <br> <<else>> <<if $rng gte 51 and $bestialitydisable is "f">> You run as fast you can. You hear the other <<girls>> scream as they are caught, one by one. You hear something running through the grass behind you, and feel paws on your back as you are forced to your knees. The dog starts humping, you feel its penis prodding your <<bottomstop>> <br><br> "Looks like he likes you," you hear the <<person>> say as <<he>> catches up. <<He>> is not alone, much of the crowd follows behind <<himstop>> "And it's only fair he gets to do as he likes with his quarry." The crowd forms a circle around you. <br><br> <<link [[Next|Underground Hunt Dog]]>><<set $molestationstart to 1>><</link>> <br> <<else>> You run as fast you can. You hear the other <<girls>> scream as they are caught, one by one. You hear something running through the grass behind you right before you are tackled to the ground. <br><br> "Got you," the <<person>> says. A number of others from the crowd arrive, panting. "Now the hunter devours <<his>> prey." <br><br> <<link [[Next|Underground Hunt Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> <</if>> :: Underground Hunt Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<beasttype dog>><<set $enemytrust -= 80>> <</if>> <<effects>> <<effectsman>> <br> <<beast>> <br><br> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Hunt Dog Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Hunt Dog Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Hunt Dog]]>><</link>></span><<nexttext>> <</if>> :: Underground Hunt Dog Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast barks happily. "Good boy," says the <<person1>><<personstop>> The crowd whisper among themselves as <<he>> grabs your leash and pulls you to your feet. "I hope the other groups had as much fun with their prey as we did." <br><br> A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The $beasttype whimpers and flees. <<tearful>> you jump to your feet and run for it. The <<person1>><<person>> tries to stop you, but you dodge <<him>> and escape into the forest. <br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <<set $foresthunt to 1>> <br><br> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <</if>> :: Underground Hunt Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <</if>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Hunt Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Hunt Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Hunt Molestation]]>><</link>></span><<nexttext>> <</if>> :: Underground Hunt Molestation Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You hear the crowd whisper among themselves as the <<person>> grabs your leash and pulls you to your feet. "I hope the other groups had as much fun with their prey as we did." <br><br> A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell. <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person>> falls against a tree. <<tearful>> you jump to your feet and run for it. <<He>> tries to stop you, but you dodge <<him>> and escape into the forest. <br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <<set $foresthunt to 1>> <br><br> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <</if>> :: Underground Film Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<generate1>><<generate2>> You are led to another part of the dungeon, and into a well-lit room. A <<person2>><<person>> is already here, holding a camera. Stood beside <<him>> is a <<person1>><<personstop>> <<if $rng gte 51 and $swarmdisable is "f">> There's a bath sitting in the middle of the room. The <<person1>><<person>> pulls you over to it and pushes you inside. Before you get your bearings, <<he>> attaches a clip on the bottom of the bath to your collar, locking you in place. You look up at the <<personcomma>> now holding a bucket, and <<person2>><<person>> and wonder what they intend. <br><br> The <<person1>><<person>> tips the bucket over you, covering you in thick, long worms. They wriggle all over you, inciting shameful feelings. <br><br> <<link [[Next|Underground Film Worms]]>><<set $molestationstart to 1>><</link>> <br> <<else>> The <<person>> walks right up behind you, uncomfortably close. The <<person2>><<person>> nods, and the <<person1>><<person>> starts to grope you. <br><br> <<link [[Next|Underground Film Molestation]]>><<set $molestationstart to 1>><</link>> <br> <</if>> :: Underground Film Worms [nobr] <<set $outside to 1>><<set $location to "underground">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "containers">> <<set $swarmmove to "shaking">> <<set $swarmcreature to "worms">> <<set $swarmspill to "shatter">> <<set $swarmsteady to "steady">> <<set $swarmSteady to "Steady">> <<set $swarmcount to 2>> <<set $swarm1 to "active">> <<set $swarm2 to "active">> <<set $swarmactive to 2>> <<set $timer to 24>> <</if>> <<if $timer is 21>> The <<person2>><<person>> moves to get a better shot of your face. You feel more self-conscious about your reactions, but there's little you can do to control them. <<elseif $timer is 18>> <span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span> <<set $swarmcount += 2>> <<set $swarm3 to "active">> <<set $swarm4 to "active">> <<set $swarmactive += 2>> <<elseif $timer is 15>> The <<person2>><<person>> moves to get a better shot of your <<breastsstop>> <<elseif $timer is 12>> <span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span> <<set $swarmcount += 2>> <<set $swarm5 to "active">> <<set $swarm6 to "active">> <<set $swarmactive += 2>> <<elseif $timer is 9>> The <<person2>><<person>> moves to get a better shot of your <<genitalsstop>> <<elseif $timer is 6>> <span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span> <<set $swarmcount += 2>> <<set $swarm7 to "active">> <<set $swarm8 to "active">> <<set $swarmactive += 2>> <<elseif $timer is 3>> The <<person2>><<person>> moves to get a better shot of your face. <<else>> The <<person2>><<person>> continues to film your ordeal. <</if>> <br><br> <<if $face isnot "covered">> <<fameexhibitionism 1>> <</if>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<link [[Next|Underground Film Worms Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</link>></span><<nexttext>> <</if>> :: Underground Film Worms Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> "That should do it," says the <<person2>><<person>> as <<he>> stops filming. The <<person1>><<person>> unplugs your collar from the bath and you scramble to you feet. The worms tumble off you, but you still shiver in horror and disgust. <br><br> The <<person>> tugs on your leash, and you almost trip as you leave the bath. You're horrified at the thought of more people seeing what just happened to you, but there's nothing you can do as the <<person1>><<person>> takes you back to your cell. <br><br> <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <br> :: Underground Film Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<set $enemyno to 1>><<man1init>> <<set $timer to 24>> <<set $NPCList[1].penis to "none">> <<set $NPCList[1].lefthand to "none">> <<set $NPCList[1].righthand to "none">> <<set $NPCList[1].mouth to "none">> <<set $NPCList[1].vagina to "none">> <</if>> <<effects>> <<effectsman>><<man>> <<if $timer is 21>> The <<person2>><<person>> moves to get a close shot of your face. <<elseif $timer is 18>> The <<person2>><<person>> moves to get a close shot of your <<bottomstop>> <<elseif $timer is 15>> The <<person2>><<person>> moves to get a close shot of your <<breastsstop>> <<elseif $timer is 12>> The <<person2>><<person>> moves to get a close shot of your <<genitals>> <<elseif $timer is 9>> The <<person2>><<person>> moves to get a close shot of your face. <<elseif $timer is 6>> The <<person2>><<person>> steps back to get a shot of your whole body. <<elseif $timer is 3>> The <<person2>><<person>> continues to film. <<else>> The <<person2>><<person>> continues to film. <</if>> <br><br> <<if $face isnot "covered">> <<fameexhibitionism 1>><<famerape 1>> <</if>> <<person1>> <<stateman>> <br><br> <<actionsman>> <<if $timer lte 0>> <span id="next"><<link [[Next|Underground Film Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Underground Film Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Underground Film Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Underground Film Molestation]]>><</link>></span><<nexttext>> <</if>> :: Underground Film Molestation Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That'll do," says the <<person2>><<person>> as <<he>> stops filming. You're horrified at the thought of other people seeing what happened to you, but there's nothing you can do as the <<person1>><<person>> leads you back to your cell. <br><br> <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <br> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> trips and falls against the <<person2>><<personstop>> The camera drops to the ground and shatters. "You idiot," says the <<person2>><<personstop>> <br><br> The <<person1>><<person>> struggles to <<his>> feet. "Shut up," <<he>> says. "Before <<pshe>> gets away." But you're already well ahead of them. You run down the corridor, past your cell, then into the empty theatre. You run towards the stairs on the far side, and climb as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued. <br><br><br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span> <<set $foresthunt to 1>> <br><br> <<link [[Next|Forest]]>><<set $forest to 40>><</link>> <<elseif $timer lte 0>> "That'll do," says the <<person2>><<person>> as <<he>> stops filming. You're horrified at the thought of other people seeing what happened to you, but there's nothing you can do as the <<person1>><<person>> leads you back to your cell. <br><br> <<tearful>> you sit on the mattress. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Underground Cell]]>><</link>> <br> <</if>>
TheDivineHeir/degrees
game/overworld-underground/loc-underground/events.twee
twee
mit
36,629
:: Underground Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are dragged through a door and down a flight of steps. You hear the sound of rushing water. At the bottom the <<person>> turns on a torch, revealing an old stone corridor leading away into darkness.<<pass 15>> <br><br> After walking awhile you come to a metal door. The <<person2>><<person>> knocks, and is answered by a thin opening sliding apart near the top. It closes promptly, and the door opens. <br><br> <<endcombat>> You are forced through the door and to your knees before a <<generate1>><<person1>><<personcomma>> who crouches and grabs your neck. <<He>> turns your head to examine one side of your face, then the other, then forces your mouth open and looks inside. "<<pShe>> will do," <<he>> says, standing up. <br><br> <<endevent>> <<if $worn.neck.collared isnot 1>> <<neckwear 1>> Your neck is freed only briefly. Someone closes something hard and cold around it before you are yanked to your feet and pulled away. <<else>> Someone else yanks you to your feet and pulls you away. <</if>> <<generate1>>A <<person1>><<person>> holds the other end of the leash attached to your collar, and leads you towards a door at the far end of the room. <br><br> <<stealclothes>> <<link [[Next|Underground Intro2]]>><</link>> <br> :: Underground Intro2 [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You enter another corridor, lined on one side with metal floor hatches. <<He>> opens one of them, and shoves you inside. You land on something soft at least. "Your role here is simple. Do as you're told. You don't want to know what happened to the last <<girl>> who made a fuss." <<He>> slams the hatch shut, plunging you into complete darkness. <br><br> You fumble around in the dark, and find you fell on what feels like a mattress. There's also a locked metal door and a tap in the corner, but the room is otherwise bare. <br><br> <<endevent>> <<set $undergroundtime to 0>> <<set $undergroundwater to 0>> <<set $undergroundescape to 0>> <<link [[Next|Underground Cell]]>><</link>> <br> :: Underground Cell [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are in an underground cell. You can't see a thing but can tell that the walls and floor are made of cold stone. <<if $undergroundwater is 0>> There's a tap in the corner which barely dribbles water. <<else>> <<set $undergroundwater += 1>> There's a tap in the corner, which they turned off to punish your disobedience. <<if $undergroundwater gte 25>> <span class="red">You're dying of thirst!</span> <<set $pain += 60>><<stress 6>><<trauma 6>><<gtrauma>><<gstress>> <<elseif $undergroundwater gte 20>> <span class="pink">You really need water.</span> <<set $pain += 30>> <<elseif $undergroundwater gte 15>> <span class="purple">You're very thirsty.</span> <<set $pain += 20>> <<elseif $undergroundwater gte 10>> <span class="blue">You're thirsty.</span> <<set $pain += 10>> <<elseif $undergroundwater gte 5>> <span class="lblue">You feel a bit thirsty.</span> <</if>> <br><br> <</if>> <br><br> <<set $undergroundtime += 1>> <<if $undergroundtime is 4>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for your performance," <<he>> says, yanking your leash. "Make sure you dance sexy. If you don't attract a customer we'll just let the whole audience have a piece." <<He>> tries to pull you from the room. <br><br> <<link [[Go quietly|Underground Dance Intro]]>><<endevent>><</link>> <br> <<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>> <br> <<elseif $undergroundtime is 8>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "You're needed," <<he>> says, yanking your leash. <br><br> <<link [[Go quietly|Underground Presentation]]>><<endevent>><</link>> <br> <<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 2>><</link>> <br> <<elseif $undergroundtime is 12>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for another performance," <<he>> says, yanking your leash. <br><br> <<link [[Go quietly|Underground Stage Intro]]>><<endevent>><</link>> <br> <<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 3>><</link>> <br> <<elseif $undergroundtime is 16>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for another performance," <<he>> says, yanking your leash. <br><br> <<link [[Go quietly|Underground Film Intro]]>><<endevent>><</link>> <br> <<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 4>><</link>> <br> <<elseif $undergroundtime is 20>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for some fresh air," <<he>> says, yanking your leash. <br><br> <<link [[Go quietly|Underground Hunt Intro]]>><<endevent>><</link>> <br> <<link [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 5>><</link>> <br> <<elseif $undergroundtime is 24>><<set $undergroundtime to 0>> <<if $trauma gte $traumamax>> The lights turn on once more, and a <<generate1>><<generate2>><<person1>><<person>> and <<person2>><<person>> enter. The <<person1>><<person>> crouches beside you, grabs your neck and turns you to face <<himstop>> "Yep," <<he>> says. "<<pHer>> lights are out. Shame, <<pshes>> a pretty little thing." <br><br> Together they lift you by the shoulders and carry you from the room. They take you down a flight of steps to a large hole in the ground. They dump you in. <br><br> You fall through darkness for several seconds before splashing into cold water.<<water>> <br><br> <<endevent>> <<link [[Next|Underground Lake]]>><</link>> <<else>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters, holding a hose. Water shoots from the tip, knocking you prone and drenching you. <<He>> walks closer and continues spraying you from multiple angles, before finally turning it off. "There we go," <<he>> says. "Nice and clean." The door slams shut behind <<himcomma>> plunging you into darkness. <br><br> <<wash>><<water>> <<endevent>> <<link [[Next|Underground Cell]]>><</link>> <br> <</if>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>><<set $allure /= 2>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> Dim pink-hued lights turn on, bathing the room in light. One of the doors opens and a <<generate1>><<person1>><<person>> walks in, closing the door behind <<himstop>> <<covered>> <<He>> sizes you up as <<he>> approaches. <<set $rng to random(1, 100)>> <<if $rng gte 81>> "I paid good money for you. You better be worth it." <<set $phase to 1>> <<elseif $rng gte 61>> "You're adorable. Don't worry, I'll be gentle." <<elseif $rng gte 41>> "Good enough. Hold Still." <<elseif $rng gte 21>> "You better be worth it <<bitchstop>>" <<set $phase to 1>> <<else>> "Yes, nice and young." <</if>> <br><br> <<link [[Next|Underground Cell Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<link [[Rest (1:00)|Underground Cell Rest]]>><<pass 1 hour>><<set $tiredness -= 1000>><</link>><<ltiredness>> <br> <<if $undergroundescape is 0>> <<link [[Look for a way out|Underground Cell Look]]>><</link>> <br> <<elseif $undergroundescape gte 18>> <<link [[Escape|Underground Escape]]>><</link>> <br> <<else>> <<link [[Dig (1:00)|Underground Cell Dig]]>><<pass 1 hour>><</link>> <br> <</if>> <<link [[Examine the door|Underground Cell Lock]]>><</link>> <br> <</if>> <</if>> :: Underground Cell Rest [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You lie on the uncomfortable mattress and close your eyes. You're not sure how long you were lying there, but you feel refreshed. <br><br> <<link [[Next|Underground Cell]]>><</link>> <br> :: Underground Cell Look [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You carefully feel around the edge of the room, looking for anything that might help you get out. You don't find anything. Feeling helpless, you sit back down on the mattress, and feel a cool breeze caress your leg. You put your hands against the floor and feel it again, coming from beneath the mattress. <br><br> You shunt it aside and the breeze becomes unmistakable. You can feel small cracks in the ground. It might be your imagination, but you think you can see a tiny amount of light through them too. <br><br> <<set $undergroundescape to 1>> <<link [[Next|Underground Cell]]>><</link>> <br> :: Underground Cell Dig [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You pick at the loose stone beneath the mattress. <<set $undergroundescape += 1>> <<if $undergroundescape gte 18>> It'll be a squeeze, but you think you can fit. <br><br> <<link [[Escape|Underground Escape]]>><</link>> <br> <<elseif $undergroundescape gte 16>> The hole needs to be just a bit bigger and you'll be able to fit through. <br><br> <<elseif $undergroundescape gte 12>> There's definitely a way out here, it just needs to be bigger. <br><br> <<elseif $undergroundescape gte 8>> The hole grows wider. <br><br> <<elseif $undergroundescape gte 4>> Some of the cracks grow into a small hole. <br><br> <<else>> You make the cracks a bit bigger. <br><br> <</if>> <br><br> <<link [[Stop|Underground Cell]]>><</link>> <br> :: Underground Cell Lock [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>><<set $lock to 1000>> The metal door is locked tight. It uses an advanced electronic lock. <br><br> <<if $skulduggery gte $lock>> <span class="green">You think you could manipulate it.</span> <br><br> <<link [[Open it (0:05)|Underground Cell Sneak]]>><<pass 5>><</link>> <br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> <<link [[Stop|Underground Cell]]>><</link>> <br> :: Underground Cell Sneak [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $NPCName[$NPCNameList.indexOf("Whitney")].state is "dungeon">> No lock is going to stop you. You open the door and sneak out, tiptoeing across the plush carpet. You hear laughter and music up ahead. You peek round the corner and see Whitney getting brutally fucked on stage as a crowd of <<people>> watch. With the exception of the stage, the lights have been switched off, leaving the edge of the room in darkness. <br><br> You slink into the room and round the side. No one notices you. You make it to the other side and up the stairs, emerging in the forest. <br><br> <<else>> No lock is going to stop you. You open the door and sneak out, tiptoeing across the plush carpet. You hear laughter and music up ahead. You peek round the corner and see a <<girl>> getting brutally fucked on stage as a crowd of <<people>> watch. With the exception of the stage, the lights have been switched off, leaving the edge of the room in darkness. <br><br> You slink into the room and round the side. No one notices you. You make it to the other side and up the stairs, emerging in the forest. <br><br> <</if>> <<link [[Next|Forest]]>><<set $forest to 40>><<set $stress -= 1000>><</link>> <br> :: Underground Escape [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You sit on the edge with your legs hanging over the hole. You feel a slope. You carefully lower yourself down, pulling the mattress over as you do. Relying on your hands at least as much as your feet, you scramble downwards. <br><br> The stone gives way and you fall several feet into cold water. <br><br> <<link [[Next|Underground Lake]]>><<set $stress -= 1000>><</link>> <br> :: Underground Lake [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>><<water>> <<set $stress -= 1000>> <<if $historytrait gte 4>> You are pulled through the dark by a current. You've read about these tunnels, and should be able to influence where you end up. <br><br> <<link [[Near the shore|Underground Lake2]]>><<set $sea to 10>><</link>> <br> <<link [[Further out at sea|Underground Lake2]]>><<set $sea to 50>><</link>> <br><br> <<else>> You are pulled through the dark by a current. Without warning, you are sucked underwater. You try to fight it, but the force is too strong. After a few moments, the darkness gives way to light, and you are pushed upwards. You struggle further up, and emerge into the $daystate. <br><br> <<link [[Next|Sea]]>><<set $sea to 50>><</link>> <br> <</if>>
TheDivineHeir/degrees
game/overworld-underground/loc-underground/main.twee
twee
mit
12,781
:: Widgets Dance Actions [widget] <<widget "danceactions">><<nobr>> <<exposure>> <<if $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74 and $forceddance isnot 1>> <<elseif $exposed gte 1 and $exhibitionism lte 34 and $forceddance isnot 1>> <<else>> <<if $danceactiondefault is "cool">> <label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool" checked>></label> | <<elseif $danceactiondefault is 0>> <label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool" checked>></label> | <<else>> <label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool">></label> | <</if>> <br> <<if $danceactiondefault is "sophisticated">> <label>Sophisticated Dance (0:01) <<radiobutton "$danceaction" "sophisticated" checked>></label> | <<else>> <label>Sophisticated Dance (0:01) <<radiobutton "$danceaction" "sophisticated">></label> | <</if>> <br> <<if $danceactiondefault is "seductive">> <label><span class="meek">Seductive Dance</span> (0:01) <<combatexhibitionist1>> <<radiobutton "$danceaction" "seductive" checked>></label> | <<else>> <label><span class="meek">Seductive Dance</span> (0:01) <<combatexhibitionist1>> <<radiobutton "$danceaction" "seductive">></label> | <</if>> <br> <<if $exhibitionism gte 15>> <<if $danceactiondefault is "sexual">> <label><span class="sub">Sexual Dance</span> (0:01) <<combatexhibitionist2>> <<radiobutton "$danceaction" "sexual" checked>></label> | <<else>> <label><span class="sub">Sexual Dance</span> (0:01) <<combatexhibitionist2>> <<radiobutton "$danceaction" "sexual">></label> | <</if>> <br> <</if>> <<goooutsidecount>> <<if $cat gte 6 and ($goooutsidecount + $semenoutsidecount) gte 1 and $leftarm isnot "bound" and $rightarm isnot "bound">> <<if $danceactiondefault is "groom">> <label><span class="sub">Groom</span> (0:01) <span class="blue">Cat</span> <<radiobutton "$danceaction" "groom" checked>></label> | <<else>> <label><span class="sub">Groom</span> (0:01) <span class="blue">Cat</span> <<radiobutton "$danceaction" "groom">></label> | <</if>> <</if>> <<dancestripactions>> <br><br> <span id="next"><<link "Continue">><<script>>state.display(state.active.title, null, "back")<</script>><</link>></span> <br> <</if>> <<elseif $danceevent is "vip">> <<link "Allow">><<set $danceaction to "vipallow">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<link "Push away">><<set $danceaction to "vippush">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "strippertrouble">> <<link "Help them">><<set $danceaction to "stripperhelp">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<link "Ignore">><<set $danceaction to "stripperignore">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "note">> <<link "Approach">><<set $danceaction to "noteapproach">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<link "Ignore">><<set $danceaction to "noteignore">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "rape">> <<elseif $danceevent is "molest">> <<link "Let them cop a feel">><<script>>state.display(state.active.title, null, "back")<</script>><</link>><<set $danceaction to "cop">> <br> <<if $dancelocation isnot "underground">> <<link "It's too dangerous, time to end the show">><<set $danceaction to "finish">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <</if>> <<elseif $danceevent is "skirtstrip">> <<link "Struggle for your clothes">><<set $danceaction to "skirtstruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<link "Surrender your clothes">><<set $danceaction to "skirtsurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "lowerstrip">> <<link "Struggle for your clothes">><<set $danceaction to "lowerstruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<link "Surrender your clothes">><<set $danceaction to "lowersurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "upperstrip">> <<link "Struggle for your clothes">><<set $danceaction to "upperstruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<link "Surrender your clothes">><<set $danceaction to "uppersurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "understrip">> <<link "Struggle for your clothes">><<set $danceaction to "understruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<link "Surrender your clothes">><<set $danceaction to "undersurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "private" and $dancelocation isnot "underground">> <<link "Ignore">><<set $danceaction to "privaterefuse">><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <<elseif $danceevent is "leighton">> <<link "Ignore">><<set $leightondancerefused to 1>><<script>>state.display(state.active.title, null, "back")<</script>><</link>> <br> <</if>> <</nobr>><</widget>> :: Widgets Dance Audience [widget] <<widget "danceaudience">><<nobr>> <<if $danceevent is 0>> <<if $allure / 100 + $danceskill / 20 + $audienceexcitement / 5 + $audiencearousal / 5 gte $rng>> <<set $audience += 1>> <<if $audience is 1>> <<generatel>> A <<person1>><<person>> starts watching you./*Not to be confused with generate1*/ <<elseif $audience is 2>> <<generatel>> A <<person2>><<person>> starts watching you. <<elseif $audience is 3>> <<generatel>> A <<person3>><<person>> starts watching you. <<elseif $audience is 4>> <<generatel>> A <<person4>><<person>> starts watching you. <<elseif $audience is 5>> <<generatel>> A <<person5>><<person>> starts watching you. <<elseif $audience is 6>> <<generatel>> A <<person6>><<person>> starts watching you. <<else>> Someone else joins the audience. <</if>> <</if>> <<if $audience is 0>> Nobody is paying attention to you. <<elseif $audience is 1>> The <<person>> is watching you intently. <<elseif $audience is 2>> A couple of people are watching you. <<elseif $audience is 3>> A few people are watching you. <<elseif $audience is 4>> Four people are watching you. <<elseif $audience is 5>> Five people are watching you. <<elseif $audience is 6>> Six people are watching you. <<elseif $audience is 7>> Seven people are watching you. <<elseif $audience is 8>> Eight people are watching you. <<elseif $audience is 9>> Nine people are watching you. <<elseif $audience is 10>> Ten people are watching you. <<elseif $audience is 11>> Eleven people are watching you. <<elseif $audience is 12>> A dozen people are watching you. <<elseif $audience lte 24>> There's a small crowd watching you. <<elseif $audience lte 36>> You've attracted quite a crowd. <<else>> There's a large crowd of people watching you. Those at the back struggle to get a good view. <</if>> <<dancespeech>> <br><br> <<if $audience gte 1>> Your audience looks <<if $audienceexcitement is 0>> <span class="red">distracted</span> <<elseif $audienceexcitement lte 20>> <span class="pink">indifferent</span> <<elseif $audienceexcitement lte 40>> <span class="purple">attentive</span> <<elseif $audienceexcitement lte 60>> <span class="blue">interested</span> <<elseif $audienceexcitement lte 80>> <span class="lblue">impressed</span> <<elseif $audienceexcitement lte 99>> <span class="teal">engrossed</span> <<else>> <span class="green">obsessed</span> <</if>> and <<if $audiencearousal is 0>> <span class="blue">chaste.</span> <<elseif $audiencearousal lte 20>> <span class="lblue">reserved.</span> <<elseif $audiencearousal lte 40>> <span class="teal">temperate.</span> <<elseif $audiencearousal lte 60>> <span class="green">excited.</span> <<elseif $audiencearousal lte 80>> <span class="purple">lustful.</span> <<elseif $audiencearousal lte 99>> <span class="pink">lecherous.</span> <<else>> <span class="red">filled with carnal desire.</span> <</if>> <<set $audiencemod to Math.clamp($audiencemod, 1, 10)>> <br> Awe: <<statbarinverted $audiencemod 10>> <<set $rng to random(1, 100)>> <<if ($allure / 100 + $danceskill / 20 + $audienceexcitement / 5 + $audiencearousal / 5) gte $rng + 50>> <<set $rng to random(1, 10)>> <<set $dancetip to ($rng * $audience * $venuemod * $audiencemod)>> <<set $dancetip *= 1 + ($mathstrait / 4)>> <<if $dancetip gte 5000>> Thrilled with the display, your audience showers you with cash. <<elseif $dancetip gte 500>> Someone throws a decent tip at you. <<else>> Someone throws a modest tip at you. <</if>> <<set $dancetip = Math.trunc($dancetip)>> You've gained £<<print Math.trunc($dancetip / 100)>>.<<if $dancetip % 100 lte 9>>0<</if>><<print $dancetip % 100>>. <<set $money += $dancetip>> <</if>> <br><br> <<set $rng to random(1, 100)>> <<if $dancelocation is 0>> <<if $audiencearousal gte 100>> <<if $rng gte 91>> <<dancerape>> <<elseif $rng gte 71>> <<dancemolest>> <<elseif $rng gte 51>> <<dancestrip>> <</if>> <<elseif $audiencearousal gte 81>> <<if $rng gte 91>> <<dancemolest>> <<elseif $rng gte 71>> <<dancestrip>> <</if>> <<elseif $audiencearousal gte 41>> <<if $rng gte 91>> <<dancestrip>> <</if>> <</if>> <<elseif $dancelocation is "club">> <<if $audiencearousal gte 100>> <<dancefinish>> <<elseif $audiencearousal gte 60>> <<if $rng gte 81 and $privatedanceoffered isnot 1>> <<danceprivate>> <<elseif $rng gte 91>> <<dancelonging>> <<elseif $rng gte 76>> <<dancenote>> <<elseif $rng gte 71 and $enemyno gte 2>> <<dancevip>> <<elseif $rng gte 61>> <<dancestrippertrouble>> <<elseif $rng gte 51>> <<dancesalivate>> <</if>> <</if>> <<elseif $dancelocation is "cafe">> <<if $timer lte 0>> <<dancesamfinish>> <<else>> <<if $audiencearousal gte 81>> <<if $rng gte 71>> <<dancestrip>> <</if>> <<elseif $audiencearousal gte 41>> <<if $rng gte 91>> <<dancestrip>> <</if>> <</if>> <</if>> <<elseif $dancelocation is "brothel">> <<if $audiencearousal gte 100>> <<if $rng gte 91>> <<dancerape>> <<elseif $rng gte 71>> <<dancemolest>> <<elseif $rng gte 66 and $enemyno gte 2>> <<dancevip>> <<elseif $rng gte 51>> <<dancestrip>> <<elseif $rng gte 31 and $privatedanceoffered isnot 1>> <<danceprivate>> <<elseif $rng gte 21 and $leightondanceoffered isnot 1 and $weekday gte 6 and $leightonbrothel is 1>> <<danceleighton>> <</if>> <<elseif $audiencearousal gte 81>> <<if $rng gte 91>> <<dancemolest>> <<elseif $rng gte 86 and $enemyno gte 2>> <<dancevip>> <<elseif $rng gte 71>> <<dancestrip>> <<elseif $rng gte 51 and $privatedanceoffered isnot 1>> <<danceprivate>> <<elseif $rng gte 41 and $leightondanceoffered isnot 1 and $weekday gte 6 and $leightonbrothel is 1>> <<danceleighton>> <</if>> <<elseif $audiencearousal gte 41>> <<if $rng gte 91>> <<dancestrip>> <<elseif $rng gte 86 and $enemyno gte 2>> <<dancevip>> <<elseif $rng gte 71 and $privatedanceoffered isnot 1>> <<danceprivate>> <<elseif $rng gte 61 and $leightondanceoffered isnot 1 and $weekday gte 6 and $leightonbrothel is 1>> <<danceleighton>> <</if>> <</if>> <<elseif $dancelocation is "underground">> <<if $audiencearousal gte 100>> <<if $rng gte 91>> <<dancerape>> <<elseif $rng gte 71>> <<dancemolest>> <<elseif $rng gte 51>> <<dancestrip>> <<elseif $rng gte 31 and $privatedanceoffered isnot 1>> <<danceprivate>> <</if>> <<elseif $audiencearousal gte 81>> <<if $rng gte 91>> <<dancemolest>> <<elseif $rng gte 71>> <<dancestrip>> <<elseif $rng gte 51 and $privatedanceoffered isnot 1>> <<danceprivate>> <</if>> <<elseif $audiencearousal gte 41>> <<if $rng gte 91>> <<dancestrip>> <<elseif $rng gte 71 and $privatedanceoffered isnot 1>> <<danceprivate>> <</if>> <</if>> <</if>> <</if>> <</if>> <br><br> <</nobr>><</widget>> <<widget "dancerape">><<nobr>> <<set $danceevent to "rape">> Driven wild by their lust, your audience surges toward you, their eyes filled with a primal hunger. <</nobr>><</widget>> <<widget "dancemolest">><<nobr>> <<set $danceevent to "molest">><<molested>><<controlloss>> <<person1>> The <<person>> reaches out and grasps your waist! <</nobr>><</widget>> <<widget "dancestrip">><<nobr>> <<if $worn.under_lower.name isnot "naked" and !$worn.under_lower.type.includes("chastity")>> <<if $worn.lower.skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.under_lower.name. <<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $worn.lower.name isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.lower.name. <<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $worn.upper.name isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.upper.name. <<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.under_lower.name. <<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $worn.upper.name isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.upper.name. <<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<elseif $worn.lower.name isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $worn.lower.name. <<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <</nobr>><</widget>> <<widget "dancefinish">><<nobr>> <<if $security_aware>> A member of security motions for you to step off the stage. You need only glance at the rowdy and aroused audience to know why. <<else>><<set $security_aware to 1>> A member of security motions for you to step off the stage. You open your mouth to ask why, but you are interrupted, "The crowd is getting a bit rowdy. We need to let them cool off, or we won't be able to protect you." Looking at your audience, you can't help but agree. <</if>> <<set $danceevent to "finish">> <br><br> <</nobr>><</widget>> <<widget "danceprivate">><<nobr>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services. <<set $danceevent to "private">> <<if $promiscuity gte 35>> <<else>> However, you are not promiscuous enough to take up <<his>> offer. <<set $privatedanceoffered to 1>> <</if>> <</nobr>><</widget>> <<widget "dancelonging">><<nobr>> The <<person1>><<person>> gazes at you with longing. <</nobr>><</widget>> <<widget "dancenote">><<nobr>> <<set $danceevent to "note">> <<person1>>The <<person>> holds up a banknote. <</nobr>><</widget>> <<widget "dancevip">><<nobr>> <<set $danceevent to "vip">> <<person2>>A <<person>> wearing an expensive <<if $pronoun is "f">>gown<<else>>suit<</if>> grasps your arm and tugs you closer. Security look away. "They won't bother us," <<he>> says. "They know who I am." <</nobr>><</widget>> <<widget "dancestrippertrouble">><<nobr>> <<set $danceevent to "strippertrouble">> <<person1>>The <<person>> tries to drag another employee off their stage. <</nobr>><</widget>> <<widget "dancesalivate">><<nobr>> Some of the audience salivate watching you, but a glance at security quells any violent ambitions. <</nobr>><</widget>> <<widget "dancesamfinish">><<nobr>> <<endevent>><<npc Sam>><<person1>>Sam appears beside your table-stage. "That's enough everyone, this <<girl>> has had enough." <<He>> takes you by the arm and leads you into a back room. "Good job today. Here's a little something extra." You earn £10. <<npcincr Sam love 1>><<set $money += 1000>><<set $danceevent to "finish">> <</nobr>><</widget>> <<widget "danceleighton">><<nobr>> <<set $leightondanceoffered to 1>><<set $danceevent to "leighton">> <<if $headblackmailed is 1>> "I knew I'd find you here," <<elseif $delinquency gte 400>> "So this is why you're missing classes," <<elseif $exposed gte 2 and $exhibitionism gte 75>> "I knew you were a slut," <<else>> "You look cute up there," <</if>> says a familiar voice. It's Leighton, raising a stack of bills. <br><br> <</nobr>><</widget>>
TheDivineHeir/degrees
game/special-dance/actions.twee
twee
mit
17,030
:: Widgets Dance Effects [widget] <<widget "danceeffects">><<nobr>> <<set $danceevent to 0>> <<set $audiencemod -= 1>><<set $audiencemod to Math.clamp($audiencemod, 1, 10)>> <<if $danceaction is "vippush">> <<set $danceaction to 0>><<set $audienceexcitement -= 5>> You push and twist away from the <<personstop>> "I'm not refused often," <<he>> warns.<<person1>> <</if>> <<if $danceaction is "vipallow">> <<set $danceaction to 0>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>> The <<person>> pulls you to a sitting position and wraps an arm around your waist. <<if $worn.under_lower.type.includes("naked") and $worn.lower.skirt is 1>> <<His>> hand crawls beneath your skirt, where it finds your exposed <<genitalsstop>> <<He>> brushes <<his>> fingers against it, and the light touch is enough to make you squirm. "Sensitive, aren't you?" <<he>> teases. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. <<He>> leans close and whispers. "Maybe I should lift this cute skirt of yours. Then everyone will see." <<ggarousal>><<arousal 12>> <br><br> <<elseif $worn.under_lower.type.includes("naked") and $worn.lower.type.includes("naked")>> <<His>> hand crawls over your exposed <<genitalsstop>> <<He>> brushes <<his>> fingers against it, and the light touch is enough to make you squirm. "Sensitive, aren't you?" <<he>> teases. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. <<ggarousal>><<arousal 12>> <br><br> <<elseif !$worn.upper.type.includes("naked")>> <<His>> hand crawls over your chest, and <<if $breastsize gte 2>>cups your <<breastsstop>><<else>>rests above your <<breastsstop>><</if>> <<He>> brushes <<his>> fingers against your buds, enough to make your squirm even through your $worn.upper.name. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. "Maybe I should <<pullup>> this top of yours." <<He>> whispers. "Let everyone see." <<garousal>><<arousal 6>> <br><br> <<else>> <<His>> hand crawls over your bare chest, and <<if $breastsize gte 2>>cups your <<breastsstop>><<else>>rests above your <<breastsstop>><</if>> <<He>> brushes <<his>> fingers against your buds, enough to make your squirm. <<He>> steps aside to give the rest of the audience a better look, but doesn't stop fondling you. <<garousal>><<arousal 6>> <br><br> <</if>> <<if $arousal gte 10000>> <<if $worn.under_lower.type.includes("naked") and $worn.lower.skirt is 1 and $penisexist is 1 or $worn.under_lower.type.includes("naked") and $worn.lower.type.includes("naked") and $penisexist is 1>> <<orgasmpassage>> Your cum arcs towards the audience. A <<person1>><<person>> drops to <<his>> knees and tries to catch it with <<his>> mouth. <<person2>>The <<person>> laughs as <<he>> releases you. <<tearful>> you clamber to your feet. <<set $audiencearousal += 15>><<set $audienceexcitement += 15>><<set $audiencemod += 4>><<set $dancespeech to "cum">> <<else>> <<orgasmpassage>> The audience cheers. "Cumming in front of all these people," the <<person>> tuts as <<he>> releases you. <<tearful>> you clamber to your feet. <<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<set $dancespeech to "cum">> <</if>> <<else>> The audience grow more excited. They suggest the <<person>> perform all sorts of lewd acts, but <<he>> releases you after a few moments. <<tearful>> you clamber to your feet. <<set $audiencemod += 1>> <</if>> <<person1>> <</if>> <<if $danceaction is "stripperhelp">> <<set $danceaction to 0>><<set $audiencearousal -= 10>><<set $audienceexcitement -= 1>> You stop your dance, fold your arms and stare at the <<personstop>> It disrupts the flow of your performance, but <<he>> gets the hint and stops bothering the other dancer. The dancer gives you a grateful smile. <<trauma -6>><<ltrauma>><<famegood 1>> <</if>> <<if $danceaction is "stripperignore">> <<set $danceaction to 0>> You turn away from the other dancer. <</if>> <<if $danceaction is "noteapproach">> <<set $danceaction to 0>> <<set $tipmod to 0.6>><<tipset>> The <<person>> makes a twirling motion with <<his>> finger. You turn around. <<if $rng gte 91>> <<if $audience gte 6>> Cheered on by the crowd, <<he>> <<else>> <<He>> <</if>> reaches up and seizes you by the thighs. <<He>> leans in and kisses your <<bottom>> as <<if !$worn.lower.type.includes("naked")>> <<if $worn.lower.skirt is 1>> <<if $worn.under_lower.type.includes("naked")>> <<he>> reaches beneath your skirt and pushes the note between your bare cheeks. <<elseif $worn.under_lower.type.includes("chastity")>> <<he>> reaches beneath your skirt and pushes the note beneath your chastity belt. <<else>> <<he>> reaches beneath your skirt and pushes the note into your $worn.under_lower.name. <</if>> <<else>> <<he>> pushes the note into your $worn.lower.name. <</if>> <<else>> <<if $worn.under_lower.type.includes("naked")>> <<he>> pushes the note between your bare cheeks. <<elseif $worn.under_lower.type.includes("chastity")>> <<he>> pushes the note beneath your chastity belt. <<else>> <<he>> pushes the note into your $worn.under_lower.name. <</if>> <</if>> <<else>> <<if !$worn.lower.type.includes("naked")>> <<if $worn.lower.skirt is 1>> <<if $worn.under_lower.type.includes("naked")>> <<He>> reaches beneath your skirt and pushes the note between your bare cheeks. <<elseif $worn.under_lower.type.includes("chastity")>> <<He>> reaches beneath your skirt and pushes the note beneath your chastity belt. <<else>> <<He>> reaches beneath your skirt and pushes the note into your $worn.under_lower.name. <</if>> <<else>> <<He>> pushes the note into your $worn.lower.name. <</if>> <<else>> <<if $worn.under_lower.type.includes("naked")>> <<He>> pushes the note between your bare cheeks. <<elseif $worn.under_lower.type.includes("chastity")>> <<He>> pushes the note beneath your chastity belt. <<else>> <<He>> pushes the note into your $worn.under_lower.name. <</if>> <</if>> <</if>> It attracts attention, and others throw money onto the stage. <<tipreceive>><<garousal>><<arousal 6>> <</if>> <<if $danceaction is "noteignore">> <<set $danceaction to 0>> You ignore the <<person>> and <<his>> banknote. <</if>> <<if $danceaction is "cop">> <<set $danceaction to 0>> <<arousal 3>><<set $dancespeech to "cop">> You let the <<person1>><<person>> feel you up. <<if $audience gte 6>> Cheered on by the crowd, <<he>> <<else>> <<He>> <</if>> reaches round and grips both your nipples between thumb and forefinger while massaging your <<breasts>> with <<his>> remaining digits. They pinch and fondle for a few moments, before running their fingers down your tummy. You tense in anticipation as their hands draw closer to your <<genitalsstop>> However, they release you before things become too lewd, giving your <<bottom>> a swift spank as they do. <</if>> <<if $danceaction is "rape">> <<set $danceaction to 0>> <<arousal 3>><<set $danceevent to "rape">> You let the <<person1>><<person>> feel you up. <<if $audience gte 6>> Cheered on by the crowd, <<he>> <<else>> <<He>> <</if>> reaches round and grips both your nipples between thumb and forefinger while massaging your <<breasts>> with <<his>> remaining digits. They pinch and fondle for a few moments, before running their fingers down your tummy. Suddenly, they snatch you from the stage! <</if>> <<if $danceaction is "finish">> <<set $danceevent to "finish">> <<set $danceaction to 0>> You decide it's best to quit before the audience becomes too brave. They're disappointed, but they let you pass unmolested. <br><br> <<clotheson>> <</if>> <<if $danceaction is "skirtstruggle">> <<set $danceaction to 0>> You try to hold up your $worn.under_lower.name with one hand while holding down the hem of your skirt with the other. After a brief struggle, you manage to regain control of your clothes, dignity mostly intact. <<arousal 1>><<set $worn.under_lower.integrity -= 10>><<set $dancespeech to "struggle">> <<if $worn.under_lower.integrity lte 0>> Your $worn.under_lower.name are damaged by the struggle however. The ruined fabric soon gives way and the tatters fall to the ground between your legs. A breeze caresses your <<genitalscomma>> covered now only by your $worn.lower.name. <<set $audiencemod += 2>><<arousal 1>><<underruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">> <<if $audience gte 3>> The audience cheer as they realise your predicament. <</if>> <</if>> <</if>> <<if $danceaction is "skirtsurrender">> <<set $danceaction to 0>> You hold down the hem of your skirt to give yourself some protection as your $worn.under_lower.name are torn from your thighs. Now bare beneath your $worn.lower.name you move away from further prying, conscious of the fact that your <<genitals>> is dangerously close to being displayed for all to see. <<set $audiencemod += 2>><<arousal 2>><<underlowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">> <</if>> <<if $danceaction is "upperstruggle">> <<set $danceaction to 0>> You struggle to prevent your $worn.upper.name being ripped clean from your body. After a brief tussle, you manage to regain control of your clothes, dignity mostly intact. <<arousal 1>><<set $worn.upper.integrity -= 10>><<set $dancespeech to "struggle">> <<if $worn.upper.integrity lte 0>> Your $worn.upper.name was damaged by the struggle however. The ruined fabric soon falls apart, leaving your <<breasts>> exposed for the world to leer at. <<arousal 1>><<set $audiencemod += 2>><<set $leftactiondefault to "uppercover">><<upperruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">> <</if>> <</if>> <<if $danceaction is "uppersurrender">> <<set $danceaction to 0>> Your $worn.upper.name is torn from your body, leaving your <<breasts>> exposed for the world to see. <<set $audiencemod += 2>><<set $leftactiondefault to "uppercover">><<arousal 2>><<upperruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">> <</if>> <<if $danceaction is "lowerstruggle">> <<set $danceaction to 0>> You struggle to keep hold of your $worn.lower.name and manage to prevent it from being ripped from your body. <<arousal 1>><<set $worn.lower.integrity -= 10>><<set $dancespeech to "struggle">> <<if $worn.lower.integrity lte 0>> However, the struggle was fierce and you soon find your $worn.lower.name falling from your body in tatters. <<arousal 1>><<set $audiencemod += 2>><<set $rightactiondefault to "lowercover">><<lowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">> <<if $worn.under_lower.name is "naked">> Your breath catches in your throat as your <<genitals>> is revealed for all to see. <<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<arousal 1>> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <<else>> Your $worn.under_lower.name are now exposed, becoming the only thing protecting your <<genitalsstop>> <</if>> <</if>> <</if>> <<if $danceaction is "lowersurrender">> <<set $danceaction to 0>> Your $worn.lower.name <<lowerplural>> ripped from your body. <<arousal 1>><<set $audiencemod += 2>><<set $rightactiondefault to "lowercover">><<lowerruined>><<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $dancespeech to "strip">> <<if $worn.under_lower.name is "naked">> Your breath catches in your throat as your <<genitals>> is revealed for all to see. <<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 2>><<arousal 1>> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <<else>> Your $worn.under_lower.name <<underlowerplural>> now exposed, becoming the only thing protecting your <<genitalsstop>> <</if>> <</if>> <<if $danceaction is "understruggle">> <<set $danceaction to 0>> You fight desperately to keep your $worn.under_lower.name held up. <<arousal 1>><<set $worn.under_lower.integrity -= 10>><<set $dancespeech to "struggle">> <<if $worn.under_lower.integrity lte 0>> You are starting to win the tug of war when the fabric tears, throwing you onto the ground minus your underwear. Your breath catches in your throat as your <<genitals>> is revealed for all to see. <<set $audiencearousal += 5>><<set $audienceexcitement += 5>><<set $audiencemod += 4>><<arousal 1>><<underlowerruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <</if>> <</if>> <<if $danceaction is "undersurrender">> <<set $danceaction to 0>> Your $worn.under_lower.name <<underlowerplural>> from you, freeing your <<genitalsstop>>for the world to see. Your heart pounds at the humiliation. <<set $audiencearousal += 10>><<set $audienceexcitement += 10>><<set $audiencemod += 4>><<arousal 3>><<underlowerruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <</if>> <<if $danceaction is "cool">> <<set $danceaction to 0>><<set $danceactiondefault to "cool">> <<stress -2>><<tiredness 1>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal += $allure / 2000 + $danceskill / 100>> <<set $audienceexcitement += $danceskill / 100>> <</if>> <<if $danceskill lte 200>> Not knowing what else to do, you just bob along rhythmically. <<elseif $danceskill lte 400>> You try to mimic a fashionable dance you've seen on the internet. You end up feeling and looking a little silly. <<elseif $danceskill lte 600>> You decide to keep things simple, and focus on making sure you dance with competence. <<elseif $danceskill lte 800>> You try to mimic a fashionable dance you've seen, and pull it off. <<elseif $danceskill lte 999>> You dance energetically yet smoothly, each move flowing naturally into the next. <<else>> You dominate the area with your moves. <</if>> <br><br> <<danceskilluse>><<pass 1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "sophisticated">> <<set $danceaction to 0>><<set $danceactiondefault to "sophisticated">> <<stress -2>><<tiredness 1>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal += $allure / 3000 + $danceskill / 100>> <<set $audienceexcitement += $danceskill / 100>> <</if>> <<if $danceskill lte 200>> You sway around in what you hope is a refined manner. <<elseif $danceskill lte 400>> You assume a refined posture, then sway around in what you hope is a refined manner. <<elseif $danceskill lte 600>> You focus on maintaining balance as you twirl and glide. <<elseif $danceskill lte 800>> Without sacrificing poise, you move with speed and confidence. <<elseif $danceskill lte 999>> The serenity with which you move conceals the confidence and focus of your mind. <<else>> You are the very model of dignity as you pirouette. <</if>> <br><br> <<danceskilluse>><<pass 1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "seductive">> <<set $danceaction to 0>><<set $danceactiondefault to "seductive">> <<stress -2>><<tiredness 1>><<exhibitionism1>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal += $allure / 1000 + $danceskill / 100>> <<set $audienceexcitement += $danceskill / 100>> <</if>> <<if $danceskill lte 200>> You try to dance seductively, but look more silly than sexy. <<elseif $danceskill lte 400>> You dance slowly and daintily, trying to emphasise your beauty. <<elseif $danceskill lte 600>> Your dance moves emphasise the beauty of your body. <<elseif $danceskill lte 800>> You dance smoothly yet suggestively. <<elseif $danceskill lte 999>> You dance with grace and eroticism, showcasing your body. <<else>> Your beguiling movements give little away yet promise the world. <</if>> <br><br> <<danceskilluse>><<pass 1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "sexual">> <<set $danceaction to 0>><<set $danceactiondefault to "sexual">> <<stress -2>><<tiredness 1>><<exhibitionism2>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal += $allure / 500 + $danceskill / 100>> <<set $audienceexcitement += $danceskill / 100>> <</if>> <<if $danceskill lte 200>> You try to dance provocatively. Due to your lack of skill, this amounts to little more than waving your buttocks around. <<elseif $danceskill lte 400>> You shake your assets, giving a show to anyone who looks. <<elseif $danceskill lte 600>> You dance flirtatiously, your movements emphasising your lewder parts. <<elseif $danceskill lte 800>> You dance skilfully and provocatively, your movements emphasising your lewder parts. <<elseif $danceskill lte 999>> You dance skilfully and provocatively, your entire body advertising a raw sexual energy. <<else>> Your moves radiate a primal and intoxicating sexuality. <</if>> <br><br> <<danceskilluse>> <<pass 1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "groom">> <<set $audiencearousal += 4>><<set $audienceexcitement += 4>><<set $audiencemod += 1>><<set $danceactiondefault to "groom">> <<if $neckgoo gte 1>> <<set $neckgoo -= 1>> You groom yourself, scooping up the slime on your neck and lapping it off your hands. <<elseif $rightarmgoo gte 1>> <<set $rightarmgoo -= 1>> You groom yourself, lapping slime off your right arm. <<elseif $leftarmgoo gte 1>> <<set $leftarmgoo -= 1>> You groom yourself, lapping slime off your left arm. <<elseif $thighgoo gte 1>> <<set $thighgoo -= 1>> You groom yourself, scooping up the slime on your thighs and lapping it off your hands. <<elseif $bottomgoo gte 1>> <<set $bottomgoo -= 1>> You groom yourself, scooping up the slime on your <<bottom>> and lapping it off your hands. <<elseif $tummygoo gte 1>> <<set $tummygoo -= 1>> You groom yourself, scooping up the slime on your tummy and lapping it off your hands. <<elseif $chestgoo gte 1>> <<set $chestgoo -= 1>> You groom yourself, scooping up the slime on your chest and lapping it off your hands. <<elseif $facegoo gte 1>> <<set $facegoo -= 1>> You groom yourself, scooping up the slime on your face and lapping it off your hands. <<elseif $hairgoo gte 1>> <<set $hairgoo -= 1>> You groom yourself, scooping up the slime on your hair and lapping it off your hands. <<elseif $feetgoo gte 1>> <<set $feetgoo -= 1>> You groom yourself, scooping up the slime on your feet and lapping it off your hands. <<elseif $vaginaoutsidegoo gte 1>> <<set $vaginaoutsidegoo -= 1>> You groom yourself, scooping up the slime on your <<pussy>> and lapping it off your hands. <<elseif $penisgoo gte 1>> <<set $penisgoo -= 1>> You groom yourself, scooping up the slime on your <<penis>> and lapping it off your hands. <<elseif $necksemen gte 1>> <<set $necksemen -= 1>> You groom yourself, scooping up the semen on your neck and lapping it off your hands. <<elseif $rightarmsemen gte 1>> <<set $rightarmsemen -= 1>> You groom yourself, lapping semen off your right arm. <<elseif $leftarmsemen gte 1>> <<set $leftarmsemen -= 1>> You groom yourself, lapping semen off your left arm. <<elseif $thighsemen gte 1>> <<set $thighsemen -= 1>> You groom yourself, scooping up the semen on your thighs and lapping it off your hands. <<elseif $bottomsemen gte 1>> <<set $bottomsemen -= 1>> You groom yourself, scooping up the semen on your <<bottom>> and lapping it off your hands. <<elseif $tummysemen gte 1>> <<set $tummysemen -= 1>> You groom yourself, scooping up the semen on your tummy and lapping it off your hands. <<elseif $chestsemen gte 1>> <<set $chestsemen -= 1>> You groom yourself, scooping up the semen on your chest and lapping it off your hands. <<elseif $facesemen gte 1>> <<set $facesemen -= 1>> You groom yourself, scooping up the semen on your face and lapping it off your hands. <<elseif $hairsemen gte 1>> <<set $hairsemen -= 1>> You groom yourself, scooping up the semen on your hair and lapping it off your hands. <<elseif $feetsemen gte 1>> <<set $feetsemen -= 1>> You groom yourself, scooping up the semen on your feet and lapping it off your hands. <<elseif $vaginaoutsidesemen gte 1>> <<set $vaginaoutsidesemen -= 1>> You groom yourself, scooping up the semen on your <<pussy>> and lapping it off your hands. <<elseif $penissemen gte 1>> <<set $penissemen -= 1>> You groom yourself, scooping up the semen on your <<penis>> and lapping it off your hands. <</if>> <<pass 1>> <<elseif $danceaction is "privaterefuse">> You ignore the potential client. <</if>> <<dancestripeffects>> <br><br> <</nobr>><</widget>> :: Widgets Dance Speech [widget] <<widget "dancespeech">><<nobr>> <<set $rng to random(1, 100)>> <<if $audience is 1>> <<person1>><<He>> shouts. <<elseif $audience is 2>> <<if $rng gte 51>> The <<person1>><<person>> shouts. <<else>> The <<person2>><<person>> shouts. <</if>> <<elseif $audience is 3>> <<if $rng gte 71>> The <<person1>><<person>> shouts. <<elseif $rng gte 41>> The <<person2>><<person>> shouts. <<else>> The <<person3>><<person>> shouts. <</if>> <<elseif $audience gte 4>> <<if $rng gte 71>> A <<person1>><<person>> shouts. <<elseif $rng gte 36>> A <<person2>><<person>> shouts. <<else>> A <<person3>><<person>> shouts. <</if>> <</if>> <<if $dancespeechselector is 1>> <<set $dancespeechselector to 2>> <<elseif $dancespeechselector is 2>> <<set $dancespeechselector to 3>> <<else>> <<set $dancespeechselector to 1>> <</if>> <<if $audience isnot 0>> <<if $dancespeechselector is 1>> <<set $rng to random(1, 100)>> <<if $dancespeech is "cop">> <<if $rng gte 76>> "I bet you love being groped." <<elseif $rng gte 51>> "Aww, I think <<pshes>> shy." <<elseif $rng gte 26>> "You can't display yourself like this without people wanting a taste." <<else>> "You like being fondled, don't you." <</if>> <<elseif $dancespeech is "cum">> <<if $rng gte 76>> "<<pShe>> must be a right slut to cum on stage like that." <<elseif $rng gte 51>> "Did <<pshe>> really just cum?" <<elseif $rng gte 26>> "Seeing lewd <<girls>> orgasm is so much better in person." <<else>> "I bet you got another orgasm in you." <</if>> <<elseif $dancespeech is "struggle">> <<if $rng gte 76>> "I love it when they struggle." <<elseif $rng gte 51>> "Come on! Take it off!" <<elseif $rng gte 26>> "Hurry up and strip, I don't have all day." <<else>> "Don't be a tease, let's see some skin." <</if>> <<elseif $dancespeech is "strip">> <<if $rng gte 76>> "I bet you wish you had something to cover up with." <<elseif $rng gte 51>> "<<pShe>> looks better with less clothes." <<elseif $rng gte 26>> "You must be a massive perv to strip in front of strangers." <<else>> "Getting stripped on stage, you have no dignity." <</if>> <<elseif $dancespeech is "dance">> <<if $danceskill gte 800>> <<if $rng gte 76>> "This <<girl>> can really move." <<elseif $rng gte 51>> "<<pShe>> really knows how to show it all off." <<elseif $rng gte 26>> "You're a fantastic dancer." <<else>> "Think <<pshe>> fucks as well as <<pshe>> dances?" <</if>> <<elseif $danceskill gte 400>> <<if $rng gte 76>> "You'd almost be worth watching even if you weren't hot." <<elseif $rng gte 51>> "This <<girl>> ain't a bad dancer." <<elseif $rng gte 26>> "Love watching these sluts shake their assets around." <<else>> "I bet <<pshes>> loving the attention." <</if>> <<elseif $danceskill gte 200>> <<if $rng gte 76>> "You can keep to a rhythm, at least." <<elseif $rng gte 51>> "<<pHer>> dancing is so boring." <<elseif $rng gte 26>> "Stop dancing and do something lewd." <<else>> "You can't really dance <<bitchstop>> You might be an acceptable fucktoy." <</if>> <<else>> <<if $rng gte 76>> "I could do a better job than this <<bitchstop>> I have some dignity though." <<elseif $rng gte 51>> "Where'd this slut learn to dance? The zoo?" <<elseif $rng gte 26>> "They must let anyone up there." <<else>> "You'd be pretty hot if it weren't for the awful dancing." <</if>> <</if>> <<else>> <<if $rng gte 76>> "You must be a right slut to get up on stage like that." <<elseif $rng gte 51>> "You're pretty hot <<girlcomma>> but I bet you know that." <<elseif $rng gte 26>> "I think this <<bitch>> is in need of a good seeing to." <<else>> "Do something naughty." <</if>> <</if>> <<elseif $dancespeechselector is 2>> <<set $rng to random(1, 100)>> <<if $rng gte 51>> <<if $worn.upper.type.includes("naked")>> <<if $breastsize lte 0>> <<if $player.appearance is "m">> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Imagine that sleek chest being fondled from all angles." <<elseif $rng gte 51>> "I wanna lick the sweat off his chest." <<elseif $rng gte 26>> "He must like being exposed in front of a crowd." <<else>> "I bet you love having your nipples toyed with." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Your chest is so sleek, I'd think you a boy if I didn't know better." <<insecurity "breasts_tiny" 1>><<ginsecurity "breasts_tiny">> <<elseif $rng gte 51>> "Small tits are delicious." <<insecurity "breasts_tiny" 1>><<ginsecurity "breasts_tiny">> <<elseif $rng gte 26>> "Such small boobs must make dancing easier." <<insecurity "breasts_tiny" 1>><<ginsecurity "breasts_tiny">> <<else>> "I bet you love having your nipples toyed with." <</if>> <</if>> <<elseif $breastsize lte 5>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Nice tits." <<elseif $rng gte 51>> "Those are some nicely shaped breasts. A bit small though." <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <<elseif $rng gte 26>> "<<pHer>> small tits really add to the dance." <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <<else>> "<<pShes>> so confident, exposing <<pher>> small breasts like that." <<insecurity "breasts_small" 1>><<ginsecurity "breasts_small">> <</if>> <<elseif $breastsize lte 7>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "I wonder what those breasts feel like." <<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>> <<elseif $rng gte 51>> "I bet your tits make great pillows." <<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>> <<elseif $rng gte 26>> "You're such a slut, shaking your tits around like this." <<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>> <<else>> "I bet your tits taste wonderful." <<if $player.gender is "m">><<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">><</if>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Shake those udders!" <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">> <<elseif $rng gte 51>> "Dancing with tits that big must be difficult." <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">> <<elseif $rng gte 26>> "Those huge tits are mesmerising." <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">> <<else>> "Those breasts were made to be shown off." <<insecurity "breasts_big" 1>><<ginsecurity "breasts_big">> <</if>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Take your $worn.upper.name off, <<girls>> like you don't need clothes anyway." <<elseif $rng gte 51>> "Let's see some more skin." <<elseif $rng gte 26>> "Are you some sort of prude? Take your $worn.upper.name off." <<else>> "Strip your $worn.upper.name, I wanna see your chest." <</if>> <</if>> <<elseif $rng gte 1>> <<if $worn.lower.type.includes("naked")>> <<if $worn.under_lower.type.includes("naked")>> <<if $penisexist is 1>> <<set $rng to random(1, 100)>> <<if $penissize gte 4>> <<if $rng gte 76>> "Look at <<pher>> gigantic penis flop around!" <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $rng gte 51>> "<<pHer>> penis is so big. I can't look away." <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<elseif $rng gte 26>> "I want to suck that <<peniscomma>> but I don't think it would fit." <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <<else>> "I bet you love showing off your <<penisstop>>" <<insecurity "penis_big" 1>><<ginsecurity "penis_big">> <</if>> <<elseif $penissize is 3>> <<if $rng gte 76>> "Look at <<pher>> <<penis>> flop around!" <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <<elseif $rng gte 51>> "What's it like having your <<penis>> out in front of all these strangers?" <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <<elseif $rng gte 26>> "Your <<penis>> is so cute. I want to taste it." <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <<else>> "I bet you love having your <<penis>> ogled." <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <</if>> <<elseif $penissize is 2>> <<if $rng gte 76>> "Look at <<pher>> <<penis>> flop around!" <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <<elseif $rng gte 51>> "What's it like having your <<penis>> out in front of all these strangers?" <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <<elseif $rng gte 26>> "You've such a cute <<peniscomma>> I want to taste it." <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <<else>> "I bet you love having your <<penis>> ogled." <<if $player.gender is "f">><<insecurity "penis_big" 1>><<ginsecurity "penis_big">><</if>> <</if>> <<elseif $penissize is 1>> <<if $rng gte 76>> "<<pHer>> penis is so small!" <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<elseif $rng gte 51>> "What's it like having your <<penis>> out in front of all these strangers?" <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<elseif $rng gte 26>> "You've such a cute <<peniscomma>> I want to taste it." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <<else>> "I bet you love having your <<penis>> ogled." <<insecurity "penis_small" 1>><<ginsecurity "penis_small">> <</if>> <<else>> <<if $rng gte 76>> "<<pHer>> penis is so tiny!" <<insecurity "penis_tiny" 1>><<ginsecurity "penis_tiny">> <<elseif $rng gte 51>> "What's it like having your <<penis>> out in front of all these strangers?" <<insecurity "penis_tiny" 1>><<ginsecurity "penis_tiny">> <<elseif $rng gte 26>> "I've never seen such a tiny cock." <<insecurity "penis_tiny" 1>><<ginsecurity "penis_tiny">> <<else>> "I bet you love having your <<penis>> ogled." <<insecurity "penis_tiny" 1>><<ginsecurity "penis_tiny">> <</if>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "You love showing off your <<pussycomma>> don't you." <<elseif $rng gte 51>> "What's it like having your <<pussy>> out in front of all these strangers?" <<elseif $rng gte 26>> "You've such a cute <<pussycomma>> I want to taste it." <<else>> "I bet you love having your <<pussy>> ogled." <</if>> <</if>> <<elseif $worn.under_lower.type.includes("chastity")>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Where's your master keep the key?" <<elseif $rng gte 51>> "Nice belt. Are you being punished for being a slut?" <<elseif $rng gte 26>> "<<pShes>> locked up tight." <<else>> "I bet you're aching for someone to rip that belt off and fuck you senseless." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "I wonder what <<pher>> $worn.under_lower.name smell like." <<elseif $rng gte 51>> "Hey <<bitchcomma>> chuck us your $worn.under_lower.name." <<elseif $rng gte 26>> "Those $worn.under_lower.name don't conceal much." <<else>> "<<pShes>> so exposed, I love it." <</if>> <</if>> <<else>> <<if $worn.lower.skirt is 1>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Give us a peak beneath your skirt." <<elseif $rng gte 51>> "Twirl faster <<girlcomma>> lets see that skirt flare." <<elseif $rng gte 26>> "I love it when they dance in skirts." <<else>> "Let me get closer, I want to look up <<pher>> skirt." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Take those $worn.lower.name off <<girlstop>>" <<elseif $rng gte 51>> "I bet you aren't wearing underwear. Prove me wrong." <<elseif $rng gte 26>> "You must be getting warm with all that movement, why not take off your $worn.lower.name?" <<else>> "Those $worn.lower.name are cute, but you'd be cuter without them." <</if>> <</if>> <</if>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $audienceexcitement gte 100>> <<if $audiencearousal gte 100>> "You're an angel <<girlstop>> Have you come down for a rough fucking?" <<elseif $audiencearousal gte 80>> "I want to fuck <<phim>> but don't want to interrupt <<pher>> dance." <<elseif $audiencearousal gte 60>> "<<pShes>> the perfect <<girlstop>>" <<elseif $audiencearousal gte 40>> "<<pShes>> so beautiful." <<elseif $audiencearousal gte 20>> "I wonder if <<pshes>> for sale." <<else>> "<<pShes>> so graceful, I'm entranced." <</if>> <<elseif $audienceexcitement gte 81>> <<if $audiencearousal gte 100>> "<<pShes>> so lovely, I don't think I can hold back." <<elseif $audiencearousal gte 80>> "I want <<phim>> all to myself." <<elseif $audiencearousal gte 60>> "More! Show us more!" <<elseif $audiencearousal gte 40>> "I bet you know lewder moves than this." <<elseif $audiencearousal gte 20>> "I don't think you're as innocent as you look." <<else>> "<<pShes>> a lot better than the usual sluts we get here." <</if>> <<elseif $audienceexcitement gte 61>> <<if $audiencearousal gte 100>> "This <<girl>> needs a good fuck." <<elseif $audiencearousal gte 80>> "I wonder how much <<pshe>> is." <<elseif $audiencearousal gte 60>> "You're pretty hot, <<girlstop>>" <<elseif $audiencearousal gte 40>> "Damn, I need to get me a <<girl>> like this." <<elseif $audiencearousal gte 20>> "Shake that <<bottom>> for me!" <<else>> "This <<girl>> is pretty good." <</if>> <<elseif $audienceexcitement gte 41>> <<if $audiencearousal gte 100>> "Anyone else feel like dragging <<phim>> off the stage and giving <<phim>> a good fucking?" <<elseif $audiencearousal gte 80>> "Really wish I could afford this slut." <<elseif $audiencearousal gte 60>> "I bet <<pshes>> an easy fuck." <<elseif $audiencearousal gte 40>> "<<pShes>> pretty cool, I guess." <<elseif $audiencearousal gte 20>> "Where can I get me a <<bitch>> like this?" <<else>> "You can dance, but how about you show us a bit more?" <</if>> <<elseif $audienceexcitement gte 21>> <<if $audiencearousal gte 100>> "I got something for you, <<bitchstop>>" <<He>> gestures at <<his>> crotch. <<elseif $audiencearousal gte 80>> "I really want to see <<phim>> get ravaged." <<elseif $audiencearousal gte 60>> "Do you think <<pshe>> would be cheap to fuck?" <<elseif $audiencearousal gte 40>> "Dance harder, let's see some sweat." <<elseif $audiencearousal gte 20>> "Do something lewder." <<else>> "That other <<girl>> was better." <</if>> <<else>> <<if $audiencearousal gte 100>> "<<pShe>> can't dance for shit, but I'd fuck <<pher>> brains out anyway." <<elseif $audiencearousal gte 80>> "It's always funny when these pretty <<girls>> think they can dance." <<elseif $audiencearousal gte 60>> "<<pShe>> can't dance, but at least <<pshes>> hot." <<elseif $audiencearousal gte 40>> "<<pShes>> boring, but at least <<pshes>> cute." <<elseif $audiencearousal gte 20>> "Where'd that cute <<girl>> go? Put <<phim>> back on." <<else>> <<if $rng gte 76>> "Where'd they find these useless sluts anyway?" <<elseif $rng gte 51>> "Just fuck off and let someone better on." <<elseif $rng gte 26>> "Who let this idiot up there?" <<else>> "Get off the stage, <<bitchstop>>" <</if>> <</if>> <</if>> <</if>> <</if>> <<set $dancespeech to 0>> <</nobr>><</widget>>
TheDivineHeir/degrees
game/special-dance/effects.twee
twee
mit
38,751
:: Stalls Ex [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> You drop to your hands and knees and sneak up to the end of the alleyway. There's a stall carrying fruit very close by, sneaking under it shouldn't be a problem. There's no way to see how easy it will be from that point on though. <br><br> You dart beneath the sheet covering the stall. There's another stall adjacent to this one, so you sneak under that one next, leaving the dubious safety of the alley further behind. The market is closely packed so you are able to move quite far, but eventually you come to a gap in the middle of the road. Surrounded by voices, you feel very conscious of your <<nuditystop>> <br><br> You peek up and down the road, and see a car parked between the rows of stalls. The owner is busy loading it with boxes. The vehicle barely fits, so should be able to cross by sneaking beneath it, if you're quick. You hasten toward it. <br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<set $rng to random(1, 100)>> <<if $rng gte 51>> <<generate1>><<person1>>You don't get far. A <<person>> picks this moment to look beneath their stall, and immediately spots you. Their initial look of bewilderment quickly turns mischievous. "I didn't know I had any of you in stock. Here's what's going to happen. You're going to <<if $NPCList[0].penis isnot "none">>suck my dick<<else>>lick my pussy<</if>>, and whatever else I feel like, or everyone here will find out what a little harlot you are." <br><br> <<link [[Nod|Stalls Ex Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Refuse|Stalls Ex Caught]]>><<set $phase to 1>><</link>><<garousal>><<gstress>><<gtrauma>> <<else>> You arrive at the stall beside the car, but find it gone. You didn't hear it move above the clamour of the market. What you do hear, however, is the stall behind you being moved. You lean over a storm drain and peek beneath the sheet, and see it being carried away by a group of people. You look around for another way out, but this stall now stands alone; you're trapped. The group soon return and surround the stall. You hear one of them speak. "On the count of three..." They're going to move this one too! <br><br> Your only options are to grab hold of the underside of the stall and be carried with it, or take your chances in the storm drain. <br><br> <<commercialdrainquick>> <br> <<if $rng gte 26>> <<link [[Grab hold of the stall|Stalls Ex Caught]]>><</link>> <<else>> <<link [[Grab hold of the stall|Stalls Ex Safe]]>><</link>> <</if>> <</if>> <<else>> You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you. <br><br> <<residentialquick>> <</if>> :: Stalls Ex Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcoral>> <<set $rescue to 1>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<link [[Next->Stalls Ex Caught]]>><<set $phase to 1>><</link>></span><<nexttext>> <<else>> No one comes to your aid. <<set $alarm to 0>> <<if $drugged gte 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>> <br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next->Stalls Ex Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next->Stalls Ex Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next->Stalls Ex Molestation]]>><</link>></span><<nexttext>> <</if>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next->Stalls Ex Molestation Ejaculation]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next->Stalls Ex Molestation Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next->Stalls Ex Molestation]]>><</link>></span><<nexttext>> <</if>> :: Stalls Ex Caught [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> <<fameexhibitionism 10>><<arousal 6>><<stress 6>><<trauma 6>> <<if $phase is 1>> "Fine," the <<person>> grabs you by the neck and drags you into the daylight. "Look everyone." <<He>> shouts. "Look what I found!" Both hawkers and customers turn to investigate, and see you struggling to stand up, exposed and vulnerable. With nowhere to hide, there's not much you can do but flee. <br><br> <<else>> You grab the underside of the stall and are hoisted into the air with it. The ride is too bumpy and your grip slips, causing you to drop painfully to the ground. The stall moves on without you, leaving you uncovered in the middle of the crowded street. With nowhere to hide, there's not much you can do but flee. <<fameexhibitionism 50>><<set $pain += 10>><<garousal>><<gstress>><<gtrauma>> <br><br> <</if>> You move as quickly as your legs will carry you, trying to escape the laughter, whistling and jeers. You run into an alleyway and round a corner, out of sight of the road, before feeling safe enough to process what just happened. So many people saw you. Your feelings of disgrace are made all the worse by the fluid you feel leaking from your <<genitalsstop>> <br><br> <<endevent>> <<residentialquick>> :: Stalls Ex Molestation Ejaculation [nobr] <<ejaculation>> "You're a fun toy. Okay, you can go." <<He>> leaves you lying beneath the stall. You look around, and see the car still there. <br><br> <<clotheson>> <<endcombat>> You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you. <br><br> <<residentialquick>> :: Stalls Ex Molestation Escape [nobr] <<effects>> <<He>> recoils in pain, falling backwards out from beneath the stall. By the time <<He>> recovers, you've managed to put some distance between you. <br><br> <<clotheson>> <<endcombat>> You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you. <br><br> <<residentialquick>> :: Stalls Ex Safe [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> You grip the underside of the stall as it is hoisted into the air. The journey is smooth, and you are soon placed back onto the ground. Placing your head against the ground, you flick up the cover to see where you were taken. Fortunately, you've been carried the rest of the way across the street. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you. <br><br> <<residentialquick>> :: Crate Ex [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> When no one is looking, you sneak up to the fence between the park and depot. You squeeze through the bars and peer into the nearest open crate. There are several ceramic containers. It'll be tight, but there should be room for you to hide. <br><br> You climb into the crate and pull the lid on after you. It's a snug fit, but that might make the journey easier. You wait. <br><br> Without warning, the crate lurches into movement. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> The movements jerk you around for a short while before coming to a stop. That wasn't long enough for you to have crossed the road, surely. A heavy thud above you signals that this may have been a mistake. You push against the lid, and find it completely immovable. You hear an engine rev and you lurch into movement once more. <br><br> <<if $rng gte 81>> You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see your house! The coast looks clear, so you gingerly lift the lid and climb free. <br><br> <<domusquick>> <br> <<elseif $rng gte 61>> You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the forest. The coast looks clear, so you gingerly lift the lid and climb free. <br><br> <<wolfquick>> <br> <<elseif $rng gte 41>> You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the ocean. The coast looks clear, so you gingerly lift the lid and climb free. <br><br> <<starfishquick>> <br> <<elseif $rng gte 21>> You try to keep calm, surely you won't be moved far. Those crates had arrived from outside town after all. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the road out of town. You've moved in the opposite of your intended direction, but you count yourself lucky considering the circumstances. The coast looks clear, so you gingerly lift the lid and climb free. <br><br> <<harvestquick>> <br> <<else>> <<if $swarmdisable is "t">> You try to keep calm, surely you won't be moved far. Your thoughts are cut short by a bump in the road; your head bashes against the side of the crate, knocking you out. <br><br> <<link [[Next|Danube Meal]]>><<pass 1 hour>><</link>> <br> <<else>> You try to keep calm, surely you won't be moved far. Your thoughts are cut short by a bump in the road, one of the ceramic containers bashes against the side of the crate, shattering it into pieces and disgorging its contents all over you. In the tumult, you don't realise what the contents are until you feel them wriggling; it was full of thick, long worms! What's more, the remaining containers sway menacingly now that extra space has been cleared. If they too contain worms, you need to act or you'll soon be swimming in them. <br><br> The worms aren't just wriggling on top of you, they press against you as if trying to find a way inside. The movement is making your body respond in a way you don't want to admit, you start to heat up. <br><br> <<link [[Next|Crate Worms]]>><<set $molestationstart to 1>><</link>> <</if>> <</if>> <<else>> You hear the traffic growing louder, a sign you are moving in the right direction. The crate soon comes to a stop. You gingerly lift the lid and peek out. You are at the mouth of an alleyway on the other side of the street, perfect! You wait until you're sure the coast is clear before slinking out and heading deeper into the alley. <br><br> <<commercialquick>> <</if>> :: Crate Worms [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "containers">> <<set $swarmmove to "shaking">> <<set $swarmcreature to "worms">> <<set $swarmspill to "shatter">> <<set $swarmsteady to "steady">> <<set $swarmSteady to "Steady">> <<set $swarmcount to 10>> <<set $swarm1 to "active">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarm9 to "contained">> <<set $swarm10 to "contained">> <<set $swarmactive to 1>> <<set $timer to 30>> <</if>> <<if $timer gte 25>> The entire crate shakes from the movement of the vehicle. <<elseif $timer gte 20>> You've stopped, but the engine is still running. <<elseif $timer gte 10>> The entire crate shakes from the movement of the vehicle. How long will this go on for? <<elseif $timer gte 1>> The vehicle has stopped and the engine switched off! The weight above still keeps the crate locked down however. They'll move it soon, right? <<else>> You hear someone move the weight off the top of the crate! <</if>> <br><br> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<link [[Next|Crate Worms Passout]]>><</link>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<link [[Next|Crate Worms Escape]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</link>></span><<nexttext>> <</if>> :: Crate Worms Passout [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> It's all just too much for you. You pass out. <br><br> <<endcombat>> <<link [[Next|Danube Meal]]>><<pass 1 hour>><</link>> :: Crate Worms Escape [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<tearful>> you grasp the top of the crate and haul yourself up, pushing the lid off as you do. Worms cascade from you as you struggle out of your writhing cell, but many remain on you. Fortunately whoever freed you didn't stick around to see you in this state; you're alone. You glance around at your surroundings as you brush off the remaining worms. You appear to be on Danube Street, at the delivery entrance of a stately manor. You hear voices in front of the truck that delivered you, and realise you should leave. You suspect worms will be turning up in strange places for a while. <br><br> <<endcombat>> <<danubequick>> :: Park Ex Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $daystate is "night">> You flee through the darkness, the dog close on your heels. Its barking slowly fades in intensity as you outpace it, until you can hear it no more. You don't think you were seen. <<else>> You flee through the park, the dog close on your heels. The noise attracts attention, and soon all eyes in the vicinity are on you. <<if $leftarm is "bound" and $rightarm is "bound">>With your arms bound, there's nothing you can do to keep your <<lewdness>> covered.<<else>>You do your best to cover your <<lewdness>> with your hands.<</if>> The beast's barking fades in intensity as you outpace it, until you can hear it no more. You dive behind a hedge as someone whistles at you, and crawl away to safety. <<fameexhibitionism 50>> <</if>> <<physique>> <br><br> <<endevent>> <<parkeventend>> :: Park Ex Dog Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "dogpack">> <<if $daystate isnot "night">> <<set $rescue to 1>> <</if>> <<beast1init>><<beasttype dog>> The growl came from a stray dog. Seeing you stay still, it advances on you. <br><br> <</if>> <<effects>> <<effectsman>> <br> <<beast>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<link [[Next|Park Ex Dog Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Park Ex Dog Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Park Ex Dog Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Park Ex Dog Molestation]]>><</link>></span><<nexttext>> <</if>> :: Park Ex Dog Molestation Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rescue is 1 and $alarm is 1>> <<if $beaststance is "top">> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They stare at the dog humping you briefly, not sure what to do. The <<person>> is the first to speak. "Sorry to bother you. We thought we heard a scream. But it looks like you're just having some fun." <<He>> smirks. <br><br> <<if $submissive lte 850>> You glare at the <<personstop>> "Shut up, and get this thing off me!" The <<person>> looks dumbfounded at your response, but a <<person2>><<person>> laughs and pushes the dog off of you. <<else>> You stare at the ground as you speak. "Please help me." A <<person2>><<person>> steps forward and pushes the dog off of you. <</if>> <br><br> "Where are you clothes?" <<He>> says. "I have some towels you can have, but you shouldn't be walking around like that in the first place. Someone will hurt you." <<tearful>> you cover up and thank the <<personcomma>> before walking away. You hear them talking about you before you leave earshot.<<famebestiality 50>> <br><br> <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> <<parkeventend>> <<else>> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They pause briefly when they see you, before the <<person>> shouts at the dog, who whimpers and bounds away. <<fameexhibitionism 10>><br><br> A <<person2>><<person>> steps forward. "Where are you clothes?" <<He>> says. "I have some towels you can have, but you shouldn't be walking around like that in the first place. Someone will hurt you." <<tearful>> you cover up and thank the <<personcomma>> before walking away. You hear them talking about you before you leave earshot.<br><br> <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> <<parkeventend>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you look around to see if anyone saw you. You don't think they did.<br><br> <<clotheson>> <<endcombat>> <<parkeventend>> <<else>> The beast yelps and flees, its tail between its legs. <<tearful>> you look around to see if anyone saw you. You don't think they did.<br><br> <<clotheson>> <<endcombat>> <<parkeventend>> <</if>> <<set $eventskip to 1>> :: Commercial Ex Mannequin [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You <<nervously>> line up beside the mannequins. Hoping to blend in. <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> round the corner. The <<person1>><<person>> stares at your <<lewdness>> as <<he>> walks by. "That one looks a little... accurate." You feel self-conscious, but dare not move an inch. <br><br> <<endevent>> <<generate1>><<generate2>>Before the first pair leave view, a <<person1>><<person>> and <<person2>><<person>> pass them by, heading your way. The <<person1>><<person>> stops in front of you. "Look at this one. It's so lifelike. Do you think anyone would notice if we took it?" <br><br> <<if $rng gte 81>> The <<person2>><<person>> looks up and down the alley. "Alright. But we need to be quick." <<He>> grabs you by the ankles and tries to lift you. "Why is it so heavy? Give us a hand here," the <<person1>><<person>> moves in to help. This isn't what you planned, but you don't know how they'll react if they find out the truth. <br><br> <<link [[Struggle|Commercial Ex Mannequin Molestation]]>><<set $molestationstart to 1>><</link>> <br> <<link [[Keep playing the part|Commercial Ex Mannequin 2]]>><</link>> <br> <<else>> "Don't be stupid," the <<person2>><<person>> responds without stopping. The <<person1>><<person>> gives you a longing look, then follows. <br><br> Once they're out of sight, you're free to continue. <<gstress>><<garousal>><<stress 2>><<arousal 2>> <br><br> <<endevent>> <<commercialeventend>> <</if>> :: Commercial Ex Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<if $leftarm is "bound" and $rightarm is "bound">> You crouch to keep your body somewhat concealed as you <<nervously>> continue. <<else>> You cover your body with your hands as you <<nervously>> continue. <</if>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> walk round the corner and smile as they behold you in your undressed state. As they pass you, the <<person1>><<person>> grabs you by the mouth and shoves you against a wall. <br><br> <<man1init>><<set $mouthuse to "lefthand">><<set $NPCList[0].lefthand to "mouth">> <<set $rescue to 1>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Commercial Ex Molestation]]>><</link>></span><<nexttext>> <</if>> :: Commercial Ex Exhibition [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $leftarm is "bound" and $rightarm is "bound">> You crouch to keep your body somewhat concealed as you <<nervously>> continue. <<else>> You cover your body with your hands as you <<nervously>> continue. <</if>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> walk round the corner and smile as they behold you in your undressed state. They don't say anything, but you can feel their eyes on your body as you round the corner out of view. <<gtrauma>><<gstress>><<trauma 2>><<stress 2>><<fameexhibitionism 2>> <br><br> <<endevent>> <<commercialeventend>> :: Commercial Ex Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, the <<person1>><<person>> shoves you to the ground. "Serves you right." <<He>> spits. "Walk around like a fucktoy, don't cry when you're treated like one." <<tearful>> you rise to your feet as the pair leave. <br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<elseif $enemyhealth lte 0>> The pair recoil in pain. <<tearful>> you take the chance to run, escaping down the alley. <br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<elseif $alarm is 1 and $rescue is 1>> <<set $rescued += 1>> You hear a voice call out. "Is someone in trouble over there?" The pair glance at each other, then drop you to the ground. <<tearful>> you rise to your feet as the pair leave. <br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <</if>> :: Commercial Ex Mannequin Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> You squirm free from their grip. Startled, they shove you against the wall and back off for a moment. The <<person1>><<person>> recovers first. "You think that's funny? I know just the thing to do with a <<bitch>> like you." <br><br> <<set $enemyanger += 80>> <</if>> <<set $rescue to 1>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<link [[Next|Commercial Ex Molestation Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Commercial Ex Mannequin Molestation]]>><</link>></span><<nexttext>> <</if>> :: Commercial Ex Mannequin 2 [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> The pair grip you by your arms and legs, and start carrying you. <<generate3>><<person3>>They don't get far before a <<person>> arrives at the end of the alley. <<He>> doesn't look amused. "What are you doing with that? It doesn't belong to you." You slump to the ground as the startled pair release you and run away. The <<person>> walks up and kneels beside you. "Oh, this is peculiar," <<he>> says. <<He>> leans forward, until <<his>> breath tickles your face. "You're a pretty little thing. I think I have a place for you." <<He>> presses something soft against your mouth, and you lose consciousness. <br><br> <<link [[Next|Abduction Shop]]>><<endevent>><</link>> :: Industrial Ex Hole [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 81>> You drop to your knees and look through the hole. You see another alley, similar to this one, on the other side. Hearing the voices grow louder, you start crawling through the hole. <<set $stripintegrity to 10>><<set $stripobject to "broken brick">><<stripobject>> <br><br> It goes well at first. You get your top half through, but your hips are a little too wide. No matter how hard you push, you cannot do it. You try to wiggle backwards, but find you can't move in either direction. You're stuck! <br><br> <<generate1>><<generate2>>You realise the voices have stopped just before something pinches your butt. <br><br> <<link [[Next|Industrial Ex Hole Rape]]>><<set $molestationstart to 1>><</link>> <<else>> You drop to your knees and look through the hole. You see another alley, similar to this one, on the other side. Hearing the voices grow louder, you start crawling through the hole. <<set $stripintegrity to 10>><<set $stripobject to "broken brick">><<stripobject>> A few moments later and you're free on the other side. <br><br> <<endevent>> <<industrialeventend>> <</if>> :: Industrial Ex Hide [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You crouch behind a dumpster and wait for the voices to pass. Unfortunately, they decide to stop right in front of your hiding place. You peek out and see a <<generate1>><<generate2>><<person1>><<person>> and <<person2>><<personstop>> You stay as still as possible, not wanting to be caught in such a state. They eventually move on, allowing you to continue. <br><br> <<endevent>> <<industrialeventend>> :: Industrial Ex Hole Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <<set $timer to 16>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Industrial Ex Hole Rape Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Industrial Ex Hole Rape Finish]]>><</link>></span><<nexttext>> <<elseif $timer lte 1>> <span id="next"><<link [[Next|Industrial Ex Hole Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Industrial Ex Hole Rape]]>><</link>></span><<nexttext>> <</if>> :: Industrial Ex Hole Rape Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You hear fading laughter behind you, then silence. <<tearful>> you continue to struggle. You feel the wall give way slightly, and you manage to scramble through to the other side. <br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<elseif $enemyhealth lte 0>> Fed up with your attitude, one of your attackers kicks your <<bottomcomma>> forcing you through the hole to the other side. <<tearful>> you scramble to your feet. <br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<else>> You feel the wall give way slightly. <<tearful>> you manage to struggle through to the other side. "Come back here <<bitchcomma>>" says the <<person1>><<personstop>> "We're not done yet." A hand chases you through, but you manage to avoid it. <<clotheson>> <<endcombat>> <<commercialeventend>> <</if>> :: Street Ex Day1 Car [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You drop to the ground and shuffle beneath a parked car. The vehicle is soon surrounded by people, their feet stepping just inches from you. <br><br> <<if $rng gte 81>> A few minutes have passed when the engine rumbles into life above you, and the car beings to move. Afraid of being caught surrounded in public with your <<lewdness>> on display, you cling to the underside, allowing it to carry you along. The journey is over soon, and once the driver has vacated you shuffle out into the daylight. You're in the clear for now. <br><br> <<set $rng to random(1, 13)>> <<switch $rng>> <<case 1>> <<set $bus to "nightingale">> <<case 2>> <<set $bus to "domus">> <<case 3>> <<set $bus to "elk">> <<case 4>> <<set $bus to "high">> <<case 5>> <<set $bus to "starfish">> <<case 6>> <<set $bus to "barb">> <<case 7>> <<set $bus to "connudatus">> <<case 8>> <<set $bus to "wolf">> <<case 9>> <<set $bus to "harvest">> <<case 10>> <<set $bus to "oxford">> <<case 11>> <<set $bus to "danube">> <<case 12>> <<set $bus to "mer">> <<case 13>> <<set $bus to "cliff">> <</switch>> <<else>> The crowd disperses after a short time. You shuffle back out from beneath the car. You're in the clear for now. <br><br> <</if>> <<endevent>> <<destinationeventend>> :: Street Ex Day1 Sprint [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $leftarm is "bound" and $rightarm is "bound">> Your arms bound, you can do nothing to cover your <<lewdness>> as you dash for cover. A few heads turn your way, and you hear gasps and laughter as you round a corner to relative safety. <<else>> You cover your <<lewdness>> with your hands and dash for cover. A few heads turn your way, and you hear gasps and laughter as you round a corner to relative safety. <</if>> <br><br> <<endevent>> <<destinationeventend>>
TheDivineHeir/degrees
game/special-exhibition/main.twee
twee
mit
30,898
:: Widgets Masturbation Actions [widget] <<widget "masturbationactions">><<nobr>> <<if $leftarm is 0>> Your left hand is free. <br> <<if $penisexist gte 1>> <<if !$worn.under_lower.type.includes("chastity")>> <<if $leftactiondefault is "mpenisentrance">> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$leftaction" "mpenisentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$leftaction" "mpenisentrance">></label> <</if>> <<else>> <<if $leftactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$leftaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$leftaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $vaginaexist gte 1>> <<if !$worn.under_lower.type.includes("chastity")>> <<if $leftactiondefault is "mvaginaentrance">> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$leftaction" "mvaginaentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$leftaction" "mvaginaentrance">></label> <</if>> <<else>> <<if $leftactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your pussy</span> <<radiobutton "$leftaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to Fondle your pussy</span> <<radiobutton "$leftaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $awareness gte 100>> <<if $leftactiondefault is "mchest">> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$leftaction" "mchest" checked>></label> <<else>> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$leftaction" "mchest">></label> <</if>> <</if>> <<if $dev is 1>> <<if $awareness gte 100 and $masochism gte 100>> <<if $leftactiondefault is "mpinch">> | <label><span class="sub">Pinch your nipple</span> <<radiobutton "$leftaction" "mpinch" checked>></label> <<else>> | <label><span class="sub">Pinch your nipple</span> <<radiobutton "$leftaction" "mpinch">></label> <</if>> <</if>> <</if>> <<if $awareness gte 200 and $worn.under_lower.anal_shield isnot 1>> <<if $leftactiondefault is "manusentrance">> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$leftaction" "manusentrance" checked>></label> <<else>> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$leftaction" "manusentrance">></label> <</if>> <</if>> <</if>> <<if $leftarm is "mpenisentrance">> You hold your <<penis>> in your left hand. <br> <<if $leftactiondefault is "mpenisglans">> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$leftaction" "mpenisglans" checked>></label> <<else>> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$leftaction" "mpenisglans">></label> <</if>> <<if $leftactiondefault is "mpenisshaft">> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$leftaction" "mpenisshaft" checked>></label> <<else>> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$leftaction" "mpenisshaft">></label> <</if>> <<if $leftactiondefault is "mpenisstop">> | <label>Move your hand away <<radiobutton "$leftaction" "mpenisstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "mpenisstop">></label> <</if>> <</if>> <<if $leftarm is "mvaginaentrance">> You rub your <<pussy>> with your left hand. <br> <<if $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1>> <<if $leftactiondefault is "mvagina">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "mvagina" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "mvagina">></label> <</if>> <</if>> <<if $leftactiondefault is "mvaginaclit">> | <label><span class="sub">Play with your clit</span> <<radiobutton "$leftaction" "mvaginaclit" checked>></label> <<else>> | <label><span class="sub">Play with your clit</span> <<radiobutton "$leftaction" "mvaginaclit">></label> <</if>> <<if $leftactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop">></label> <</if>> <</if>> <<if $leftarm is "mvagina">> You tease your <<pussy>> with your left hand. <br> <<if $leftactiondefault is "mvaginatease">> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "mvaginatease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "mvaginatease">></label> <</if>> <<if $leftactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop">></label> <</if>> <</if>> <<if $leftarm is "manusentrance">> You tease your anus with your left hand. <br> <<if $worn.lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1>> <<if $leftactiondefault is "manus">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "manus" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "manus">></label> <</if>> <</if>> <<if $leftactiondefault is "manusrub">> | <label><span class="sub">Tease your anus</span> <<radiobutton "$leftaction" "manusrub" checked>></label> <<else>> | <label><span class="sub">Tease your anus</span> <<radiobutton "$leftaction" "manusrub">></label> <</if>> <<if $leftactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop">></label> <</if>> <</if>> <<if $leftarm is "manus">> You tease your anus with your left hand. <br> <<if $leftactiondefault is "manustease">> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "manustease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "manustease">></label> <</if>> <<if $penisexist is 1>> <<if $leftactiondefault is "manusprostate">> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$leftaction" "manusprostate" checked>></label> <<else>> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$leftaction" "manusprostate">></label> <</if>> <</if>> <<if $leftactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop">></label> <</if>> <</if>> <<if $worn.upper.exposed lte 1>> <<if $leftactiondefault is "mupper">> | <label>Displace your $worn.upper.name <<radiobutton "$leftaction" "mupper" checked>></label> <<else>> | <label>Displace your $worn.upper.name <<radiobutton "$leftaction" "mupper">></label> <</if>> <</if>> <<if $worn.lower.exposed lte 1>> <<if $leftactiondefault is "mlower">> | <label>Displace your $worn.lower.name <<radiobutton "$leftaction" "mlower" checked>></label> <<else>> | <label>Displace your $worn.lower.name <<radiobutton "$leftaction" "mlower">></label> <</if>> <</if>> <<if $worn.under_lower.exposed lte 0 and !$worn.under_lower.type.includes("chastity")>> <<if $worn.lower.state isnot $worn.lower.state_base or $worn.lower.skirt is 1 or $worn.lower.type.includes("naked")>> <<if $leftactiondefault is "munder">> | <label>Pull down your $worn.under_lower.name <<radiobutton "$leftaction" "munder" checked>></label> <<else>> | <label>Pull down your $worn.under_lower.name <<radiobutton "$leftaction" "munder">></label> <</if>> <</if>> <</if>> <<if $leftactiondefault is "mrest">> | <label>Rest <<radiobutton "$leftaction" "mrest" checked>></label> <<else>> | <label>Rest <<radiobutton "$leftaction" "mrest">></label> <</if>> <br><br> <<if $rightarm is 0>> Your right hand is free. <br> <<if $penisexist gte 1>> <<if !$worn.under_lower.type.includes("chastity")>> <<if $rightactiondefault is "mpenisentrance">> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$rightaction" "mpenisentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$rightaction" "mpenisentrance">></label> <</if>> <<else>> <<if $rightactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$rightaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$rightaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $vaginaexist gte 1>> <<if !$worn.under_lower.type.includes("chastity")>> <<if $rightactiondefault is "mvaginaentrance">> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$rightaction" "mvaginaentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$rightaction" "mvaginaentrance">></label> <</if>> <<else>> <<if $rightactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your pussy</span> <<radiobutton "$rightaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to fondle your pussy</span> <<radiobutton "$rightaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $awareness gte 100>> <<if $rightactiondefault is "mchest">> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$rightaction" "mchest" checked>></label> <<else>> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$rightaction" "mchest">></label> <</if>> <</if>> <<if $awareness gte 200 and $worn.under_lower.anal_shield isnot 1>> <<if $rightactiondefault is "manusentrance">> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$rightaction" "manusentrance" checked>></label> <<else>> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$rightaction" "manusentrance">></label> <</if>> <</if>> <</if>> <<if $rightarm is "mpenisentrance">> You hold your <<penis>> in your right hand. <br> <<if $rightactiondefault is "mpenisglans">> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$rightaction" "mpenisglans" checked>></label> <<else>> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$rightaction" "mpenisglans">></label> <</if>> <<if $rightactiondefault is "mpenisshaft">> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$rightaction" "mpenisshaft" checked>></label> <<else>> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$rightaction" "mpenisshaft">></label> <</if>> <<if $rightactiondefault is "mpenisstop">> | <label>Move your hand away <<radiobutton "$rightaction" "mpenisstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "mpenisstop">></label> <</if>> <</if>> <<if $rightarm is "mvaginaentrance">> You rub your <<pussy>> with your right hand. <br> <<if $worn.lower.vagina_exposed gte 1 and $worn.under_lower.vagina_exposed gte 1>> <<if $rightactiondefault is "mvagina">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "mvagina" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "mvagina">></label> <</if>> <</if>> <<if $rightactiondefault is "mvaginaclit">> | <label><span class="sub">Play with your clit</span> <<radiobutton "$rightaction" "mvaginaclit" checked>></label> <<else>> | <label><span class="sub">Play with your clit</span> <<radiobutton "$rightaction" "mvaginaclit">></label> <</if>> <<if $rightactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop">></label> <</if>> <</if>> <<if $rightarm is "mvagina">> You tease your <<pussy>> with your right hand. <br> <<if $rightactiondefault is "mvaginatease">> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "mvaginatease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "mvaginatease">></label> <</if>> <<if $rightactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop">></label> <</if>> <</if>> <<if $rightarm is "manusentrance">> You tease your anus with your right hand. <br> <<if $worn.lower.anus_exposed gte 1 and $worn.under_lower.anus_exposed gte 1>> <<if $leftactiondefault is "manus">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "manus" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "manus">></label> <</if>> <</if>> <<if $rightactiondefault is "manusrub">> | <label><span class="sub">Tease your anus</span> <<radiobutton "$rightaction" "manusrub" checked>></label> <<else>> | <label><span class="sub">Tease your anus</span> <<radiobutton "$rightaction" "manusrub">></label> <</if>> <<if $rightactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop">></label> <</if>> <</if>> <<if $rightarm is "manus">> You tease your anus with your right hand. <br> <<if $rightactiondefault is "manustease">> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "manustease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "manustease">></label> <</if>> <<if $penisexist is 1>> <<if $rightactiondefault is "manusprostate">> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$rightaction" "manusprostate" checked>></label> <<else>> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$rightaction" "manusprostate">></label> <</if>> <</if>> <<if $rightactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop">></label> <</if>> <</if>> <<if $worn.upper.exposed lte 1>> <<if $rightactiondefault is "mupper">> | <label>Displace your $worn.upper.name <<radiobutton "$rightaction" "mupper" checked>></label> <<else>> | <label>Displace your $worn.upper.name <<radiobutton "$rightaction" "mupper">></label> <</if>> <</if>> <<if $worn.lower.exposed lte 1>> <<if $rightactiondefault is "mlower">> | <label>Displace your $worn.lower.name <<radiobutton "$rightaction" "mlower" checked>></label> <<else>> | <label>Displace your $worn.lower.name <<radiobutton "$rightaction" "mlower">></label> <</if>> <</if>> <<if $worn.under_lower.exposed lte 0 and !$worn.under_lower.type.includes("chastity")>> <<if $worn.lower.state isnot $worn.lower.state_base or $worn.lower.skirt is 1 or $worn.lower.type.includes("naked")>> <<if $rightactiondefault is "munder">> | <label>Pull down your $worn.under_lower.name <<radiobutton "$rightaction" "munder" checked>></label> <<else>> | <label>Pull down your $worn.under_lower.name <<radiobutton "$rightaction" "munder">></label> <</if>> <</if>> <</if>> <<if $rightactiondefault is "mrest">> | <label>Rest <<radiobutton "$rightaction" "mrest" checked>></label> <<else>> | <label>Rest <<radiobutton "$rightaction" "mrest">></label> <</if>> <br><br><br><br> <<if $arousal gte 10000>> <<orgasmpassage>> <<promiscuity1>> <<set $masturbationorgasmstat += 1>> <<set $masturbationorgasm += 1>> <<set $purity -= 1>> <</if>> <<set $seconds += 10>> <<if $seconds gte 60>> <<set $seconds to 0>> <<pass 1>> <<set $masturbationtimestat += 1>> <</if>> <</nobr>><</widget>>
TheDivineHeir/degrees
game/special-masturbation/actions.twee
twee
mit
16,170
:: Widgets Masturbation Effects [widget] <<widget "masturbationeffects">><<nobr>> <<if $leftaction is "mupper" and $rightaction is "mupper">> <<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">> <<if $worn.upper.open is 1>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state_top to "midriff">> <<if $breastsize gte 3>> You pull down your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $worn.upper.name, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <<else>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state to "chest">> <<if $breastsize gte 3>> You pull up your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $worn.upper.name, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <</if>> <<elseif $leftaction is "mupper">> <<set $leftaction to 0>><<set $leftactiondefault to "mrest">> <<if $worn.upper.open is 1>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state_top to "midriff">> <<if $breastsize gte 3>> You pull down your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $worn.upper.name, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <<else>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state to "chest">> <<if $breastsize gte 3>> You pull up your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $worn.upper.name, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <</if>> <<elseif $rightaction is "mupper">> <<set $rightaction to 0>><<set $rightactiondefault to "mrest">> <<if $worn.upper.open is 1>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state_top to "midriff">> <<if $breastsize gte 3>> You pull down your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $worn.upper.name, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <<else>> <<set $worn.upper.exposed to 2>><<set $worn.upper.state to "chest">> <<if $breastsize gte 3>> You pull up your $worn.upper.name <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $worn.upper.name, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <</if>> <</if>> <<if $leftaction is "mlower" and $rightaction is "mlower">> <<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.exposed to 2>> <<if $worn.lower.skirt is 1>> <<set $worn.lower.skirt_down to 0>> You lift up your $worn.lower.name, <span class="lewd">exposing your <<undiesstop>></span> <<else>> <<set $worn.lower.state to "thighs">> You pull down your $worn.lower.name, <span class="lewd">exposing your <<undiesstop>></span> <</if>> <<elseif $leftaction is "mlower">> <<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.exposed to 2>> <<if $worn.lower.skirt is 1>> <<set $worn.lower.skirt_down to 0>> You lift up your $worn.lower.name, <span class="lewd">exposing your <<undiesstop>></span> <<else>> <<set $worn.lower.state to "thighs">> You pull down your $worn.lower.name, <span class="lewd">exposing your <<undiesstop>></span> <</if>> <<elseif $rightaction is "mlower">> <<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $worn.lower.anus_exposed to 1>><<set $worn.lower.vagina_exposed to 1>><<set $worn.lower.exposed to 2>> <<if $worn.lower.skirt is 1>> <<set $worn.lower.skirt_down to 0>> You lift up your $worn.lower.name, <span class="lewd">exposing your <<undiesstop>></span> <<else>> <<set $worn.lower.state to "thighs">> You pull down your $worn.lower.name, <span class="lewd">exposing your <<undiesstop>></span> <</if>> <</if>> <<if $leftaction is "munder" and $rightaction is "munder">> <<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>> <<set $worn.under_lower.state to "thighs">><<set $worn.under_lower.exposed to 2>> You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitalsstop>></span> <<elseif $leftaction is "munder">> <<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.exposed to 2>> <<set $worn.under_lower.state to "thighs">> You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitalsstop>></span> <<elseif $rightaction is "munder">> <<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $worn.under_lower.anus_exposed to 1>><<set $worn.under_lower.vagina_exposed to 1>><<set $worn.under_lower.exposed to 2>> <<set $worn.under_lower.state to "thighs">> You pull down your $worn.under_lower.name, <span class="lewd">exposing your <<genitalsstop>></span> <</if>> <<if $leftaction is "mchest" and $rightaction is "mchest">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 2>><<playWithBreasts 2>> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>><<arousal 2>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> You tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<else>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand. Each brush of your fingers sends jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <</if>> <<else>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You tweak and tease them as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <<else>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <</if>> <</if>> <<elseif $leftaction is "mchest">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 1>><<playWithBreasts>> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>><<arousal 1>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> You tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<else>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand. Each brush of your fingers sends jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <</if>> <<else>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You tweak and tease them as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <<else>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <</if>> <</if>> <<elseif $rightaction is "mchest">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 1>><<playWithBreasts>> <<if $worn.upper.type.includes("naked") and $worn.under_upper.type.includes("naked")>><<arousal 1>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> You tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<else>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand. Each brush of your fingers sends jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <</if>> <<else>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You tweak and tease them as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>>in the way. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <<else>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your <<topcomma>> straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your <<topstop>> <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your <<top>> in the way. <</if>> <</if>> <</if>> <</if>> <<if $leftaction is "mchastity" and $rightaction is "mchastity">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>> You try to dig your fingers beneath your $worn.under_lower.name, but to no avail. Your <<genitals>> aches for your touch, but there's nothing you can do. <<gstress>><<stress 1>> <<elseif $leftaction is "mchastity">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>> You try to dig your fingers beneath your $worn.under_lower.name, but to no avail. Your <<genitals>> aches for your touch, but there's nothing you can do. <<gstress>><<stress 1>> <<elseif $rightaction is "mchastity">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>> You try to dig your fingers beneath your $worn.under_lower.name, but to no avail. Your <<genitals>> aches for your touch, but there's nothing you can do. <<gstress>><<stress 1>> <</if>> <<if $leftaction is "mpenisentrance" and $rightaction is "mpenisentrance">> <<set $leftactiondefault to "mpenisglans">><<set $leftaction to 0>><<set $rightactiondefault to "mpenisglans">><<set $rightaction to 0>><<arousal 2>><<set $leftarm to "mpenisentrance">><<set $rightarm to "mpenisentrance">> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your exposed <<penis>> and shiver in anticipation.</span> <<elseif $worn.under_lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $worn.lower.name.</span> <<elseif $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $worn.under_lower.name.</span> <</if>> <<elseif $leftaction is "mpenisentrance">> <<set $leftactiondefault to "mpenisglans">><<set $leftaction to 0>><<arousal 1>><<set $leftarm to "mpenisentrance">> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your exposed <<penis>> and shiver in anticipation.</span> <<elseif $worn.under_lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $worn.lower.name.</span> <<elseif $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $worn.under_lower.name.</span> <</if>> <<elseif $rightaction is "mpenisentrance">> <<set $rightactiondefault to "mpenisglans">><<set $rightaction to 0>><<arousal 1>><<set $rightarm to "mpenisentrance">> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your exposed <<penis>> and shiver in anticipation.</span> <<elseif $worn.under_lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $worn.lower.name.</span> <<elseif $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $worn.under_lower.name.</span> <</if>> <</if>> <<if $leftaction is "mpenisglans" and $rightaction is "mpenisglans">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 4>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You rub your virgin foreskin with increasing speed. Strange feelings emanate from the tip and through your body. <<elseif $arousal gte 6000>> You rub your virgin foreskin with your thumb and play with the tip. It's sensitive even though you can't pull it back. <<else>> You hold your tip of your virgin penis in your palm and gently rub the foreskin with your thumb. <</if>> <<else>> <<if $arousal gte 8000>> You retract and relax your foreskin, rubbing it over your glans again and again. <<elseif $arousal gte 6000>> You rub your foreskin against your glans and tease your frenulum. <<else>> You hold your <<penis>> in your palm and rub your foreskin against your glans. <</if>> <</if>> <<elseif $leftaction is "mpenisglans">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 2>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You rub your virgin foreskin with increasing speed. Strange feelings emanate from the tip and through your body. <<elseif $arousal gte 6000>> You rub your virgin foreskin with your thumb and play with the tip. It's sensitive even though you can't pull it back. <<else>> You hold your tip of your virgin penis in your palm and gently rub the foreskin with your thumb. <</if>> <<else>> <<if $arousal gte 8000>> You retract and relax your foreskin, rubbing it over your glans again and again. <<elseif $arousal gte 6000>> You rub your foreskin against your glans and tease your frenulum. <<else>> You hold your <<penis>> in your palm and rub your foreskin against your glans. <</if>> <</if>> <<elseif $rightaction is "mpenisglans">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 2>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You rub your virgin foreskin with increasing speed. Strange feelings emanate from the tip and through your body. <<elseif $arousal gte 6000>> You rub your virgin foreskin with your thumb and play with the tip. It's sensitive even though you can't pull it back. <<else>> You hold your tip of your virgin penis in your palm and gently rub the foreskin with your thumb. <</if>> <<else>> <<if $arousal gte 8000>> You retract and relax your foreskin, rubbing it over your glans again and again. <<elseif $arousal gte 6000>> You rub your foreskin against your glans and tease your frenulum. <<else>> You hold your <<penis>> in your palm and rub your foreskin against your glans. <</if>> <</if>> <</if>> <<if $leftaction is "mpenisshaft" and $rightaction is "mpenisshaft">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 4>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You run your fingers up and down your virgin penis as roughly as your foreskin will allow. <<elseif $arousal gte 6000>> You run your fingers up and down the length of your virgin penis. <<else>> You run your fingers against the underside of your <<peniscomma>> enjoying the sensation. <</if>> <<else>> <<if $arousal gte 8000>> You pump up and down the length of your <<penisstop>> <<elseif $arousal gte 6000>> You run your fingers up and down your shaft, tickling slightly and generating a lewd warmth. <<else>> You gently caress the length of your <<penisstop>> <</if>> <</if>> <<elseif $leftaction is "mpenisshaft">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 2>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You run your fingers up and down your virgin penis as roughly as your foreskin will allow. <<elseif $arousal gte 6000>> You run your fingers up and down the length of your virgin penis. <<else>> You run your fingers against the underside of your <<peniscomma>> enjoying the sensation. <</if>> <<else>> <<if $arousal gte 8000>> You pump up and down the length of your <<penisstop>> <<elseif $arousal gte 6000>> You run your fingers up and down your shaft, tickling slightly and generating a lewd warmth. <<else>> You gently caress the length of your <<penisstop>> <</if>> <</if>> <<elseif $rightaction is "mpenisshaft">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 2>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You run your fingers up and down your virgin penis as roughly as your foreskin will allow. <<elseif $arousal gte 6000>> You run your fingers up and down the length of your virgin penis. <<else>> You run your fingers against the underside of your <<peniscomma>> enjoying the sensation. <</if>> <<else>> <<if $arousal gte 8000>> You pump up and down the length of your <<penisstop>> <<elseif $arousal gte 6000>> You run your fingers up and down your shaft, tickling slightly and generating a lewd warmth. <<else>> You gently caress the length of your <<penisstop>> <</if>> <</if>> <</if>> <<if $leftaction is "mpenisstop" and $rightaction is "mpenisstop">> <<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $leftarm to 0>><<set $rightarm to 0>> <span class="lblue">You move your hands away from your <<penisstop>></span> <<elseif $leftaction is "mpenisstop">> <<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $leftarm to 0>> <span class="lblue">You move your left hand away from your <<penisstop>></span> <<elseif $rightaction is "mpenisstop">> <<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $rightarm to 0>> <span class="lblue">You move your right hand away from your <<penisstop>></span> <</if>> <<if $penisexist is 1>> <<if $arousal gte 8000>> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> Precum leaks from the tip. <<elseif $worn.lower.vagina_exposed is 1>> Precum leaks from the tip and seeps through your $worn.under_lower.name. <<elseif $worn.under_lower.vagina_exposed is 1>> Precum leaks from the tip and seeps through your $worn.lower.name. <</if>> <</if>> <</if>> <<if $leftaction is "mvaginaentrance" and $rightaction is "mvaginaentrance">> <<set $leftactiondefault to "mvaginaclit">><<set $leftaction to 0>><<set $rightactiondefault to "mvaginaclit">><<set $rightaction to 0>><<arousal 2>><<set $leftarm to "mvaginaentrance">><<set $rightarm to "mvaginaentrance">> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your exposed <<pussy>> and shiver in anticipation.</span> <<elseif $worn.under_lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $worn.lower.name.</span> <<elseif $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $worn.under_lower.name.</span> <</if>> <<elseif $leftaction is "mvaginaentrance">> <<set $leftactiondefault to "mvaginaclit">><<set $leftaction to 0>><<arousal 2>><<set $leftarm to "mvaginaentrance">> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your exposed <<pussy>> and shiver in anticipation.</span> <<elseif $worn.under_lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $worn.lower.name.</span> <<elseif $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $worn.under_lower.name.</span> <</if>> <<elseif $rightaction is "mvaginaentrance">> <<set $rightactiondefault to "mvaginaclit">><<set $rightaction to 0>><<arousal 2>><<set $rightarm to "mvaginaentrance">> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your exposed <<pussy>> and shiver in anticipation.</span> <<elseif $worn.under_lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $worn.lower.name.</span> <<elseif $worn.lower.vagina_exposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $worn.under_lower.name.</span> <</if>> <</if>> <<if $leftaction is "mvagina" and $rightaction is "mvagina">> <<set $leftactiondefault to "mvaginatease">><<set $leftaction to 0>><<set $rightactiondefault to "mvaginatease">><<set $rightaction to 0>><<arousal 4>><<set $leftarm to "mvagina">><<set $rightarm to "mvagina">> <<if $vaginalvirginity is 1>> <span class="purple">You push two fingers into your <<pussy>> until you poke your unblemished hymen.</span> <<else>> <span class="purple">You push two fingers into your <<pussy>> which parts to allow the intrusion.</span> <</if>> <<elseif $leftaction is "mvagina">> <<set $leftactiondefault to "mvaginatease">><<set $leftaction to 0>><<arousal 2>><<set $leftarm to "mvagina">> <<if $vaginalvirginity is 1>> <span class="purple">You push a finger into your <<pussy>> until you poke your unblemished hymen.</span> <<else>> <span class="purple">You push a finger into your <<pussy>> which parts to allow the intrusion.</span> <</if>> <<elseif $rightaction is "mvagina">> <<set $rightactiondefault to "mvaginatease">><<set $rightaction to 0>><<arousal 2>><<set $rightarm to "mvagina">> <<if $vaginalvirginity is 1>> <span class="purple">You push a finger into your <<pussy>> until you poke your unblemished hymen.</span> <<else>> <span class="purple">You push a finger into your <<pussy>> which parts to allow the intrusion.</span> <</if>> <</if>> <<if $leftaction is "mvaginatease" and $rightaction is "mvaginatease">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 6>> <<if $arousal gte 8000>> Your fingers tease inside your <<pussycomma>> coaxing out lewd fluid. <<elseif $arousal gte 6000>> You gently fuck the entrance of your <<pussy>> with your fingers. <<else>> You push your fingers in and out of your <<pussycomma>> feeling a thrill even without going too deep. <</if>> <<elseif $leftaction is "mvaginatease">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 3>> <<if $arousal gte 8000>> Your finger teases inside your <<pussycomma>> coaxing out lewd fluid. <<elseif $arousal gte 6000>> You gently fuck the entrance of your <<pussy>> with your finger. <<else>> You push your finger in and out of your <<pussycomma>> feeling a thrill even without going too deep. <</if>> <<elseif $rightaction is "mvaginatease">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 3>> <<if $arousal gte 8000>> Your finger teases inside your <<pussycomma>> coaxing out lewd fluid. <<elseif $arousal gte 6000>> You gently fuck the entrance of your <<pussy>> with your finger. <<else>> You push your finger in and out of your <<pussycomma>> feeling a thrill even without going too deep. <</if>> <</if>> <<if $leftaction is "mvaginaclit" and $rightaction is "mvaginaclit">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 4>> <<if $arousal gte 8000>> You press down on your clit with your thumb and rub it in a circular motion. You gently brush the tip with your fingers, but it becomes harder to do as you become more sensitive. <<elseif $arousal gte 6000>> You tease the tip of your clit with your fingers. <<else>> You rub your clit with your fingers, developing a lewd feeling. <</if>> <<elseif $leftaction is "mvaginaclit">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 2>> <<if $arousal gte 8000>> You press down on your clit with your thumb and rub it in a circular motion, feeling your arousal build. <<elseif $arousal gte 6000>> You tease the tip of your clit with your fingers. <<else>> You rub your clit with your fingers, developing a lewd feeling. <</if>> <<elseif $rightaction is "mvaginaclit">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 2>> <<if $arousal gte 8000>> You press down on your clit with your thumb and rub it in a circular motion, feeling your arousal build. <<elseif $arousal gte 6000>> You tease the tip of your clit with your fingers. <<else>> You rub your clit with your fingers, developing a lewd feeling. <</if>> <</if>> <<if $leftaction is "mvaginastop" and $rightaction is "mvaginastop">> <<set $leftactiondefault to "rest">><<set $leftaction to 0>><<set $rightactiondefault to "rest">><<set $rightaction to 0>><<set $leftarm to 0>><<set $rightarm to 0>> <span class="lblue">You move your hands away from your <<pussystop>></span> <<elseif $leftaction is "mvaginastop">> <<set $leftactiondefault to "rest">><<set $leftaction to 0>><<set $leftarm to 0>> <span class="lblue">You move your left hand away from your <<pussystop>></span> <<elseif $rightaction is "mvaginastop">> <<set $rightactiondefault to "rest">><<set $rightaction to 0>><<set $rightarm to 0>> <span class="lblue">You move your right hand away from your <<pussystop>></span> <</if>> <<if $vaginaexist is 1>> <<if $arousal gte 8000>> <<if $worn.under_lower.vagina_exposed is 1 and $worn.lower.vagina_exposed is 1>> Juices leak from your <<pussystop>> <<elseif $worn.lower.vagina_exposed is 1>> Juices leak from your <<pussy>> and seep through your $worn.under_lower.name. <<elseif $worn.under_lower.vagina_exposed is 1>> Juices leak from your <<pussy>> and seep through your $worn.lower.name. <</if>> <</if>> <</if>> <<if $leftaction is "manusentrance" and $rightaction is "manusentrance">> <<set $leftactiondefault to "manusrub">><<set $leftaction to 0>><<set $rightactiondefault to "manusrub">><<set $rightaction to 0>><<arousal 2>><<set $leftarm to "manusentrance">><<set $rightarm to "manusentrance">> <<if $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>> <span class="blue">You reach down to your exposed <<bottom>> and gently press your fingers against your anus.</span> <<elseif $worn.under_lower.anus_exposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press your fingers against your anus through your $worn.lower.name.</span> <<elseif $worn.lower.anus_exposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press your fingers against your anus through your $worn.under_lower.name.</span> <</if>> <<elseif $leftaction is "manusentrance">> <<set $leftactiondefault to "manusrub">><<set $leftaction to 0>><<arousal 2>><<set $leftarm to "manusentrance">> <<if $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>> <span class="blue">You reach down to your exposed <<bottom>> and gently press a finger against your anus.</span> <<elseif $worn.under_lower.anus_exposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $worn.lower.name.</span> <<elseif $worn.lower.anus_exposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $worn.under_lower.name.</span> <</if>> <<elseif $rightaction is "manusentrance">> <<set $rightactiondefault to "manusrub">><<set $rightaction to 0>><<arousal 2>><<set $rightarm to "manusentrance">> <<if $worn.under_lower.anus_exposed is 1 and $worn.lower.anus_exposed is 1>> <span class="blue">You reach down to your exposed <<bottom>> and gently press a finger against your anus.</span> <<elseif $worn.under_lower.anus_exposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $worn.lower.name.</span> <<elseif $worn.lower.anus_exposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $worn.under_lower.name.</span> <</if>> <</if>> <<if $leftaction is "manus" and $rightaction is "manus">> <<set $leftactiondefault to "manustease">><<set $leftaction to 0>><<set $rightactiondefault to "manustease">><<set $rightaction to 0>><<arousal 2>><<set $leftarm to "manus">><<set $rightarm to "manus">> <span class="purple">You push two fingers into your <<bottomstop>></span> <<elseif $leftaction is "manus">> <<set $leftactiondefault to "manustease">><<set $leftaction to 0>><<arousal 2>><<set $leftarm to "manus">> <span class="purple">You push a finger into your <<bottomstop>></span> <<elseif $rightaction is "manus">> <<set $rightactiondefault to "manustease">><<set $rightaction to 0>><<arousal 2>><<set $rightarm to "manus">> <span class="purple">You push a finger into your <<bottomstop>></span> <</if>> <<if $leftaction is "manusrub" and $rightaction is "manusrub">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 4>> <<if $rng gte 67>> You keep your fingers pressed between your <<bottom>> cheeks and gently prod your anus. <<elseif $rng gte 33>> You rub your anus in a circular motion. <<else>> You push your fingers against your anus. You feel it open a little bit. <</if>> <<elseif $leftaction is "manusrub">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 2>> <<if $rng gte 67>> You keep your fingers pressed between your <<bottom>> cheeks and gently prod your anus. <<elseif $rng gte 33>> You rub your anus in a circular motion. <<else>> You push your fingers against your anus. You feel it open a little bit. <</if>> <<elseif $rightaction is "manusrub">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 2>> <<if $rng gte 67>> You keep your fingers pressed between your <<bottom>> cheeks and gently prod your anus. <<elseif $rng gte 33>> You rub your anus in a circular motion. <<else>> You push your fingers against your anus. You feel it open a little bit. <</if>> <</if>> <<if $leftaction is "manustease" and $rightaction is "manustease">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 2>> <<if $rng gte 67>> You gently explore inside your <<bottom>> with your fingers. <<elseif $rng gte 33>> You slowly push your fingers into and out of your anus. <<else>> You fuck your <<bottom>> with your fingers. You feel naughty about playing with such a place. <</if>> <<elseif $leftaction is "manustease">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 2>> <<if $rng gte 67>> You gently explore inside your <<bottom>> with your finger. <<elseif $rng gte 33>> You slowly push your finger into and out of your anus. <<else>> You fuck your <<bottom>> with your fingers. You feel naughty about playing with such a place. <</if>> <<elseif $rightaction is "manustease">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 2>> <<if $rng gte 67>> You gently explore inside your <<bottom>> with your finger. <<elseif $rng gte 33>> You slowly push your finger into and out of your anus. <<else>> You fuck your <<bottom>> with your fingers. You feel naughty about playing with such a place. <</if>> <</if>> <<if $leftaction is "manusprostate" and $rightaction is "manusprostate">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 6>> <<if $arousal gte 8000>> You stroke your prostate, milking it of semen and making you shudder. <<elseif $arousal gte 6000>> You press against your prostate, causing an almost unbearably pleasurable feeling of vulnerability. <<else>> You gently prod your prostate, each poke sending a wave of pleasure through your body. <</if>> <<elseif $leftaction is "manusprostate">> <<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<arousal 3>> <<if $arousal gte 8000>> You stroke your prostate, milking it of semen and making you shudder. <<elseif $arousal gte 6000>> You press against your prostate, causing an almost unbearably pleasurable feeling of vulnerability. <<else>> You gently prod your prostate, each poke sending a wave of pleasure through your body. <</if>> <<elseif $rightaction is "manusprostate">> <<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<arousal 3>> <<if $arousal gte 8000>> You stroke your prostate, milking it of semen and making you shudder. <<elseif $arousal gte 6000>> You press against your prostate, causing an almost unbearably pleasurable feeling of vulnerability. <<else>> You gently prod your prostate, each poke sending a wave of pleasure through your body. <</if>> <</if>> <<if $leftaction is "manusstop" and $rightaction is "manusstop">> <<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $leftarm to 0>><<set $rightarm to 0>> <span class="purple">You move your hands away from your <<bottomstop>></span> <<elseif $leftaction is "manusstop">> <<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $leftarm to 0>> <span class="purple">You move your left hand away from your <<bottomstop>></span> <<elseif $rightaction is "manusstop">> <<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $rightarm to 0>> <span class="purple">You move your right hand away from your <<bottomstop>></span> <</if>> <<if $leftaction is "mrest">> <<set $leftactiondefault to "mrest">><<set $leftaction to 0>> <</if>> <<if $rightaction is "mrest">> <<set $rightactiondefault to "mrest">><<set $rightaction to 0>> <</if>> <br><br> <</nobr>><</widget>>
TheDivineHeir/degrees
game/special-masturbation/effects.twee
twee
mit
40,341
:: Nude Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <<set $timer to $rng>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $timer is 1>> <span id="next"><<link [[Continue|Nude Cat]]>><</link>></span><<nexttext>> <br> <<link [[Stop|Nude Masturbation Finish]]>><<set $finish to 1>><</link>> <br> <<else>> <span id="next"><<link [[Continue|Nude Masturbation]]>><</link>></span><<nexttext>> <br> <<link [[Stop|Nude Masturbation Finish]]>><<set $finish to 1>><</link>> <br> <</if>> :: Nude Masturbation Finish [nobr] <<effects>> You lie back on the grass, panting. <br><br> <<endmasturbation>> <<endcombat>> <<link [[Next|Nude bask]]>><</link>> <br> :: Bath Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<link [[Continue|Bath Masturbation]]>><</link>></span><<nexttext>> <br> <<link [[Stop|Bath Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: Bath Masturbation Finish [nobr] <<effects>> Doing this here means you can wash away the evidence. <br><br> <<endmasturbation>> <<endcombat>> You climb from the bath. <br><br> <<link [[Next|Bathroom]]>><<clotheson>><</link>> <br> :: Men's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You feel safer doing this here than at the orphanage. Bailey isn't going to be barging the door down. <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<link [[Continue|Men's Toilets Masturbation]]>><</link>></span><<nexttext>> <br> <<link [[Stop|Men's Toilets Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: Men's Toilets Masturbation Finish [nobr] <<effects>> <<if $undertype isnot "chastity">> You try to keep the noise down as you are afraid of being caught. <br><br> <</if>> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|Men's Toilets]]>><</link>> <br> :: Women's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You feel safer doing this here than at the orphanage. Bailey isn't going to be barging the door down. <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<link [[Continue|Women's Toilets Masturbation]]>><</link>></span><<nexttext>> <br> <<link [[Stop|Women's Toilets Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: Women's Toilets Masturbation Finish [nobr] <<effects>> <<if $undertype isnot "chastity">> You try to keep the noise down as you are afraid of being caught. <br><br> <</if>> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|Women's Toilets]]>><</link>> <br> :: School Boy's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You wonder what the other students would think of you if you were caught. <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<link [[Continue|School Boy's Toilets Masturbation]]>><</link>></span><<nexttext>> <br> <<link [[Stop|School Boy's Toilets Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: School Boy's Toilets Masturbation Finish [nobr] <<effects>> You listen out in case anyone snuck in while you were distracted. You don't hear anything. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|School Boy's Toilets]]>><</link>> <br> :: School Girl's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You wonder what the other students would think of you if you were caught. <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<link [[Continue|School Girl's Toilets Masturbation]]>><</link>></span><<nexttext>> <br> <<link [[Stop|School Girl's Toilets Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: School Girl's Toilets Masturbation Finish [nobr] <<effects>> You listen out in case anyone snuck in while you were distracted. You don't hear anything. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|School Girl's Toilets]]>><</link>> <br> :: Clearing Spring Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You lie back and allow your hands to wander. <br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<link [[Continue|Clearing Spring Masturbation]]>><</link>></span><<nexttext>> <br> <<link [[Stop|Clearing Spring Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: Clearing Spring Masturbation Finish [nobr] <<effects>> The gentle waters caress you as you open your eyes. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Stay in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass 30>><<stress -6>><<set $phase to 1>><</link>><<lstress>> <br> <<link [[Get out|Eden Clearing]]>><<clotheson>><</link>> :: Maths Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of your maths lesson. You look around. Everyone's distracted. No one would notice.<<exhibitionism4>> <br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<genitalarousal 1>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<link [[Continue|Maths Lesson Masturbate Finish]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Continue|Maths Lesson Masturbate]]>><</link>></span><<nexttext>> <br> <</if>> <<link [[Stop|Maths Lesson Masturbate Finish]]>><<set $finish to 1>><</link>> <br> :: Maths Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<npc River>><<person1>>You hear River marching towards you mid-climax! You try to rearrange your clothing and sit upright, but you can't stop the spasms. When <<he>> realises what you're doing, <<his>> eyes widen and face drains of colour. "You... D-Deten..." <<His>> eyes roll backwards and <<he>> crumples into a heap. <<gdelinquency>><<detention 6>> <br><br> <<endmasturbation>> <<endcombat>> <<if $promiscuity gte 75>> <<link [[Goad the class into a gang bang|Maths Lesson Gang Bang]]>><<endevent>><<set $sexstart to 1>><</link>><<promiscuous5>> <br> <</if>> <<link [[Feign Innocence|Maths Lesson Feign]]>><<clotheson>><<endevent>><</link>> <br> <<else>> <<if $timer lte 0>> You hear River marching towards you! You quickly rearrange your clothing and sit upright. River stops beside you. "You're looking rather flushed," the teacher says. "You should see the nurse after class." You exhale as River walks away. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal. <br><br> <<pass 5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>> <<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom. <br><br> <<if $time is ($hour * 60 + 57)>> <<pass 3>> <<elseif $time is ($hour * 60 + 58)>> <<pass 2>> <<elseif $time is ($hour * 60 + 59)>> <<pass 1>> <</if>> <<link [[Next|Hallways]]>><</link>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsmaths>> <<else>> <<eventsmathssafe>> <</if>> <</if>> <</if>> :: Science Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of your science lesson. You look around. Everyone's distracted. No one would notice. <<exhibitionism4>> <br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing. <<garousal>><<genitalarousal 1>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<link [[Continue|Science Lesson Masturbate Finish]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Continue|Science Lesson Masturbate]]>><</link>></span><<nexttext>> <br> <</if>> <<link [[Stop|Science Lesson Masturbate Finish]]>><<set $finish to 1>><</link>> <br> :: Science Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> A loud bang sounds right behind you, mid-climax. Someone mixed something they shouldn't have, and it's drawing attention your way. You try to rearrange your clothing and act natural, but you can't stop the spasms. You find yourself the centre of attention, with everyone wondering what's wrong with you. <br><br> <<npc Sirris>><<person1>>Sirris rushes over to you, completely unaware of what you were doing. <<He>> looks at the <<generates2>><<person2>><<person>> behind you. "What were you mixing? Did you get any on <<phim>> or anything?" <<person1>><<he>> says. "Answer me!" <br><br> <<person2>>The <<person>> stares at Sirris, mouth agape. <<npc Sirris>>"Everyone, listen," the teacher says. "Your classmate may have something dangerous on <<phimstop>> You, get the hose ready. Quick! I'm going to strip <<phimcomma>> then we need to wash <<phim>> down before the chemicals do any more damage!" <br><br> <<person1>> You try to protest, but the thought of being stripped renews your orgasm, sending you into another twitching fit. Sirris tugs your $worn.upper.name, pulling it up your chest and off your body. The class watch, astounded by the spectacle. Some are clearly eyeing up your <<breastsstop>> <br><br> Sirris goes for your $worn.lower.name next, revealing your <<undies>> to the whole room. <<if $worn.under_lower.type.includes("naked")>> The class gasp as you're exposed in front of them. <<elseif $worn.under_lower.type.includes("chastity")>> <<He>> looks at your $worn.under_lower.name in bewilderment. "What is this?" <<he>> tugs. "It won't come off. There's no time, we'll make do." <<else>> <<He>> doesn't waste time and tugs your $worn.under_lower.name down your thighs. The class gasp as your <<genitals>> are exposed to them. <</if>> <<upperruined>><<lowerruined>><<underruined>><<exposure>> <<covered>> <br><br> "Done. Now the hose. Everyone stand back." <<He>> blasts you with cold water, knocking you off your seat. "I said stand back!" <<He>> continues to hose you down as the class watches, those at the back craning their necks to see. <br><br> <<wash>> "Turn off the hose please," <<he>> says at last. The hose ceases its discharge and Sirris kneels beside you. <<He>> covers you with towels. "How are you feeling?" You can't find the words. <<gtrauma>><<gstress>><<trauma 6>><<stress 6>><<gpain>><<set $pain += 20>> <br><br> <<link [[Next|Science Lesson Masturbate Hose]]>><</link>> <br> <<else>> <<if $timer lte 0>> A loud bang sounds right behind you. Someone mixed something they shouldn't have, and it's drawing attention your way. You quickly rearrange your clothing and hope your flushed and dishevelled look is put down to shock. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal. <br><br> <<pass 5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>> <<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom. <br><br> <<if $time is ($hour * 60 + 57)>> <<pass 3>> <<elseif $time is ($hour * 60 + 58)>> <<pass 2>> <<elseif $time is ($hour * 60 + 59)>> <<pass 1>> <</if>> <<link [[Next|Hallways]]>><</link>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsscience>> <<else>> <<eventssciencesafe>> <</if>> <</if>> <</if>> :: English Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<if $kylarenglishstate is "active">> You want to touch yourself, here in the middle of your English lesson. You look around. Everyone's distracted. No one would notice. Except Kylar. <<exhibitionism5>> <<else>> You want to touch yourself, here in the middle of your English lesson. You look around. Everyone's distracted. No one would notice. <<exhibitionism4>> <</if>> <br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> <<if $kylarenglishstate is "active">> You fondle yourself. The other students are so near, they could so easily see what you're doing. Kylar watches, completely enthralled. <<garousal>><<genitalarousal 1>> <<else>> You fondle yourself. The other students are so near, they could so easily see what you're doing. <<garousal>><<genitalarousal 1>> <</if>> <<if $orgasmdown gte 1 and $kylarenglishstate is "active">> Kylar watches your climax with awe. <<glust>><<npcincr Kylar lust 5>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<link [[Continue|English Lesson Masturbate Finish]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Continue|English Lesson Masturbate]]>><</link>></span><<nexttext>> <br> <</if>> <<link [[Stop|English Lesson Masturbate Finish]]>><<set $finish to 1>><</link>> <br> :: English Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<if $kylarenglishstate is "active">> <<npc Kylar>><<generates2>><<person2>>A <<person>> leans over your desk to chat across the room. You try to stop touching yourself, but you can't control your spasms. <<He>> sees what you're doing. <<His>> mouth gapes for a moment, then <<he>> smiles. "Wow, you're a real pervert," <<he>> whispers. "I should let everyone know. Unless," <<He>> shunts <<his>> desk closer to yours. "Unless you-" <br><br> <<Hes>> interrupted. Kylar lunges over your desk and drags <<him>> to the ground. <<person1>><<He>> straddles the <<person2>><<personcomma>> with one hand around <<his>> throat and the other clutching a knife. Someone screams. "<<pShes>> mine," Kylar says, moving the knife closer to the <<persons>> face. "Mine." <br><br> Doren leaps over the table and grabs Kylar by the waist and wrist, hauling <<person1>><<him>> off the <<person2>><<personstop>> <<person1>><<He>> is pulled backwards towards the exit. <<person1>><<He>> doesn't struggle. <br><br> The <<person2>><<person>> whimpers on the floor. <<His>> friends form a protective ring and shoot you evil looks. The rest of the class whisper amongst themselves until Doren's return. Kylar isn't with <<endevent>><<npc Doren>><<person1>><<himstop>> <<set $kylarenglishstate to "absent">> <<clotheson>> <<endmasturbation>> <<endcombat>> <<link [[Next|English Lesson Daydream]]>><</link>> <br> <<else>> <<generates1>><<person1>>A <<person>> leans over your desk to chat across the room. You try to stop touching yourself, but you can't control your spasms. <<He>> sees what you're doing. <<His>> mouth gapes for a moment, then <<he>> smiles. "Wow, you're a real pervert," <<he>> whispers. "I should let everyone know. Unless," <<He>> shunts <<his>> desk closer to yours. "Unless you wanna be nice to me." <<He>> grabs your wrist and places your hand on <<his>> crotch. <br><br> <<link [[Rub|English Rub]]>><<trauma 6>><<stress 6>><<set $submissive += 1>><</link>><<gtrauma>><<gstress>> <br> <<if $promiscuity gte 55>> <<link [[Punish|English Punish]]>><<set $submissive -= 1>><</link>><<promiscuous4>> <br> <</if>> <<link [[Refuse|English Rub Refuse]]>><<trauma 6>><<stress 6>><<detention 3>><<status -10>><</link>><<lcool>><<gdelinquency>><<gtrauma>><<gstress>> <br> <</if>> <<else>> <<if $timer lte 0>> Another student leans over your desk and starts chatting across the room. You cover yourself and look away. You hope no one noticed. <<if $kylarenglishstate is "active">> "Y-you're so lewd," Kylar gulps. "And brave." <</if>> <<else>> <<if $kylarenglishstate is "active">> Not wanting to risk it further, you rearrange your clothing and sit upright. "Y-you're so lewd," Kylar gulps. "And brave." <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal. <br><br> <<pass 5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>> <<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom. <br><br> <<if $time is ($hour * 60 + 57)>> <<pass 3>> <<elseif $time is ($hour * 60 + 58)>> <<pass 2>> <<elseif $time is ($hour * 60 + 59)>> <<pass 1>> <</if>> <<link [[Next|Hallways]]>><</link>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsenglish>> <<else>> <<eventsenglishsafe>> <</if>> <</if>> <</if>> :: History Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of your history lesson. You look around. Everyone's distracted. No one would notice.<<exhibitionism4>> <br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<genitalarousal 1>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<link [[Continue|History Lesson Masturbate Finish]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Continue|History Lesson Masturbate]]>><</link>></span><<nexttext>> <br> <</if>> <<link [[Stop|History Lesson Masturbate Finish]]>><<set $finish to 1>><</link>> <br> :: History Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<npc Winter>><<person1>>Winter decides to stand by your desk while lecturing, right in the middle of your orgasm. <<He>> stands with <<his>> back to you. You don't think anyone noticed. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<npc Winter>><<person1>> Once your orgasm has subsided Winter turns and leans close. "So you like touching yourself," <<he>> whispers. "I know just what to do with dirty <<girls>> like you. Come with me." <br><br> <<He>> stands upright. "Turn to page 117 please," <<he>> announces to the class. "I shan't be long." You follow <<him>> from the classroom, and into a storage room. It contains various antiques and props that you recognise from <<his>> lessons. <<He>> reaches into a wooden box and produces a metal chastity belt. <br><br> "Strip," <<he>> commands. <<He>> blows dust off the device. "You clearly can't control yourself. This is for your own good." <br><br> <<link [[Strip|History Masturbate Strip]]>><<set $submissive += 1>><<trauma 6>><<stress 6>><</link>><<gtrauma>><<gstress>> <br> <<link [[Refuse|History Masturbate Refuse]]>><<set $submissive -= 1>><<detention 3>><</link>><<gdelinquency>> <br> <<else>> <<if $timer lte 0>> Winter decides to stand by your desk while lecturing. You almost decide to continue and hope no one is paying attention, but you think better of it. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal. <br><br> <<pass 5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>> <<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom. <br><br> <<if $time is ($hour * 60 + 57)>> <<pass 3>> <<elseif $time is ($hour * 60 + 58)>> <<pass 2>> <<elseif $time is ($hour * 60 + 59)>> <<pass 1>> <</if>> <<link [[Next|Hallways]]>><</link>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventshistory>> <<else>> <<eventshistorysafe>> <</if>> <</if>> <</if>> :: Swimming Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of the pool. You look around. Everyone's distracted. No one would notice what you're up to beneath the water.<<exhibitionism4>> <br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<genitalarousal 1>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<link [[Continue|Swimming Lesson Masturbate Finish]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Continue|Swimming Lesson Masturbate]]>><</link>></span><<nexttext>> <br> <</if>> <<link [[Stop|Swimming Lesson Masturbate Finish]]>><<set $finish to 1>><</link>> <br> :: Swimming Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<npc Mason>><<person1>>Mason asks the class to line up at one side of the pool. You're still shaking from your climax and struggle to keep up. <<clotheson>> Mason spots you shivering in the water. <<He>> dives in and shoots towards you, scooping you into <<his>> arms and onto the side of the pool. <<He>> clambers up after you and leans close. "Are you alright?" <<he>> asks. <br><br> <<link [[Nod|Swimming Masturbate Nod]]>><</link>> <br> <<if $promiscuity gte 15>> <<link [[Kiss|Swimming Masturbate Kiss]]>><<status 1>><<detention 2>><</link>><<promiscuous2>><<gdelinquency>><<gcool>> <br> <</if>> <<else>> <<if $timer lte 0>> Mason asks the class to line up at one side of the pool. You won't continue to get away with it while packed so close to the other students. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal. <br><br> <<water>> <<pass 5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>> <<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom. <br><br> <<if $time is ($hour * 60 + 57)>> <<pass 3>> <<elseif $time is ($hour * 60 + 58)>> <<pass 2>> <<elseif $time is ($hour * 60 + 59)>> <<pass 1>> <</if>> <<if $exposed lte 0>> <<link [[Boy's Changing Room|School Boy Changing Room]]>><</link>> <br> <<link [[Girl's Changing Room|School Girl Changing Room]]>><</link>> <br><br> <</if>> <<if $exposed gte 1>> <<link [[Grab some towels and enter the boy's changing room|School Boy Changing Room]]>><<towelup>><</link>> <br> <<link [[Grab some towels and enter the girl's changing room|School Girl Changing Room]]>><<towelup>><</link>> <br><br> <</if>> <<else>> <<if $exposed gte 1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <<elseif $exposed lte 0>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 10))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <</if>> <</if>> <</if>> :: Science Lesson Masturbate Hose [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "I'll have to dispose of your clothes," Sirris says. "You'll need to see the head after class for some spares." <<He>> helps you to your seat, making sure the towels remain covering you. <br><br> Sirris sends the <<person2>><<person>> to the headteacher, and the class commences. You shiver. <br><br> <<towelup>> <<endcombat>> <<pass 5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass 5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>> <<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom. <br><br> <<if $time is ($hour * 60 + 57)>> <<pass 3>> <<elseif $time is ($hour * 60 + 58)>> <<pass 2>> <<elseif $time is ($hour * 60 + 59)>> <<pass 1>> <</if>> <<link [[Next|Hallways]]>><</link>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsscience>> <<else>> <<eventssciencesafe>> <</if>> <</if>> :: Maths Lesson Gang Bang [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $event to "molestationhome">> <<generates1>><<generates2>><<generates3>><<generates4>><<generates5>><<generates6>><<man1init>> <<set $enemytrust += 100>> Still flushed from your play, you sprawl yourself across your desk. You fix a <<person1>><<person>> with your gaze, knowing <<hes>> more curious than most. "The teacher is gone, we should make the most of it. Why don't you come over here," you say. "I need someone to scratch my itch." <br><br> <<He>> walks over to you, you take <<his>> hand and place it on your <<breastsstop>> <<Hes>> hesitant at first, but soon becomes more bold. You invite others to join, and soon a ring has formed around you. Other students remain seated, more embarrassed than aroused by your behaviour.<<famesex 30>><<promiscuity5>> <br><br> <</if>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[Next|Maths Lesson Gang Bang Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Maths Lesson Gang Bang Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Maths Lesson Gang Bang Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Maths Lesson Gang Bang]]>><</link>></span><<nexttext>> <</if>> :: Maths Lesson Gang Bang Finish [nobr] <<effects>> <<if $finish is 1>> The crowd backs away from you as you sit back up. You wonder if they might start doing things to each other, but they don't seem comfortable with the idea. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You other students lie around your desk in a satisfied pile. <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the students away from you. They get the hint, and cease pestering you. <br><br> <<clotheson>> <<endcombat>> <</if>> River soon comes to and looks around with bleary eyes. <<He>> fixes you with a gaze, but doesn't say anything. <<He>> climbs to <<his>> feet and continues the lesson as if nothing happened. <br><br> <<link [[Next|Maths Lesson Daydream]]>><</link>> :: English Rub [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $pronoun is "m">>You unzip <<his>> fly<<else>>You lift up <<his>> skirt<</if>> and <<if $NPCList[0].penis isnot "none">>rub <<his>> penis.<<else>>rub <<his>> pussy.<</if>> <<He>> leans forward and faces <<his>> desk to conceal <<his>> reaction. <<He>> doesn't last long, and cums on your fingers before anyone notices. <br><br> You pull your hand away. "S-see," <<he>> gasps. "That wasn't so bad was it? Don't worry pervert, your secret's safe with me." <br><br> <<clotheson>> <<endmasturbation>> <<endcombat>> <<link [[Next|English Lesson Daydream]]>><</link>> <br> :: English Punish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $pronoun is "m">>You unzip <<his>> fly<<else>>You lift up <<his>> skirt<</if>> and <<if $NPCList[0].penis isnot "none">>rub <<his>> penis.<<else>>rub <<his>> pussy.<</if>> <<He>> leans forward and faces <<his>> desk to conceal <<his>> reaction. <<He>> doesn't last long, and cums on your fingers before anyone notices. <br><br> "S-see," <<he>> gasps. "That wasn't so bad was it? Don't worry pervert, your secret's safe with me." <br><br> <<He>> tries to pull <<his>> desk and chair away, but you grab <<his>> <<if $NPCList[0].penis isnot "none">>penis<<else>>pussy<</if>> and stop <<himstop>> You lean closer, "I'm not done yet," you coo into <<his>> ear. You recommence rubbing. <br><br> <<He>> lasts a bit longer this time, but still cums pretty quickly. You keep teasing <<him>> through <<his>> orgasm, making <<him>> squirm. "Careful," you whisper. "You don't want people to see you like this, right?" <br><br> After a minute <<he>> cums again. "That was the third time," you say as <<he>> stops shaking. "Right in the middle of the classroom. Who's the pervert now?" <br><br> "P-please," <<he>> whimpers. "No more," <br><br> Doren is getting close, so you pull away. The <<person>> shunts <<his>> chair far away from you. You think <<he>> learned <<his>> lesson.<<promiscuity4>> <br><br> <<clotheson>> <<endmasturbation>> <<endcombat>> <<link [[Next|English Lesson Daydream]]>><</link>> <br> :: English Rub Refuse [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "Suit yourself," <<he>> says. "Hey everyone," <<he>> lifts your arm into the air as heads turn to look. "I caught this perv masturbating." <br><br> You try to protest, but your flushed face gives the truth away. <<if $exposed gte 1>>Not to mention your dishevelled clothing.<</if>> You wrench your arm away from the <<person>> as the class bursts into laughter. <br><br> <<fameexhibitionism 30>> <<clotheson>> <<endmasturbation>> <<endcombat>> <<npc Doren>><<person1>>Doren makes <<his>> way over and stands beside your desk. "I can't ignore this I'm afraid. Leighton will want to see you in detention." <<He>> looks concerned. <br><br> <<link [[Nod|English Lesson Daydream]]>><<endevent>><</link>> <br> <<link [[Stare down in shame|English Events Masturbation Stare]]>><<trauma 6>><<stress 6>><<status -10>><<npcincr Doren love 1>><</link>><<gtrauma>><<gstress>><<lcool>> <br> :: English Events Masturbation Stare [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Doren looks around the classroom. "Be quiet!" <<he>> bellows. The class falls silent. <br><br> <<if $dorenhonest isnot 1>> <<person1>>Doren looks back at you. "I'd like to speak to you outside. Come on." You follow <<him>> from the classroom, keeping your head bowed and knowing everyone must be staring at you. <br><br> <<He>> shuts the door behind you and speaks in an uncharacteristically quiet tone. "Is everything alright <<lasscomma>> or is there something you want to tell me about?" <br><br> <<link [[Be honest|English Events Honest]]>><<npcincr Doren love 1>><<stress 6>><<trauma -6>><</link>><<gstress>><<ltrauma>> <br> <<link [[Say you're fine|English Events Masturbation Fine]]>><</link>> <br> <<else>> <<endevent>> <<link [[Next|English Lesson Daydream]]>><</link>> <br> <</if>> :: English Events Masturbation Fine [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You put on a brave face and tell <<him>> you're fine. "Okay. If you say so," <<he>> says. "Now let's get back to class before they break a window." <br><br> <<endevent>> <<link [[Next|English Lesson Daydream]]>><</link>> <br> :: History Masturbate Strip [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $worn.under_lower.type.includes("chastity")>> You <<nervously>> remove your $worn.lower.name, revealing your $worn.under_lower.name. Winter's eyes widen. "Oh," <<he>> says. "You're already locked up, and it wasn't enough?" <<He>> thinks for a moment. "There's only one thing for it." <<He>> sits on the box and bends you over <<his>> knee. <<lowerstrip>> <br><br> <<link [[Next|History Masturbate Spank]]>><<set $molestationstart to 1>><</link>> <br> <<else>> <<if $worn.under_lower.type.includes("naked")>> You remove your $worn.lower.name while trying to keep your <<genitals>> concealed from the teacher. "I'll overlook your lack of underwear, this time," <<he>> says. <<else>> You remove your $worn.lower.name and $worn.under_lower.name while trying to keep your <<genitals>> concealed from the teacher. <<underlowerstrip>> <</if>> <<lowerstrip>> <<underlowerwear 5>> Once effectively naked from the waist down, <<he>> wraps the belt around your waist. The lock shuts with a loud click. "There," <<he>> says. "No more temptation for you." <br><br> <<if $submissive gte 1150>> "Will you let me out?" you ask. <<elseif $submissive lte 850>> "This is humiliating." you say. "Where's the key?" <<else>> "When will you let me out?" you ask. <</if>> <br><br> <<He>> shrugs. "The key is long lost. Hopefully by the time you get out you'll have developed some self control." <<He>> stands up. "Now let's get back to class." <br><br> <<endevent>> <<link [[Next|History Lesson Daydream]]>><<clotheson>><</link>> <</if>> :: History Masturbate Refuse [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "N-no," you say, unable to make eye contact. <<elseif $submissive lte 850>> "Fuck off you old pervert," you say. <<else>> "No," you say. "I don't want to wear it." <</if>> <br><br> "I insist," <<he>> says, and lunges for you. You dodge out the way and flee the room. "We'll see how quick you are once Leighton is through with you," <<he>> shouts as you run down the corridor. <<pass 10>> <br><br> <<endevent>> <<link [[Next|Hallways]]>><</link>> <br> :: History Masturbate Spank [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<npcidlegenitals>> <<set $enemyanger += 150>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|History Masturbate Spank Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|History Masturbate Spank Finish]]>><</link>></span><<nexttext>> <<elseif $enemyanger lte 20>> <span id="next"><<link [[Next|History Masturbate Spank Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|History Masturbate Spank]]>><</link>></span><<nexttext>> <</if>> :: History Masturbate Spank Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You're an energetic one," <<he>> pants. <<tearful>> you follow <<him>> back to class. <br><br> <<clothesontowel>> <<endcombat>> <<link [[Next|History Lesson Daydream]]>><</link>> <br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain and you squirm from <<his>> grip. "You can't run from punishment forever," <<he>> shouts. <<tearful>> you run from the room and down the corridor.<<pass 10>> <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Hallways]]>><</link>> <br> <<else>> <<He>> releases you. "I hope you've learnt your lesson. Masturbation causes all sorts of health problems." <<tearful>> you follow <<him>> back to class. <br><br> <<clothesontowel>> <<endcombat>> <<link [[Next|History Lesson Daydream]]>><</link>> <br> <</if>> :: Swimming Masturbate Nod [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You nod. <<He>> still looks concerned. "If you're sure," <<he>> says. "Tell me if you start shivering like that again. It could be dangerous." <<He>> helps you back into the pool and continues the lesson. <br><br> <<endevent>> <<link [[Next|Swimming Lesson Daydream]]>><</link>> <br> :: Swimming Masturbate Kiss [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You plant a kiss on <<his>> lips. <<He>> recoils with a mix of confusion and horror on <<his>> face. The other students laugh and cheer. <<His>> face turns red. "Okay then," <<he>> says. "Back in the pool." <<He>> avoids looking at you for the rest of the lesson. <<promiscuity2>> <<endevent>> <<link [[Next|Swimming Lesson Daydream]]>><</link>> <br> :: School Boy's Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> Exposed yet hidden, you ogle the undressed boys. You think about what they'd do if they caught you, naked as you are. Your hands wander. <<exhibitionism3>> <<set $timer to random(1, 100)>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 1>> <span id="next"><<link [[Continue|School Boy's Masturbation Caught]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Continue|School Boy's Masturbation]]>><</link>></span><<nexttext>> <br> <</if>> <<link [[Stop|School Boy's Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: School Boy's Masturbation Finish [nobr] <<effects>> One of the boys glances in your direction. You back away from the door, your heart pounding. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|School Pool Entrance]]>><</link>> <br> :: School Boy's Masturbation Caught [nobr] <<effects>> <<endmasturbation>> <<endcombat>> <<generatesm1>><<person1>> <<if $rng gte 81>> You hear a thud from behind. A <<person>> stands gaping at you, <<his>> bag on the floor beside <<himstop>> <<He>> blinks free of <<his>> shock and grins."Guys!" <<he>> shouts. "You have an audience." The changing room falls silent. <br><br> <<if $exhibitionism gte 75>> <<link [[Enter|School Boy's Exhibitionism]]>><<detention 3>><</link>><<gdelinquency>><<exhibitionist5>> <br> <</if>> <<link [[Run|School Boy's Run]]>><</link>> <br> <<else>> You hear a thud from behind. A <<person>> stands gaping at you, <<his>> bag on the floor beside <<himstop>> Blushing, <<he>> grabs <<his>> bag and runs the way <<he>> came. <<gstress>><<stress 3>> <br><br> <<clotheson>> <<link [[Next|School Pool Entrance]]>><</link>> <br> <</if>> :: School Girl's Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> Exposed yet hidden, you ogle the undressed girls. You think about what they'd do if they caught you, naked as you are. Your hands wander. <<exhibitionism3>> <<set $timer to random(1, 100)>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 1>> <span id="next"><<link [[Continue|School Girl's Masturbation Caught]]>><</link>></span><<nexttext>> <br> <<else>> <span id="next"><<link [[Continue|School Girl's Masturbation]]>><</link>></span><<nexttext>> <br> <</if>> <<link [[Stop|School Girl's Masturbation Finish]]>><<set $finish to 1>><</link>> <br> :: School Girl's Masturbation Finish [nobr] <<effects>> One of the girls glances in your direction. You back away from the door, your heart pounding. <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<link [[Next|School Pool Entrance]]>><</link>> <br> :: School Girl's Masturbation Caught [nobr] <<effects>> <<endmasturbation>> <<endcombat>> <<generatesf1>><<person1>> <<if $rng gte 81>> You hear a thud from behind. A <<person>> stands gaping at you, <<his>> bag on the floor beside <<himstop>> <<He>> blinks free of <<his>> shock and grins. "Girls!" <<he>> shouts. "You have an audience." The changing room falls silent. <br><br> <<if $exhibitionism gte 75>> <<link [[Enter|School Girl's Exhibitionism]]>><<detention 3>><</link>><<gdelinquency>><<exhibitionist5>> <br> <</if>> <<link [[Run|School Girl's Run]]>><</link>> <br> <<else>> You hear a thud from behind. A <<person>> stands gaping at you, <<his>> bag on the floor beside <<himstop>> Blushing, <<he>> grabs <<his>> bag and runs the way <<he>> came. <<gstress>><<stress 3>> <br><br> <<clotheson>> <<link [[Next|School Pool Entrance]]>><</link>> <br> <</if>>
TheDivineHeir/degrees
game/special-masturbation/main.twee
twee
mit
44,156
:: Widgets Masturbation [widget] <<widget "endmasturbation">><<nobr>> <<if $masturbationorgasm is 0>> <<if $purity gte 990 and $undertype isnot "chastity">> You didn't cum, but you feel guilty regardless. <<elseif $purity gte 900>> You didn't cum, but that's okay. <<else>> You didn't cum. You feel aggravated. <<gstress>><<stress 6>> <</if>> <<elseif $masturbationorgasm is 1>> You feel satisfied. <<elseif $masturbationorgasm is 2>> You came twice. You feel satisfied. <<elseif $masturbationorgasm is 3>> You came three times. You feel a warm glow. <<elseif $masturbationorgasm is 4>> You came four times. You feel a warm glow. <<elseif $masturbationorgasm is 5>> You came five times. You pant. <<elseif $masturbationorgasm is 6>> You came five times. You pant. <<elseif $masturbationorgasm lte 10>> You came $masturbationorgasm times. Your body is tired. <<elseif $masturbationorgasm lte 15>> You came $masturbationorgasm times. You're quite the trooper. <<elseif $masturbationorgasm lte 20>> You came $masturbationorgasm times. This is getting silly. <<elseif $masturbationorgasm lte 30>> You came $masturbationorgasm times. Are you sure your body can handle it? <<elseif $masturbationorgasm lte 50>> You came $masturbationorgasm times. There are other ways to cope with stress you know. <<else>> You came $masturbationorgasm times. Tentacle monsters could learn a thing or two about endurance from you. <</if>> <<if $purity gte 990 and $undertype isnot "chastity">> Do other <<if $player.gender is "m">>boys<<else>>girls<</if>> do this, or are you a freak? <</if>> <br><br> <</nobr>><</widget>> <<widget "masturbationstart">><<nobr>> <<if $undertype isnot "chastity">> You fondle your <<genitalsstop>> <<if $purity gte 990>> You know you'd feel guilty if you went further, but it feels so good. <<elseif $purity gte 900>> Would it be so bad if you went a bit further? <<else>> You feel it yearn to be touched. <</if>> <</if>> <br><br> <</nobr>><</widget>>
TheDivineHeir/degrees
game/special-masturbation/widgets.twee
twee
mit
2,047
:: Test [nobr] Gender - <<print $NPCName[$NPCNameList.indexOf("Leighton")].gender>><br> Pronoun - <<print $NPCName[$NPCNameList.indexOf("Leighton")].pronoun>><br> Penis - <<print $NPCName[$NPCNameList.indexOf("Leighton")].penis>><br> Penis Description - <<print $NPCName[$NPCNameList.indexOf("Leighton")].penisdesc>><br> Penis Size - <<print $NPCName[$NPCNameList.indexOf("Leighton")].penissize>><br> Vagina - <<print $NPCName[$NPCNameList.indexOf("Leighton")].vagina>><br> Penis Modifier - $penis_mod<br> Test -$test2<br> ::Test2 [nobr] $NPCList[_n].penis :: Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust += 100>><<promiscuity5>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[Next|Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Sex]]>><</link>></span><<nexttext>> <</if>> :: Sex Finish [nobr] <<set $outside to 0>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Text about the aftermath of them cumming. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Sex]]>><</link>>/*Point links wherever you want the player to end up*/ <<elseif $enemyhealth lte 0>> Text about escaping. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Sex]]>><</link>> <<else>> Text about the encounter stopping because you ended it. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Sex]]>><</link>> <</if>> :: Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $rescue to 1>>/*Remove line if rescue is impossible*/ <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Rape Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Rape Finish]]>><</link>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<link [[Next|Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Rape]]>><</link>></span><<nexttext>> <</if>> :: Rape Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Text about the aftermath of them cumming. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Rape]]>><</link>>/*Point links wherever you want the player to end up*/ <<elseif $enemyhealth lte 0>> Text about escaping. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Rape]]>><</link>> <<else>> <<set $rescued += 1>>/*Unnecessary if rescue is impossible*/ Text about being rescued. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Rape]]>><</link>> <</if>> :: Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral 1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust -= 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Fight Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Fight Finish]]>><</link>></span><<nexttext>> <<elseif $pain gte 100 and $willpowerpain is 0>> <span id="next"><<link [[Next|Fight Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Fight]]>><</link>></span><<nexttext>> <</if>> :: Fight Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Text about the aftermath of them cumming. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Fight]]>><</link>>/*Point links wherever you want the player to end up*/ <<elseif $enemyhealth lte 0>> Text about escaping. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Fight]]>><</link>> <<else>> Text about being too hurt to fight. <br><br> <<tearful>> you recover. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Fight]]>><</link>> <</if>> :: Skulduggery [nobr] <<effects>> <<set $skulduggerydifficulty to 200>> <<link [[Next|Skulduggery 2]]>><</link>><<skulduggerydifficulty>> <br> :: Skulduggery 2 [nobr] <<effects>> Possible text describing your attempt. <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> Text describing your success. <br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span> <br><br> <</if>> <<link [[Next|Skulduggery]]>><</link>> <br> <<else>> Text describing your failure. <br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span> <br><br> <</if>> <<link [[Next|Skulduggery]]>><</link>> <br> <</if>> :: Beast Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral 1>> <<set $event to "dogpack">> <<beast1init>><<beasttype dog>> <</if>> <<effects>> <<effectsman>> <br> <<beast>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $finish is 1>> <span id="next"><<link [[Next|Beast Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beast Sex Finish]]>><</link>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<link [[Next|Beast Sex Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link [[Next|Beast Sex]]>><</link>></span><<nexttext>> <</if>> :: Beast Sex Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Insert text about the aftermath of the beast cumming. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> Insert text about the beast running. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>> <<else>> Insert text about the beast stopping because you asked it to. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>> <</if>> :: Beast Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence 1>> <<neutral 1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<beasttype dog>> <</if>> <<effects>> <<effectsman>> <br><br> <<beast>> <br><br> <<stateman>> <br><br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<link [[Next|Beast Rape Finish]]>><</link>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<link [[Next|Beast Rape Finish]]>><</link>></span><<nexttext>> <<else>> <span id="next"><<link "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</link>></span><<nexttext>> <</if>> :: Beast Rape Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Insert text about the aftermath of the beast cumming. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>> <<elseif $enemyhealth lte 0>> Insert text about the beast running. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>> <<else>> Insert text about being rescued. <br><br> <<tearful>> you gather yourself. <br><br> <<clotheson>> <<endcombat>> <<link [[Next|Beast Rape]]>><<set $eventskip to 1>><</link>> <</if>> :: Seduce [nobr] <<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>> <br><br> <<if $seductionskill lt 1000>><span class="gold">You feel more confident in your powers of seduction.</span><</if>><<seductionskilluse>> <br><br> Text detailing your seduction attempt. <<promiscuity3>> <<if $seductionrating gte $seductionrequired>> Text detailing your seduction success. <br><br> <<else>> Text detailing your seduction failure. <br><br> <</if>> <<set $lock to 300>> The door is locked tight. <br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span> <br><br> <<link [[Break in (0:05)|Elk Compound Interior]]>><<pass 5>><<crimeup 1>><</link>><<crime>> <br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>> <br><br> <</if>> You successfully pick the lock and enter the building. <<set $compoundcentre to 1>><<set $compoundalarm += 1>> <<if $skulduggery lt 400>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> :: Template for a widget that outputs text based on character's state [nobr] <<widget "widgetname">><<nobr>> <<exposure>>/*Makes sure your clothing state is up to date*/ <<if $optionalvariable is "something">> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <</if>> <</if>> <<else>> <<if $trauma gte (($traumamax / 5) * 4)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <</if>> <<elseif $trauma gte (($traumamax / 5) * 1)>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <</if>> <<else>> <<if $stress gte (($stressmax / 5) * 4)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<elseif $stress gte (($stressmax / 5) * 1)>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <<else>> <<if $arousal gte (($arousalmax / 5) * 4)>> <<elseif $arousal gte (($arousalmax / 5) * 1)>> <<else>> <</if>> <</if>> <</if>> <</if>> <</nobr>><</widget>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<else>> <</if>> <<if $test is "" or $test is undefined>><<set $test to "default">><</if>> <<textbox "$test" $test>> <<if $physique gte $rng * 100 + 6000>> <<if $npcspeechcycle is 0>> <<He>> speaks. "" <<elseif $npcspeechcycle is 1>> <<He>> speaks. "" <<elseif $npcspeechcycle is 2>> <<He>> speaks. "" <<elseif $npcspeechcycle is 3>> <<He>> speaks. "" <<elseif $npcspeechcycle is 4>> <<He>> speaks. "" <<elseif $npcspeechcycle is 5>> <<He>> speaks. "" <<else>> <<He>> speaks. "" <</if>> :: Save and load NPC [nobr] <<generate1>><<generate2>> <<saveNPC 0 "john">> <<saveNPC 1 "jane">> <<endevent>> <<loadNPC 0 "john">><<person1>> <<loadNPC 1 "jane">><<person2>> <<endevent>> $NPCName[$NPCNameList.indexOf("Robin")].love
TheDivineHeir/degrees
game/special-templates/main.twee
twee
mit
13,726
@rem Argument: GIF file (w/o extension). Creates a spritesheet PNG with same name in same folder. Removes original GIF @magick montage %1.gif -tile x1 -geometry "1x1+0+0<" -alpha On -background "rgba(0, 0, 0, 0.0)" -quality 100 %1.png && @del %1.gif
TheDivineHeir/degrees
img/split.bat
Batchfile
mit
249
#!/bin/bash if [ ! -d ".git" ]; then #not running in git repo, so can't use git commands :-) echo "No .git repo found - skipping sanity checks" exit 0 fi WARNING='\033[93m' WARNING='\033[93m' ENDC='\033[0m' myprint() { while read data; do echo -n -e "[$1]$WARNING" echo "$data" done } GREP="git grep -n --color" # Check for missing right angle bracket: <</if> $GREP "<</[^>]*>[^>]" -- 'game/*' | myprint "MissingClosingAngleBracket" $GREP "<<[^>()]*>[^()<>"$'\r]*\r'"\?$" -- 'game/*' | myprint "MissingClosingAngleBracket" # Check for missing left angle bracket: </if>> $GREP "\([^<]\|^\)</\?\(if\|else\|case\|set\|print\|elseif\)" -- 'game/*' | myprint "MissingOpeningAngleBracket2" # Check for accidental assignment. e.g.: <<if $foo = "hello">> $GREP "<<[ ]*if[^>=]*[^><\!=]=[^=][^>]*>>" -- 'game/*' | myprint "AccidentalAssignmentInIf" # Check for accidental assignment. e.g.: <<elseif $foo = "hello">> $GREP "<<[ ]*elseif[^>=]*[^><\!=]=[^=][^>]*>>" -- 'game/*' | myprint "AccidentalAssignmentInElseIf" # Check for missing ". e.g.: <<if $foo == "hello>> # $GREP -e "<<[^\"<>]*\"[^\"<>]*>>" -- 'game/*' | myprint "MissingSpeechMark" # Check for missing ". e.g.: <<if $foo = "hello) # $GREP -e "<<[^\"<>]*\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\"\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\([^\"<>]\| [<>] \)*>>" --and --not -e "*[^']*" -- 'game/*' | myprint "MissingSpeechMark2" # Check for colours like: @@color:red - should be @@.red $GREP -e "@@color:" --and --not -e "@@color:rgb([0-9 ]\+,[0-9 ]\+,[0-9 ]\+)" -- "game/*" | myprint "UseCssColors" # Check for missing $ in activeSlave or PC $GREP "<<[ ]*[^\$><_\[]*\(activeSlave\|PC\)[.]" -- "game/*" | myprint "MissingDollar" # Check for closing bracket without opening bracket. e.g.: <<if foo)>> (but <<case "foo")>> is valid, so ignore those $GREP -e "<<[ a-zA-Z]\+\([^()<>]\|[^()<>][<>][^()<>]\)*)" --and --not -e "<< *case" -- "game/*" | myprint "MissingOpeningBracket" # Check for opening bracket without closing bracket. e.g.: <<if (foo>> $GREP -e "<<[ a-zA-Z]\([^<>]\|[^<>][<>][^<>]\)\+(\([^()<>]\|[^<>()][<>][^<>()]\|([^<>()]*])\)*>>" -- "game/*" | myprint "MissingClosingBracket" # Check for two closing brackets but one opening bracket. e.g.: <<if (foo))>> $GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*)[^()]*)[^()<>]*>>" -- "game/*" | myprint "MissingOpeningBracket2" # Check for one closing bracket but two opening brackets. e.g.: <<if ((foo)>> $GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*([^()]*)[^()<>]*>>" -- "game/*" | myprint "MissingClosingBracket2" $GREP -e "<<.*[(][^<>)]*[(][^<>)]*)\?[^<>)]*>>" -- "game/*" | myprint "MissingClosingBracket3" # Check for missing >>. e.g.: <<if $foo $GREP "<<[^<>]*[^,\"\[{"$'\r]\r'"\?$" -- 'game/*' | myprint "MissingClosingAngleBrackets" # Check for too many >>>. e.g.: <</if>>> $GREP "<<[^<>\"]*[<>]\?[^<>\"]*>>>" -- "game/*" | myprint "TooManyAngleBrackets" # Check for too many <<<. e.g.: <<</if>> $GREP "<<<[^<>\"]*[<>]\?[^<>\"]*>>" -- "game/*" | myprint "TooManyAngleBrackets2" # Check for wrong capitalisation on 'activeslave' and other common typos $GREP "\(csae\|[a-z] She \|attepmts\|youreslf\|advnaces\|canAcheive\|setBellySize\|SetbellySize\|setbellySize\|bellypreg\|pregBelly\|bellyimplant\|bellyfluid\|pronounCaps\|carress\)" -- 'game/*' | myprint "SpellCheck" $GREP "\(recieve\|recieves\)" -- 'game/*' | myprint "PregmodderCannotSpellReceive" $GREP "\$slave\[" -- 'game/*' | myprint "ShouldBeSlaves" # Check for strange spaces e.g. $slaves[$i]. lips $GREP "\$slaves\[\$i\]\. " -- 'game/*' | myprint "MissingPropertyAfterSlaves" # Check, e.g., <<//if>> $GREP "<</[a-zA-Z]*[^a-zA-Z<>]\+[a-zA-Z]*>>" -- 'game/*' | myprint "DoubleSlash" # Check, e.g. <<else $foo==4 $GREP "<<else >\?[^>]" -- 'game/*' | myprint "ShouldBeElseIf" # Check, e.g., =to $GREP "=to" -- 'game/*' | myprint "EqualAndTo" # Check, e.g. <<set foo == 4>> $GREP "<<set[^{>=]*==" -- 'game/*' | myprint "DoubleEqualsInSet" # Check for, e.g <<if slaves[foo]>> $GREP "<<\([^>]\|[^>]>[^>]\)*[^$]slaves\[" -- 'game/*' | myprint "MissingDollar" # Check for missing $ or _ in variable name: $GREP -e "<<[a-zA-Z]\([^>\"]\|[^>]>[^>]\|\"[^\"]*\"\)* [a-zA-Z]\+ * =" -- game/* | myprint "MissingDollar2" # Check for missing command, e.g. <<foo = $GREP -e "<<[a-zA-Z]* = *" -- game/* | myprint "BadCommand" # Check for duplicate words, e.g. with with $GREP -e " \(\b[a-zA-Z][a-zA-Z]\+\) \1\b " --and --not -e " her her " --and --not -e " you you " --and --not -e " New New " --and --not -e "Slave Slave " --and --not -e " that that " --and --not -e " in in " --and --not -e " is is " -- 'game/*' | myprint "Duplicate words" # Check for obsolete SugarCube macros $GREP -E "<<display |<<click|<<.*\.contains" -- game/* | myprint "ObsoleteMacro" # Check for double articles $GREP -E "\Wa an\W" -- game/* | myprint "DoubleArticle" # Check for incorrect articles $GREP -i -E "\Wa (a|e|i|o|u)." -- game/* | grep -a -i -vE "\Wa (un|eu|us|ut|on|ur|in)." | grep -a -i -vE "(&|<<s>>|UM)." | myprint "IncorrectArticle" $GREP -i -E "\Wan (b|c|d|f|g|j|k|l|m|n|p|q|r|s|t|v|w|x|y|z)\w." -- game/* | grep -a -i -vE "[A-Z]{3}" | myprint "IncorrectArticle" # Check for $ sign mid-word $GREP -i "\w$\w" -- game/* | myprint "VarSignMidWord" # check for $ sign at beginning of macro $GREP '<<\s*\$' -- 'game/*' | myprint "VarSignAtMacroStart" # check for missing ; before statement $GREP 'if $ ' -- 'game/*' | myprint "missing ; before statement" $GREP 'elseif $ ' -- 'game/*' | myprint "missing ; before statement" # Check that we do not have any variables that we use only once. e.g. $onlyUsedOnce # Ignore *Nationalities ( cd game/ find . -name "*.twee" -exec cat '{}' ';' | tr -c '$a-zA-Z' '\n' | sed -n '/^[$]/p' | sort | uniq -u | sed 's/^[$]/-e[$]/' | sed 's/$/\\\\W/' | xargs -r git grep -n --color | myprint "OnlyUsedOnce" find . -name "*.twee" -exec cat '{}' ';' | tr -c '.$a-zA-Z[]_' '\n' | sed 's/SugarCube\.State\.variables\./$/g' | sed -n -e 's/^[$]\(PC\|activeSlave\|\(slaves\|tanks\)\[[^]]*\]*\)[.]\([a-zA-Z]\+\).*$/[.]\3/p' | sort | uniq -u |sed 's/^\(.*\)$/-e\1\\\\\b/' | xargs -r git grep -n --color | myprint "SlaveAttributeUsedOnce" $GREP "\$\(PC\|activeSlave\|slaves\|tanks\)[.][^a-zA-Z]" | myprint "UnexpectedCharAfterDot" #Find all the variables listed in init.twee VARIABLELIST=$(cat base-system/init.twee | tr -c '$a-zA-Z' '\n' | sed -n '/^[$]/p' | sort | uniq) # Find all variables anywhere. Commented out because the output is too noisy currently #VARIABLELIST=$(find . -name "*.twee" -exec cat '{}' ';' | tr -c '$a-zA-Z' '\n' | sed -n '/^[$]/p' | sort | uniq) MISSINGFROMVERSIONUPDATE=$(for variable in $VARIABLELIST; do grep -q "$variable" base-system/version-update.twee || echo "$variable"; done) echo -e "base-system/version-update.twee$ENDC: $(echo $MISSINGFROMVERSIONUPDATE)" | myprint "MissingFromVersionUpdate" ) git ls-files "game/*.twee" | xargs -d '\n' ./devTools/check.py
TheDivineHeir/degrees
sanityCheck
none
mit
6,914
/*CSS override*/ /*Remove comments to apply*/ /*#stats { top: 256px; } body.has-images #story-caption { margin-top: calc(278px - 2.5em); }*/
TheDivineHeir/degrees
style.css
CSS
mit
143
module.exports = { "plugins": ["jasmine"], "env": { "browser": true, "es2021": true, "jasmine": true, "node": true }, "extends": "eslint:recommended", "parserOptions": { "ecmaVersion": 12, "sourceType": "module" }, "rules": { "no-var": "warn", "sort-imports": "error", "no-unused-vars": [ 1, {"argsIgnorePattern": "^_"} ], "prefer-const": "warn" }, overrides: [ { files: ["*.ts", "*.tsx"], "parser": "@typescript-eslint/parser", "plugins": [ "@typescript-eslint" ], "extends": [ "plugin:@typescript-eslint/eslint-recommended", "plugin:@typescript-eslint/recommended" ] } ] };
cchudzicki/mathbox
.eslintrc.js
JavaScript
mit
720
/node_modules/* /bower_modules/* .DS_Store .tmp/* release/mathbox-0.0.x* *bower_components decaffeinate* build_testing/ build_docs/ # for now out least typedoc/
cchudzicki/mathbox
.gitignore
Git
mit
161
# Ignore artifacts: build coverage docs release .*
cchudzicki/mathbox
.prettierignore
none
mit
50
### MathBox Changelog 2.1.1 !16 applies JS-ported patches from the following open merge requests: - https://gitgud.io/unconed/mathbox/-/merge_requests/11/ - https://gitgud.io/unconed/mathbox/-/merge_requests/10 - https://gitgud.io/unconed/mathbox/-/merge_requests/9 - https://gitgud.io/unconed/mathbox/-/merge_requests/8 - https://gitgud.io/unconed/mathbox/-/merge_requests/7 - https://gitgud.io/unconed/mathbox/-/merge_requests/6 - https://gitgud.io/unconed/mathbox/-/merge_requests/5 Thanks to @bobqwatsonsapphire, @carl00s01 and @Beddington for these fixes. 0.0.5 - ⚠️ Rename array `length` to `width` for consistency. - ⚠️ Reverse the polarity on `zOrder`, higher zOrder should be drawn later. - ⚠️ Rename resample/lerp `centeredWidth`, `centeredHeight`, ... to `centeredX`, `centeredY` for consistency. - ⚠️ Change data sampler to not auto-wrap/repeat since it was 2D only. Out-of-bounds sampling is now undefined unless you add `<repeat />` or `<clamp />` (works in 4D). - Add miter/round/bevel `join` prop for lines, with improved handling of degenerate cases in 3D. - Fix anchor logic on `<grow />` being applied to unpinned axes. - Add 'binary' / 'hold' ease to force a binary (halfway) or hold (to end) transition. - Flatten selector arrays recursively, e.g. `sources: [array1, "#array2"]` now works. - Refactor `<resample />` and `<lerp />` to handle relative sizes/padding correctly with uncentered sampling. - Add `<subdivide />` operator to lerp geometries non-evenly, see `test/subdivide.html` for uses. - Add `<clamp />` for clamp-to-edge sampling in 4D. - Round fractional sample indices for 3D/4D buffers to ensure correct alignment when resampling. Set `aligned: true` on `array`/`matrix`/... to disable this when integer lookups are guaranteed. - Fix bug when a text atlas is emptied completely. - Minor documentation improvements (basic API). 0.0.4 - New `<readback />` sink that exposes internal readback functionality. - Make `<array />`, `<matrix />`, `<voxel />` and `<text />` auto-detect `null` dimensions from `data` if given. - Fix `<text />` not parsing >1 string from an array. - Fix public `channels` on `<text />` being 4 instead of 1. - Removed unused font properties from `<retext />`. - Fix final/const props being overwritable on initial set. - Rename `<text expand={n} />` to `<text sdf={n} />` (signed distance field) to avoid confusion with `<label expand={n} />` - Change default `<label />` color from black to gray to match other primitives. - Fix data array emitters for larger item sizes. - Add thunk lerper to animate data arrays on keyframe tracks. - Remove default zOrder on `<axis />` and `<grid />`. - Clean slate NPM dependencies. - Fix `gulp-rename` compatibility. - Improved axis, grid, helix, lerp, label, strip examples. - Improved idiomatic time examples. - New color cube, vertex color, fragment color, tiles and ortho examples. - Document instanced traits (e.g. `divideX`) and non-standard defaults. - Support fragment passes on unshaded geometry. - Added `lineBias` prop to set Z-bias between surface/face and its wireframe. - Allow passing modified STPQ coordinates from `<vertex />` to `<fragment />` (see `fragmentcolor.html` example) 0.0.3 - New `docs/intro.md`, add nullable examples to `docs/primitives.md`. - Add `sizes` binding to `<point />` to change per-point size. - New `<mask />` pass for custom transition effects, remove clip leftover. - Fix `<clock>` reporting incorrect real time and delta. - Fix `<step />` counting repeated stops as skips. - Fix docs on `<transition>` `durationEnter`/`Exit`. - Fix `<scale />` not tracking span changes. - Fix color [r, g, b] syntax parser. - Remove children in reverse order to avoid reindexing.
cchudzicki/mathbox
CHANGES.md
Markdown
mit
3,752
github: [sritchie]
cchudzicki/mathbox
FUNDING.yml
YAML
mit
19
# MathBox ### Presentation-quality WebGL math graphing ![MathBox](http://acko.net/files/mathbox2/cover1.jpg) MathBox is a library for rendering presentation-quality math diagrams in a browser using WebGL. Built on top of Three.js and ShaderGraph, it provides a clean API to visualize mathematical relationships and animate them declaratively. MathBox is used through its JS-based DOM. For background, see the [article series on Acko.net](http://acko.net/blog/mathbox2/). Demos: - [Audio Visualizer](http://acko.net/files/mathbox2/iframe-readyornot.html) - [Cylindrical Stream](http://acko.net/files/mathbox2/iframe-cylindrical-stream.html) - [Data/Shape Mapping](http://acko.net/files/mathbox2/iframe-lineup.html) - [LaTeX/HTML/GL Labels](http://acko.net/files/mathbox2/iframe-labels.html) - [Quaternion Hypersphere](http://acko.net/files/mathbox2/iframe-quat.html) - [Render-to-Texture History](http://acko.net/files/mathbox2/iframe-rtt-history.html) - [Vertex Warping](http://acko.net/files/mathbox2/iframe-vertex.html) - [Volumetric Vectors](http://acko.net/files/mathbox2/iframe-volume.html) Presentations: - [The Pixel Factory](http://acko.net/files/gltalks/pixelfactory/online.html#0) _Note: this repo uses submodules, clone it with `--recursive` or do a `git submodule update --init` after cloning._ --- ## Download Install via npm: ```bash npm install mathbox ``` Open the included `/examples` to see more demos. --- ## Docs & Help See: - [Quick Start](docs/intro.md) for a hands on introduction. - [Glossary](docs/glossary.md) of terms to help get familiar with MathBox and WebGL. - [MathBox API](docs/api.md) for typical usage. - [List of Primitives](docs/primitives.md) for a full element reference. - [Writing Custom Shaders](docs/shaders.md) for info on custom shaders and GPU-side processing. - [Context API](docs/context.md) for advanced usage. Join us in the [MathBox Google Group](https://groups.google.com/forum/#!forum/mathbox) or #mathbox on Freenode. --- ## Usage Include the bundle: ```html <script src="./mathbox-bundle.js"></script> ``` Construct a MathBox instance using the provided `mathBox()` constructor: ```javascript var mathbox = mathBox(options); if (mathbox.fallback) throw "WebGL not supported"; var three = mathbox.three; // three.renderer, three.scene, three.camera ``` See [threestrap](https://github.com/unconed/threestrap) for all available `options`. e.g. To spawn inside a specific element, do: ```javascript var element = document.querySelector("#my-thing"); var mathbox = MathBox.mathBox({ element: element }); ``` On initialization, it returns a MathBox API object, wrapping the MathBox <root>. You can spawn new nodes: ```jsx <cartesian range={[ [-2, 2], [-1, 1], [-1, 1], ]} scale={[2, 1, 1]} > <axis axis={1} /> <axis axis={2} /> </cartesian> ``` via ```javascript var view = mathbox .cartesian({ range: [ [-2, 2], [-1, 1], [-1, 1], ], scale: [2, 1, 1], }) .axis({ axis: 1, }) .axis({ axis: 2, }); ``` You can select objects using `.select()` and a CSS-like selector to get a jQuery-like selection: ```javascript mathbox.select("cartesian > axis"); ``` Use `.print()`, `.inspect()` and `.debug()` to show information about a selection. --- ## Development /src tree: - model/ - DOM tree + CSS selector handling - primitives/ - The DOM node types (the legos) - render/ - Smart proxies for Three.js (the glue) - shaders/ - GLSL code - stage/ - API / controllers - util/ - It's inevitable Uses `gulp` to build itself. --- ## Related Projects - [threestrap](https://github.com/unconed/threestrap) - Three.js bootstrapper - [shadergraph](https://github.com/unconed/shadergraph) - Functional GLSL linker --- MathBox and ShaderGraph (c) Steven Wittens 2013-2022. MIT License. Libraries and 3rd party shaders (c) their respective authors.
cchudzicki/mathbox
README.md
Markdown
mit
3,897
## Notes on Getting Mathbox Running - I've got this... ``` curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.38.0/install.sh | bash nvm install node ``` ## Editing in Spacemacs ``` npm install -g eslint ``` That is sort of annoying. When you get prompted for `lsp`, do `json-ls`. ### Spacemacs Layers - `gpu` ### Safari - Develop, Experimental Features, WebGL 2.0 ### Random Make sure to delete: ```sh rm -rf node_modules/gulp-eslint/node_modules/eslint ``` to get eslint working. This dependency keeps an old eslint on the classpath.
cchudzicki/mathbox
RUNNING.md
Markdown
mit
556
export class Context { static initClass(): void; constructor(renderer: any, scene?: null, camera?: null); canvas: any; element: any; shaders: any; renderables: Render.Factory; overlays: Overlay.Factory; scene: any; camera: any; defaultCamera: any; attributes: Model.Attributes; primitives: Primitives.Factory; root: any; model: Model.Model; guard: Model.Guard; controller: Stage.Controller; animator: Stage.Animator; api: Stage.API; speed: number; time: { now: number; time: number; delta: number; clock: number; step: number; }; init(): Context; destroy(): Context; resize(size: any): Context; frame(time: any): Context; pre(time: any): Context; update(): Context; render(): Context; post(): Context; setWarmup(n: any): Context; getPending(): any; } import * as Render from "./render"; import * as Overlay from "./overlay"; import * as Model from "./model"; import * as Primitives from "./primitives"; import * as Stage from "./stage";
cchudzicki/mathbox
build/esm/context.d.ts
TypeScript
mit
1,101
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as Model from "./model"; import * as Overlay from "./overlay"; import * as Primitives from "./primitives"; import * as Render from "./render"; import * as Shaders from "./shaders"; import * as Stage from "./stage"; import * as Util from "./util"; import { PerspectiveCamera } from "three/src/cameras/PerspectiveCamera.js"; export class Context { static initClass() { // Export for extending. TODO what is the story here, what is this syntax? this.Namespace = { Model, Overlay, Primitives, Render, Shaders, Stage, Util, DOM: Util.VDOM, }; } //------------------------------------------------------------------- // Set up entire environment constructor(renderer, scene = null, camera = null) { // DOM container let canvas; this.canvas = canvas = renderer.domElement; this.element = null; // Rendering factory this.shaders = Shaders.Factory(Shaders.Snippets); this.renderables = new Render.Factory(Render.Classes, renderer, this.shaders); this.overlays = new Overlay.Factory(Overlay.Classes, canvas); this.scene = this.renderables.make("scene", { scene }); this.camera = this.defaultCamera = camera != null ? camera : new PerspectiveCamera(); // Primitives factory this.attributes = new Model.Attributes(Primitives.Types, this); this.primitives = new Primitives.Factory(Primitives.Types, this); this.root = this.primitives.make("root"); // Document model this.model = new Model.Model(this.root); this.guard = new Model.Guard(); // Scene controllers this.controller = new Stage.Controller(this.model, this.primitives); this.animator = new Stage.Animator(this); // Public API this.api = new Stage.API(this); // Global clocks, one real-time and one adjustable this.speed = 1; this.time = { now: +new Date() / 1000, time: 0, delta: 0, clock: 0, step: 0, }; } //------------------------------------------------------------------- // Lifecycle init() { this.scene.inject(); this.overlays.inject(); return this; } destroy() { this.scene.unject(); this.overlays.unject(); return this; } resize(size) { /* { viewWidth, viewHeight, renderWidth, renderHeight, aspect, pixelRatio } */ if (size == null) { size = {}; } if (size.renderWidth == null) { size.renderWidth = size.viewWidth != null ? size.viewWidth : (size.viewWidth = 1280); } if (size.renderHeight == null) { size.renderHeight = size.viewHeight != null ? size.viewHeight : (size.viewHeight = 720); } if (size.pixelRatio == null) { size.pixelRatio = size.renderWidth / Math.max(0.000001, size.viewWidth); } if (size.aspect == null) { size.aspect = size.viewWidth / Math.max(0.000001, size.viewHeight); } this.root.controller.resize(size); return this; } frame(time) { /* { now, clock, step } */ this.pre(time); this.update(); this.render(); this.post(); return this; } //------------------------------------------------------------------- // Broken down update/render cycle, for manual scheduling/invocation pre(time) { if (!time) { time = { now: +new Date() / 1000, time: 0, delta: 0, clock: 0, step: 0, }; time.delta = this.time.now != null ? time.now - this.time.now : 0; // Check for stopped render loop, assume 1 60fps frame if (time.delta > 1) { time.delta = 1 / 60; } time.step = time.delta * this.speed; time.time = this.time.time + time.delta; time.clock = this.time.clock + time.step; } this.time = time; if (typeof this.root.controller.pre === "function") { this.root.controller.pre(); } return this; } update() { this.animator.update(); this.attributes.compute(); this.guard.iterate({ step: () => { let change = this.attributes.digest(); return change || (change = this.model.digest()); }, last() { return { attribute: this.attributes.getLastTrigger(), model: this.model.getLastTrigger(), }; }, }); if (typeof this.root.controller.update === "function") { this.root.controller.update(); } this.camera = this.root.controller.getCamera(); this.speed = this.root.controller.getSpeed(); return this; } render() { if (typeof this.root.controller.render === "function") { this.root.controller.render(); } this.scene.render(); return this; } post() { if (typeof this.root.controller.post === "function") { this.root.controller.post(); } return this; } //------------------------------------------------------------------- // Warmup mode, inserts only n objects into the scene per frame // Will render objects to offscreen 1x1 buffer to ensure shader is compiled even if invisible setWarmup(n) { this.scene.warmup(n); return this; } getPending() { return this.scene.pending.length; } } Context.initClass();
cchudzicki/mathbox
build/esm/context.js
JavaScript
mit
6,377
export {};
cchudzicki/mathbox
build/esm/docs/generate.d.ts
TypeScript
mit
11
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as Primitives from '../primitives'; import PrimitiveDefs from './primitives.js'; import TraitDefs from './traits.js'; let def, _module, type; const defs = {}; const titleCase = (v) => v.slice(0, 1).toUpperCase() + v.slice(1); for (type in Primitives.Types.Classes) { const klass = Primitives.Types.Classes[type]; def = defs[type] = {}; for (let trait of Array.from(klass.traits)) { let ns; [trait, ns] = Array.from(trait.split(":")); const suffix = ns != null ? titleCase(ns) : ""; for (const k in TraitDefs[trait]) { const v = TraitDefs[trait][k]; if (TraitDefs[trait] != null) { def[k + suffix] = v; } } } } const docs = {}; const index = {}; for (type in defs) { let defaults, description, examples; def = defs[type]; [_module, description, examples, defaults] = Array.from(PrimitiveDefs[type]); const id = `${_module}/${type}`; let out = `\ #### <a name="${id}"></a>\`${id}\` *${description}* \ `; if (index[_module] == null) { index[_module] = []; } index[_module].push(` * [${type}](#${id}) - ${description}`); const props = Object.keys(def); props.sort(); for (const key of Array.from(props)) { const prop = def[key]; let ex = (examples != null ? examples[key] : undefined) != null ? examples != null ? examples[key] : undefined : prop[3]; ex = ex ? `, e.g. \`${ex}\`` : ""; const val = (defaults != null ? defaults[key] : undefined) != null ? defaults != null ? defaults[key] : undefined : prop[2]; out += ` * *${key}* = \`${val}\` (${prop[1]}) - ${prop[0]}${ex}\n`; } docs[type] = out; } console.log("## List of MathBox Primitives\n\n*Grouped by module.*\n"); const types = Object.keys(docs); types.sort(); const modules = Object.keys(index); modules.sort(); for (const m of modules) { console.log(`#### ${m}\n\n`); console.log(index[m].join("\n")); console.log("\n"); } console.log("\n\n---\n\n### Reference\n\n"); for (type of types) { console.log(docs[type]); }
cchudzicki/mathbox
build/esm/docs/generate.js
JavaScript
mit
2,558
declare namespace _default { const axis: (string | { end?: undefined; zBias?: undefined; } | { end: string; zBias: string; })[]; const face: string[]; const grid: (string | { width?: undefined; zBias?: undefined; } | { width: string; zBias: string; })[]; const line: string[]; const point: string[]; const strip: string[]; const surface: (string | { lineX?: undefined; lineY?: undefined; } | { lineX: string; lineY: string; })[]; const ticks: string[]; const vector: string[]; const view: string[]; const cartesian: string[]; const cartesian4: string[]; const polar: string[]; const spherical: string[]; const stereographic: string[]; const stereographic4: string[]; const transform: string[]; const transform4: string[]; const vertex: string[]; const fragment: string[]; const layer: string[]; const mask: string[]; const array: (string | { expr: string; })[]; const interval: (string | { expr: string; })[]; const matrix: (string | { expr: string; })[]; const area: (string | { expr: string; })[]; const voxel: (string | { expr: string; })[]; const volume: (string | { expr: string; })[]; const scale: string[]; const html: string[]; const dom: string[]; const text: (string | { minFilter?: undefined; magFilter?: undefined; } | { minFilter: string; magFilter: string; })[]; const format: (string | { expr: string; minFilter?: undefined; magFilter?: undefined; } | { minFilter: string; magFilter: string; expr?: undefined; })[]; const retext: string[]; const label: string[]; const clamp: string[]; const grow: string[]; const join: string[]; const lerp: string[]; const memo: string[]; const readback: (string | { expr: string; })[]; const resample: string[]; const repeat: string[]; const swizzle: string[]; const spread: string[]; const split: string[]; const slice: string[]; const subdivide: string[]; const transpose: string[]; const group: string[]; const inherit: string[]; const root: string[]; const unit: string[]; const shader: string[]; const camera: string[]; const rtt: (string | { minFilter?: undefined; magFilter?: undefined; type?: undefined; } | { minFilter: string; magFilter: string; type: string; })[]; const compose: (string | { zWrite?: undefined; zTest?: undefined; color?: undefined; } | { zWrite: string; zTest: string; color: string; })[]; const clock: string[]; const now: string[]; const move: string[]; const play: string[]; const present: string[]; const reveal: string[]; const slide: string[]; const step: string[]; } export default _default;
cchudzicki/mathbox
build/esm/docs/primitives.d.ts
TypeScript
mit
3,151
export default { axis: ["draw", "Draw an axis", {}, { end: "true", zBias: "-1" }], face: ["draw", "Draw polygon faces"], grid: ["draw", "Draw a 2D line grid", {}, { width: "1", zBias: "-2" }], line: ["draw", "Draw lines"], point: ["draw", "Draw points"], strip: ["draw", "Draw triangle strips"], surface: ["draw", "Draw surfaces", {}, { lineX: "false", lineY: "false" }], ticks: ["draw", "Draw ticks"], vector: ["draw", "Draw vectors"], view: ["view", "Adjust view range"], cartesian: ["view", "Apply cartesian view"], cartesian4: ["view", "Apply 4D cartesian view"], polar: ["view", "Apply polar view"], spherical: ["view", "Apply spherical view"], stereographic: ["view", "Apply stereographic projection"], stereographic4: ["view", "Apply 4D stereographic projection"], transform: ["transform", "Transform geometry in 3D"], transform4: ["transform", "Transform geometry in 4D"], vertex: ["transform", "Apply custom vertex shader pass"], fragment: ["transform", "Apply custom fragment shader pass"], layer: ["transform", "Independent 2D layer/overlay"], mask: ["transform", "Apply custom mask pass"], array: [ "data", "1D array", { expr: "function (emit, i, time, delta) { ... }" }, ], interval: [ "data", "1D sampled array", { expr: "function (emit, x, i, time, delta) { ... }" }, ], matrix: [ "data", "2D matrix", { expr: "function (emit, i, j, time, delta) { ... }" }, ], area: [ "data", "2D sampled matrix", { expr: "function (emit, x, y, i, j, time, delta) { ... }" }, ], voxel: [ "data", "3D voxels", { expr: "function (emit, i, j, k, time, delta) { ... }" }, ], volume: [ "data", "3D sampled voxels", { expr: "function (emit, x, y, z, i, j, k, time, delta) { ... }" }, ], scale: ["data", "Human-friendly divisions on an axis, subdivided as needed"], html: ["overlay", "HTML element source"], dom: ["overlay", "HTML DOM injector"], text: [ "text", "GL text source", {}, { minFilter: '"linear"', magFilter: '"linear"' }, ], format: [ "text", "Text formatter", { expr: "function (x, y, z, w, i, j, k, l, time, delta) { ... }" }, { minFilter: '"linear"', magFilter: '"linear"' }, ], retext: ["text", "Text atlas resampler"], label: ["text", "Draw GL labels"], clamp: ["operator", "Clamp out-of-bounds samples to the nearest data point"], grow: ["operator", "Scale data relative to reference data point"], join: [ "operator", "Join two array dimensions into one by concatenating rows/columns/stacks", ], lerp: ["operator", "Linear interpolation of data"], memo: ["operator", "Memoize data to an array/texture"], readback: [ "operator", "Read data back to a binary JavaScript array", { expr: "function (x, y, z, w, i, j, k, l) { ... }" }, ], resample: ["operator", "Resample data to new dimensions with a shader"], repeat: ["operator", "Repeat data in one or more dimensions"], swizzle: ["operator", "Swizzle data values"], spread: ["operator", "Spread data values according to array indices"], split: [ "operator", "Split one array dimension into two by splitting rows/columns/etc", ], slice: ["operator", "Select one or more rows/columns/stacks"], subdivide: ["operator", "Subdivide data points evenly or with a bevel"], transpose: ["operator", "Transpose array dimensions"], group: ["base", "Group elements for visibility and activity"], inherit: ["base", "Inherit and inject a trait from another element"], root: ["base", "Tree root"], unit: ["base", "Change unit sizing for drawing ops"], shader: ["shader", "Custom shader snippet"], camera: ["camera", "Camera instance or proxy"], rtt: [ "rtt", "Render objects to a texture", {}, { minFilter: '"linear"', magFilter: '"linear"', type: '"unsignedByte"' }, ], compose: [ "rtt", "Full-screen render pass", {}, { zWrite: "false", zTest: "false", color: '"white"' }, ], clock: ["time", "Relative clock that starts from zero."], now: ["time", "Absolute UNIX time in seconds since 01/01/1970"], move: ["present", "Move elements in/out on transition"], play: ["present", "Play a sequenced animation"], present: ["present", "Present a tree of slides"], reveal: ["present", "Reveal/hide elements on transition"], slide: ["present", "Presentation slide"], step: ["present", "Step through a sequenced animation"], };
cchudzicki/mathbox
build/esm/docs/primitives.js
JavaScript
mit
4,802
declare namespace _default { export namespace node { const id: string[]; const classes: string[]; } export namespace entity { const active: string[]; } export namespace object { const visible: string[]; } export namespace unit { const scale: (string | number)[]; const fov: (string | number)[]; const focus: (string | number)[]; } export namespace span { const range: string[]; } export namespace view { const range_1: string[]; export { range_1 as range }; } export namespace view3 { export const position: string[]; export const quaternion: string[]; export const rotation: string[]; const scale_1: string[]; export { scale_1 as scale }; export const eulerOrder: string[]; } export namespace view4 { const position_1: string[]; export { position_1 as position }; const scale_2: string[]; export { scale_2 as scale }; } export namespace layer { const depth: string[]; const fit: string[]; } export namespace vertex { const pass: string[]; } export namespace fragment { const pass_1: string[]; export { pass_1 as pass }; export const gamma: string[]; } export namespace transform3 { const position_2: string[]; export { position_2 as position }; const quaternion_1: string[]; export { quaternion_1 as quaternion }; const rotation_1: string[]; export { rotation_1 as rotation }; const scale_3: string[]; export { scale_3 as scale }; const eulerOrder_1: string[]; export { eulerOrder_1 as eulerOrder }; export const matrix: string[]; } export namespace transform4 { const position_3: string[]; export { position_3 as position }; const scale_4: string[]; export { scale_4 as scale }; const matrix_1: string[]; export { matrix_1 as matrix }; } export namespace camera { export const proxy: string[]; const position_4: string[]; export { position_4 as position }; const quaternion_2: string[]; export { quaternion_2 as quaternion }; const rotation_2: string[]; export { rotation_2 as rotation }; export const lookAt: string[]; export const up: string[]; const eulerOrder_2: string[]; export { eulerOrder_2 as eulerOrder }; const fov_1: string[]; export { fov_1 as fov }; } export namespace polar { const bend: string[]; const helix: string[]; } export namespace spherical { const bend_1: string[]; export { bend_1 as bend }; } export namespace stereographic { const bend_2: string[]; export { bend_2 as bend }; } export namespace interval { const axis: string[]; } export namespace area { const axes: string[]; } export namespace volume { const axes_1: string[]; export { axes_1 as axes }; } export namespace origin { const origin_1: string[]; export { origin_1 as origin }; } export namespace scale_5 { export const divide: string[]; const unit_1: string[]; export { unit_1 as unit }; export const base: string[]; export const mode: string[]; export const start: string[]; export const end: string[]; export const zero: string[]; export const factor: string[]; export const nice: string[]; } export { scale_5 as scale }; export namespace grid { const lineX: string[]; const lineY: string[]; const crossed: string[]; const closedX: string[]; const closedY: string[]; } export namespace axis_1 { export const detail: (string | number)[]; const crossed_1: string[]; export { crossed_1 as crossed }; } export { axis_1 as axis }; export namespace data { const data_1: (string | null)[]; export { data_1 as data }; export const expr: (string | null)[]; export const live: (string | boolean)[]; } export namespace buffer { const channels: (string | number)[]; const items: (string | number)[]; const fps: (string | number)[]; const hurry: (string | number)[]; const limit: (string | number)[]; const realtime: (string | boolean)[]; const observe: (string | boolean)[]; const aligned: (string | boolean)[]; } export namespace sampler { const centered: string[]; const padding: string[]; } export namespace array { const width: string[]; const bufferWidth: string[]; const history: string[]; } export namespace matrix_2 { const width_1: string[]; export { width_1 as width }; export const height: string[]; const history_1: string[]; export { history_1 as history }; const bufferWidth_1: string[]; export { bufferWidth_1 as bufferWidth }; export const bufferHeight: string[]; } export { matrix_2 as matrix }; export namespace voxel { const width_2: string[]; export { width_2 as width }; const height_1: string[]; export { height_1 as height }; const depth_1: string[]; export { depth_1 as depth }; const bufferWidth_2: string[]; export { bufferWidth_2 as bufferWidth }; const bufferHeight_1: string[]; export { bufferHeight_1 as bufferHeight }; export const bufferDepth: string[]; } export namespace style { const opacity: string[]; const color: string[]; const blending: string[]; const zWrite: (string | boolean)[]; const zTest: (string | boolean)[]; const zIndex: string[]; const zBias: string[]; const zOrder: string[]; } export namespace geometry { const points: string[]; const colors: string[]; } export namespace point { export const size: (string | number)[]; export const sizes: string[]; export const shape: string[]; export const optical: (string | boolean)[]; export const fill: (string | boolean)[]; const depth_2: (string | number)[]; export { depth_2 as depth }; } export namespace line { const width_3: (string | number)[]; export { width_3 as width }; export const stroke: string[]; const depth_3: (string | number)[]; export { depth_3 as depth }; export const proximity: string[]; export const closed: (string | boolean)[]; } export namespace mesh { const fill_1: (string | boolean)[]; export { fill_1 as fill }; export const shaded: (string | boolean)[]; export const map: string[]; export const lineBias: (string | number)[]; } export namespace strip { const line_1: (string | boolean)[]; export { line_1 as line }; } export namespace face { const line_2: (string | boolean)[]; export { line_2 as line }; } export namespace arrow { const size_1: (string | number)[]; export { size_1 as size }; const start_1: (string | boolean)[]; export { start_1 as start }; const end_1: (string | boolean)[]; export { end_1 as end }; } export namespace ticks { export const normal: (string | boolean)[]; const size_2: (string | number)[]; export { size_2 as size }; export const epsilon: (string | number)[]; } export namespace attach { export const offset: string[]; export const snap: (string | boolean)[]; const depth_4: (string | number)[]; export { depth_4 as depth }; } export namespace format { export const digits: (string | number)[]; const data_2: string[]; export { data_2 as data }; const expr_1: (string | null)[]; export { expr_1 as expr }; const live_1: (string | boolean)[]; export { live_1 as live }; } export namespace font { const font_1: string[]; export { font_1 as font }; const style_1: string[]; export { style_1 as style }; export const variant: string[]; export const weight: string[]; const detail_1: string[]; export { detail_1 as detail }; export const sdf: string[]; } export namespace label { export const text: string[]; const size_3: string[]; export { size_3 as size }; export const outline: string[]; export const expand: string[]; export const background: string[]; } export namespace overlay { const opacity_1: (string | number)[]; export { opacity_1 as opacity }; const zIndex_1: string[]; export { zIndex_1 as zIndex }; } export namespace dom { const points_1: string[]; export { points_1 as points }; export const html: string[]; const size_4: string[]; export { size_4 as size }; const outline_1: string[]; export { outline_1 as outline }; export const zoom: string[]; const color_1: string[]; export { color_1 as color }; export const attributes: string[]; export const pointerEvents: (string | boolean)[]; } export namespace texture { const minFilter: string[]; const magFilter: string[]; const type: string[]; } export namespace shader { const sources: string[]; const language: string[]; const code: string[]; const uniforms: string[]; } export namespace include { const shader_1: string[]; export { shader_1 as shader }; } export namespace operator { const source: string[]; } export namespace spread { const unit_2: string[]; export { unit_2 as unit }; const items_1: string[]; export { items_1 as items }; const width_4: string[]; export { width_4 as width }; const height_2: string[]; export { height_2 as height }; const depth_5: string[]; export { depth_5 as depth }; export const alignItems: (string | number)[]; export const alignWidth: (string | number)[]; export const alignHeight: (string | number)[]; export const alignDepth: (string | number)[]; } export namespace grow { const scale_6: (string | number)[]; export { scale_6 as scale }; const items_2: (string | number)[]; export { items_2 as items }; const width_5: (string | number)[]; export { width_5 as width }; const height_3: (string | number)[]; export { height_3 as height }; const depth_6: (string | number)[]; export { depth_6 as depth }; } export namespace split { export const order: string[]; const axis_2: string[]; export { axis_2 as axis }; export const length: (string | number)[]; export const overlap: (string | number)[]; } export namespace join { const order_1: string[]; export { order_1 as order }; const axis_3: string[]; export { axis_3 as axis }; const overlap_1: (string | number)[]; export { overlap_1 as overlap }; } export namespace swizzle { const order_2: string[]; export { order_2 as order }; } export namespace transpose { const order_3: string[]; export { order_3 as order }; } export namespace repeat { const items_3: string[]; export { items_3 as items }; const width_6: string[]; export { width_6 as width }; const height_4: string[]; export { height_4 as height }; const depth_7: string[]; export { depth_7 as depth }; } export namespace slice { const items_4: string[]; export { items_4 as items }; const width_7: string[]; export { width_7 as width }; const height_5: string[]; export { height_5 as height }; const depth_8: string[]; export { depth_8 as depth }; } export namespace lerp { const size_5: string[]; export { size_5 as size }; const items_5: string[]; export { items_5 as items }; const width_8: string[]; export { width_8 as width }; const height_6: string[]; export { height_6 as height }; const depth_9: string[]; export { depth_9 as depth }; } export namespace subdivide { const items_6: string[]; export { items_6 as items }; const width_9: string[]; export { width_9 as width }; const height_7: string[]; export { height_7 as height }; const depth_10: string[]; export { depth_10 as depth }; export const bevel: string[]; const lerp_1: string[]; export { lerp_1 as lerp }; } export namespace resample { export const indices: (string | number)[]; const channels_1: (string | number)[]; export { channels_1 as channels }; export const sample: string[]; const size_6: string[]; export { size_6 as size }; const items_7: string[]; export { items_7 as items }; const width_10: string[]; export { width_10 as width }; const height_8: string[]; export { height_8 as height }; const depth_11: string[]; export { depth_11 as depth }; } export namespace readback { const type_1: string[]; export { type_1 as type }; const expr_2: string[]; export { expr_2 as expr }; const data_3: string[]; export { data_3 as data }; const channels_2: string[]; export { channels_2 as channels }; const items_8: string[]; export { items_8 as items }; const width_11: string[]; export { width_11 as width }; const height_9: string[]; export { height_9 as height }; const depth_12: string[]; export { depth_12 as depth }; } export namespace root { export const speed: (string | number)[]; const camera_1: string[]; export { camera_1 as camera }; } export namespace inherit { const source_1: string[]; export { source_1 as source }; export const traits: string[]; } export namespace rtt { const width_12: string[]; export { width_12 as width }; const height_10: string[]; export { height_10 as height }; const history_2: (string | number)[]; export { history_2 as history }; } export namespace compose { const alpha: (string | boolean)[]; } export namespace present { export const index: string[]; const length_1: string[]; export { length_1 as length }; export const directed: string[]; } export namespace slide { const order_4: (string | number)[]; export { order_4 as order }; export const steps: (string | number)[]; export const early: (string | number)[]; export const late: (string | number)[]; export const from: string[]; export const to: string[]; } export namespace transition { const stagger: string[]; const enter: string[]; const exit: string[]; const delay: string[]; const delayEnter: string[]; const delayExit: string[]; const duration: string[]; const durationEnter: string[]; const durationExit: string[]; } export namespace move { const from_1: string[]; export { from_1 as from }; const to_1: string[]; export { to_1 as to }; } export namespace seek { const seek_1: string[]; export { seek_1 as seek }; } export namespace track { const target: string[]; const script: string[]; const ease: string[]; } export namespace trigger { const trigger_1: (string | number)[]; export { trigger_1 as trigger }; } export namespace step { export const playback: string[]; export const stops: string[]; const delay_1: string[]; export { delay_1 as delay }; const duration_1: string[]; export { duration_1 as duration }; export const pace: string[]; const speed_1: string[]; export { speed_1 as speed }; export const rewind: string[]; export const skip: (string | boolean)[]; const realtime_1: (string | boolean)[]; export { realtime_1 as realtime }; } export namespace play { const delay_2: string[]; export { delay_2 as delay }; const pace_1: string[]; export { pace_1 as pace }; const speed_2: string[]; export { speed_2 as speed }; const from_2: string[]; export { from_2 as from }; const to_2: string[]; export { to_2 as to }; const realtime_2: (string | boolean)[]; export { realtime_2 as realtime }; export const loop: (string | boolean)[]; } export namespace now { const now_1: (string | number)[]; export { now_1 as now }; const seek_2: (string | null)[]; export { seek_2 as seek }; const pace_2: (string | number)[]; export { pace_2 as pace }; const speed_3: (string | number)[]; export { speed_3 as speed }; } } export default _default;
cchudzicki/mathbox
build/esm/docs/traits.d.ts
TypeScript
mit
18,010
export default { node: { id: ["Unique ID", "nullable string", "null", '"sampler"'], classes: ["Custom classes", "string array", "[]", '["big"]'], }, entity: { active: ["Updates continuously", "bool", "true"], }, object: { visible: ["Visibility for rendering", "bool", "true"], }, unit: { scale: [ "(Vertical) Reference scale of viewport in pixels", "nullable number", "null", 720, ], fov: [ "(Vertical) Field-of-view to calibrate units for (degrees)", "nullable number", "null", 60, ], focus: ["Camera focus distance in world units", "nullable number", 1], }, span: { range: ["Range on axis", "vec2", "[-1, 1]"], }, view: { range: [ "4D range in view", "array vec2", "[[-1, 1], [-1, 1], [-1, 1], [-1, 1]]", ], }, view3: { position: ["3D Position", "vec3", "[0, 0, 0]"], quaternion: ["3D Quaternion", "quat", "[0, 0, 0, 1]"], rotation: ["3D Euler rotation", "vec3", "[0, 0, 0]"], scale: ["3D Scale", "vec3", "[1, 1, 1]"], eulerOrder: ["Euler order", "swizzle", "xyz"], }, view4: { position: ["4D Position", "vec4", "[0, 0, 0, 0]"], scale: ["4D Scale", "vec4", "[1, 1, 1, 1]"], }, layer: { depth: ["3D Depth", "number", "1"], fit: ["Fit to (contain, cover, x, y)", "fit", "y"], }, vertex: { pass: ["Vertex pass (data, view, world, eye)", "vertexPass", '"view"'], }, fragment: { pass: ["Fragment pass (color, light, rgba)", "fragmentPass", '"light"'], gamma: [ "Pass RGBA values in sRGB instead of linear RGB", "boolean", "false", ], }, transform3: { position: ["3D Position", "vec3", "[0, 0, 0]"], quaternion: ["3D Quaternion", "quat", "[0, 0, 0, 1]"], rotation: ["3D Euler rotation", "vec3", "[0, 0, 0]"], scale: ["3D Scale", "vec3", "[1, 1, 1]"], eulerOrder: ["3D Euler order", "swizzle", "xyz"], matrix: [ "3D Projective Matrix", "mat4", "[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]", ], }, transform4: { position: ["4D Position", "vec4", "[0, 0, 0, 0]"], scale: ["4D Scale", "vec4", "[1, 1, 1, 1]"], matrix: [ "4D Affine Matrix", "mat4", "[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]", ], }, camera: { proxy: ["Re-use existing camera", "bool", "false"], position: ["3D Position", "nullable vec3", "null", "[1, 2, 3]"], quaternion: [ "3D Quaternion", "nullable quat", "null", "[0.707, 0, 0, 0.707]", ], rotation: ["3D Euler rotation", "nullable vec3", "null", "[π/2, 0, 0]"], lookAt: ["3D Look at", "nullable vec3", "null", "[2, 3, 4]"], up: ["3D Up", "nullable vec3", "null", "[0, 1, 0]"], eulerOrder: ["3D Euler order", "swizzle", '"xyz"'], fov: ["Field-of-view (degrees)", "nullable number", "null", "60"], }, polar: { bend: ["Amount of polar bend", "number", "1"], helix: ["Expand into helix", "number", "0"], }, spherical: { bend: ["Amount of spherical bend", "number", "1"], }, stereographic: { bend: ["Amount of stereographic bend", "number", "1"], }, interval: { axis: ["Axis", "axis", "1"], }, area: { axes: ["Axis pair", "swizzle(2) axis", "[1, 2]"], }, volume: { axes: ["Axis triplet", "swizzle(3) axis", "[1, 2, 3]"], }, origin: { origin: ["4D Origin", "vec4", "[0, 0, 0, 0]"], }, scale: { divide: ["Number of divisions", "number", "10"], unit: ["Reference unit", "number", "1"], base: ["Power base for sub/super units", "number", "10"], mode: ["Scale type", "scale", '"linear"'], start: ["Include start", "bool", "true"], end: ["Include end", "bool", "true"], zero: ["Include zero", "bool", "true"], factor: ["Scale factor", "positive number", "1"], nice: ["Snap to nice numbers", "bool", "true"], }, grid: { lineX: ["Draw X lines", "bool", "true"], lineY: ["Draw Y lines", "bool", "true"], crossed: ["UVWO map on matching axes", "bool", "true"], closedX: ["Close X lines", "bool", "false"], closedY: ["Close Y lines", "bool", "false"], }, axis: { detail: ["Geometric detail", "number", 1], crossed: ["UVWO map on matching axis", "bool", "true"], }, data: { data: ["Data array", "nullable object", null], expr: ["Data emitter expression", "nullable emitter", null], live: ["Update continuously", "bool", true], }, buffer: { channels: ["Number of channels", "number", 4], items: ["Number of items", "number", 4], fps: ["Frames-per-second update rate", "nullable number", "null", 60], hurry: ["Maximum frames to hurry per frame", "number", 5], limit: ["Maximum frames to track", "number", 60], realtime: ["Run on real time, not clock time", "bool", false], observe: ["Pass clock time to data", "bool", false], aligned: ["Use (fast) integer lookups", "bool", false], }, sampler: { centered: ["Centered instead of corner sampling", "bool", "false"], padding: ["Number of samples padding", "number", "0"], }, array: { width: ["Array width", "nullable number", "1"], bufferWidth: ["Array buffer width", "number", "1"], history: ["Array history", "number", "1"], }, matrix: { width: ["Matrix width", "nullable number", "1"], height: ["Matrix height", "nullable number", "1"], history: ["Matrix history", "number", "1"], bufferWidth: ["Matrix buffer width", "number", "1"], bufferHeight: ["Matrix buffer height", "number", "1"], }, voxel: { width: ["Voxel width", "nullable number", "1"], height: ["Voxel height", "nullable number", "1"], depth: ["Voxel depth", "nullable number", "1"], bufferWidth: ["Voxel buffer width", "number", "1"], bufferHeight: ["Voxel buffer height", "number", "1"], bufferDepth: ["Voxel buffer depth", "number", "1"], }, style: { opacity: ["Opacity", "positive number", "1"], color: ["Color", "color", '"rgb(128, 128, 128)"'], blending: [ "Blending mode ('no, normal, add, subtract, multiply)", "blending", '"normal"', ], zWrite: ["Write Z buffer", "bool", true], zTest: ["Test Z buffer", "bool", true], zIndex: ["Z-Index (2D stacking)", "positive int", "0"], zBias: ["Z-Bias (3D stacking)", "positive number", "0"], zOrder: ["Z-Order (drawing order)", "nullable number", "null", "2"], }, geometry: { points: ["Points data source", "select", "<"], colors: ["Colors data source", "nullable select", "null", '"#colors"'], }, point: { size: ["Point size", "positive number", 4], sizes: ["Point sizes data source", "nullable select", "null", '"#sizes"'], shape: [ "Point shape (circle, square, diamond, up, down, left, right)", "shape", '"circle"', ], optical: ["Optical or exact sizing", "bool", true], fill: ["Fill shape", "bool", true], depth: ["Depth scaling", "number", 1], }, line: { width: ["Line width", "positive number", 2], stroke: ["Line stroke (solid, dotted, dashed)", "stroke", '"solid"'], depth: ["Depth scaling", "number", 1], proximity: ["Proximity threshold", "nullable number", "null", "10"], closed: ["Close line", "bool", false], }, mesh: { fill: ["Fill mesh", "bool", true], shaded: ["Shade mesh", "bool", false], map: ["Texture map source", "nullable select", "null", '"#map"'], lineBias: ["Z-Bias for lines on fill", "number", 5], }, strip: { line: ["Draw line", "bool", false], }, face: { line: ["Draw line", "bool", false], }, arrow: { size: ["Arrow size", "number", 3], start: ["Draw start arrow", "bool", true], end: ["Draw end arrow", "bool", true], }, ticks: { normal: ["Normal for reference plane", "bool", true], size: ["Tick size", "number", 10], epsilon: ["Tick epsilon", "number", 0.0001], }, attach: { offset: ["2D offset", "vec2", "[0, -20]"], snap: ["Snap to pixel", "bool", false], depth: ["Depth scaling", "number", 0], }, format: { digits: ["Digits of precision", "nullable positive number", "null", 2], data: [ "Array of labels", "nullable array", "null", '["Grumpy", "Sleepy", "Sneezy"]', ], expr: ["Label formatter expression", "nullable function", null], live: ["Update continuously", "bool", true], }, font: { font: ["Font family", "font", '"sans-serif"'], style: ["Font style", "string", '""', '"italic"'], variant: ["Font variant", "string", '""', '"small-caps"'], weight: ["Font weight", "string", '""', '"bold"'], detail: ["Font detail", "number", "24"], sdf: ["Signed distance field range", "number", "5"], }, label: { text: ["Text source", "select", '"<"'], size: ["Text size", "number", "16"], outline: ["Outline size", "number", "2"], expand: ["Expand glyphs", "number", "0"], background: ["Outline background", "color", '"rgb(255, 255, 255)"'], }, overlay: { opacity: ["Opacity", "positive number", 1], zIndex: ["Z-Index (2D stacking)", "positive int", "0"], }, dom: { points: ["Points data source", "select", '"<"'], html: ["HTML data source", "select", '"<"'], size: ["Text size", "number", "16"], outline: ["Outline size", "number", "2"], zoom: ["HTML zoom", "number", "1"], color: ["Color", "color", '"rgb(255, 255, 255)"'], attributes: [ "HTML attributes", "nullable object", "null", '{"style": {"color": "red"}}', ], pointerEvents: ["Allow pointer events", "bool", false], }, texture: { minFilter: ["Texture minification filtering", "filter", '"nearest"'], magFilter: ["Texture magnification filtering", "filter", '"nearest"'], type: ["Texture data type", "type", '"float"'], }, shader: { sources: [ "Sampler sources", "nullable select", "null", '["#pressure", "#divergence"]', ], language: ["Shader language", "string", '"glsl"'], code: ["Shader code", "string", '""'], uniforms: [ "Shader uniform objects (three.js style)", "nullable object", "null", "{ time: { type: 'f', value: 3 }}", ], }, include: { shader: ["Shader to use", "select", '"<"'], }, operator: { source: ["Input source", "select", '"<"'], }, spread: { unit: [ "Spread per item (absolute) or array (relative)", "mapping", '"relative"', ], items: ["Items offset", "nullable vec4", "null", "[1.5, 0, 0, 0]"], width: ["Width offset", "nullable vec4", "null", "[1.5, 0, 0, 0]"], height: ["Height offset", "nullable vec4", "null", "[1.5, 0, 0, 0]"], depth: ["Depth offset", "nullable vec4", "null", "[1.5, 0, 0, 0]"], alignItems: ["Items alignment", "anchor", 0], alignWidth: ["Width alignment", "anchor", 0], alignHeight: ["Height alignment", "anchor", 0], alignDepth: ["Depth alignment", "anchor", 0], }, grow: { scale: ["Scale factor", "number", 1], items: ["Items alignment", "nullable anchor", "null", 0], width: ["Width alignment", "nullable anchor", "null", 0], height: ["Height alignment", "nullable anchor", "null", 0], depth: ["Depth alignment", "nullable anchor", "null", 0], }, split: { order: ["Axis order", "transpose", '"wxyz"'], axis: ["Axis to split", "nullable axis", "null", "x"], length: ["Tuple length", "number", 1], overlap: ["Tuple overlap", "number", 1], }, join: { order: ["Axis order", "transpose", '"wxyz"'], axis: ["Axis to join", "nullable axis", "null", "x"], overlap: ["Tuple overlap", "number", 1], }, swizzle: { order: ["Swizzle order", "swizzle", "xyzw"], }, transpose: { order: ["Transpose order", "transpose", "xyzw"], }, repeat: { items: ["Repeat items", "number", "1"], width: ["Repeat width", "number", "1"], height: ["Repeat height", "number", "1"], depth: ["Repeat depth", "number", "1"], }, slice: { items: [ "Slice from, to items (excluding to)", "nullable vec2", "null", "[2, 4]", ], width: [ "Slice from, to width (excluding to)", "nullable vec2", "null", "[2, 4]", ], height: [ "Slice from, to height (excluding to)", "nullable vec2", "null", "[2, 4]", ], depth: [ "Slice from, to depth (excluding to)", "nullable vec2", "null", "[2, 4]", ], }, lerp: { size: ["Scaling mode (relative, absolute)", "mapping", '"absolute"'], items: ["Lerp to items", "nullable number", "null", "5"], width: ["Lerp to width", "nullable number", "null", "5"], height: ["Lerp to height", "nullable number", "null", "5"], depth: ["Lerp to depth", "nullable number", "null", "5"], }, subdivide: { items: ["Divisions of items", "nullable positive int", "null", "5"], width: ["Divisions of width", "nullable positive int", "null", "5"], height: ["Divisions of height", "nullable positive int", "null", "5"], depth: ["Divisions of depth", "nullable positive int", "null", "5"], bevel: ["Fraction to end outward from vertices", "number", "1"], lerp: ["Interpolate values with computed indices", "boolean", "true"], }, resample: { indices: ["Resample indices", "number", 4], channels: ["Resample channels", "number", 4], sample: ["Source sampling (relative, absolute)", "mapping", '"relative"'], size: ["Scaling mode (relative, absolute)", "mapping", '"absolute"'], items: ["Resample factor items", "nullable number", "null", "10"], width: ["Resample factor width", "nullable number", "null", "10"], height: ["Resample factor height", "nullable number", "null", "10"], depth: ["Resample factor depth", "nullable number", "null", "10"], }, readback: { type: ["Readback data type (float, unsignedByte)", "float", '"float"'], expr: ["Readback consume expression", "nullable function", "null"], data: ["Readback data buffer (read only)", "data", "[]"], channels: ["Readback channels (read only)", "number", "4"], items: ["Readback items (read only)", "nullable number", "1"], width: ["Readback width (read only)", "nullable number", "1"], height: ["Readback height (read only)", "nullable number", "1"], depth: ["Readback depth (read only)", "nullable number", "1"], }, root: { speed: ["Global speed", "number", 1], camera: ["Active camera", "select", '"[camera]"'], }, inherit: { source: ["Inherit from node", "select", '"<"'], traits: ["Inherit traits", "string array", "[]"], }, rtt: { width: ["RTT width", "nullable number", "null", "640"], height: ["RTT height", "nullable number", "null", "360"], history: ["RTT history", "number", 1], }, compose: { alpha: ["Compose with alpha transparency", "bool", false], }, present: { index: ["Present slide number", "number", "1"], length: ["Presentation length (computed)", "number", "0"], directed: ["Apply directional transitions", "bool", "true"], }, slide: { order: ["Slide order", "nullable number", 0], steps: ["Slide steps", "number", 1], early: ["Appear early steps", "number", 0], late: ["Stay late steps", "number", 0], from: ["Appear from step", "nullable number", "null", "2"], to: ["Disappear on step", "nullable number", "null", "4"], }, transition: { stagger: ["Stagger dimensions", "vec4", "[0, 0, 0, 0]", "[2, 1, 0, 0]"], enter: ["Enter state", "nullable number", "null", "0.5"], exit: ["Exit state", "nullable number", "null", "0.5"], delay: ["Transition delay", "number", "0"], delayEnter: ["Transition enter delay", "nullable number", "null", "0.3"], delayExit: ["Transition exit delay", "nullable number", "null", "0.3"], duration: ["Transition duration", "number", "0.3"], durationEnter: ["Transition enter duration", "number", "0.3"], durationExit: ["Transition exit duration", "number", "0.3"], }, move: { from: ["Enter from", "vec4", "[0, 0, 0, 0]"], to: ["Exit to", "vec4", "[0, 0, 0, 0]"], }, seek: { seek: ["Seek to time", "nullable number", "null", "4"], }, track: { target: ["Animation target", "select", '"<"'], script: [ "Animation script", "object", "{}", '{ "0": { props: { color: "red" }, expr: { size: function (t) { return Math.sin(t) + 1; }}}, "1": ...}', ], ease: ["Animation ease (linear, cosine, binary, hold)", "ease", '"cosine"'], }, trigger: { trigger: ["Trigger on step", "nullable number", 1], }, step: { playback: [ "Playhead ease (linear, cosine, binary, hold)", "ease", '"linear"', ], stops: ["Playhead stops", "nullable number array", "null", "[0, 1, 3, 5]"], delay: ["Step delay", "number", "0"], duration: ["Step duration", "number", "0.3"], pace: ["Step pace", "number", "0"], speed: ["Step speed", "number", "1"], rewind: ["Step rewind factor", "number", "2"], skip: ["Speed up through skips", "bool", true], realtime: ["Run on real time, not clock time", "bool", false], }, play: { delay: ["Play delay", "number", "0"], pace: ["Play pace", "number", "1"], speed: ["Play speed", "number", "1"], from: ["Play from", "number", "0"], to: ["Play until", "number", "Infinity"], realtime: ["Run on real time, not clock time", "bool", false], loop: ["Loop", "bool", false], }, now: { now: ["Current moment", "nullable timestamp", "null", 1444094929.619], seek: ["Seek to time", "nullable number", null], pace: ["Time pace", "number", 1], speed: ["Time speed", "number", 1], }, };
cchudzicki/mathbox
build/esm/docs/traits.js
JavaScript
mit
19,635
export const version: "2.1.1"; export const π: number; export const τ: number; export const e: number; export const Context: typeof ctx; export const Model: typeof model; export const Overlay: typeof overlay; export const Primitives: typeof primitives; export const Render: typeof render; export const Shaders: typeof shaders; export const Stage: typeof stage; export const Util: typeof util; export const DOM: typeof import("./util/vdom.js"); export function mathBox(options: any): any; import { Context as ctx } from "./context.js"; import * as model from "./model"; import * as overlay from "./overlay"; import * as primitives from "./primitives"; import * as render from "./render"; import * as shaders from "./shaders"; import * as stage from "./stage"; import * as util from "./util";
cchudzicki/mathbox
build/esm/index.d.ts
TypeScript
mit
793
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import "./splash.js"; // NOTE this import triggers the installation of all plugins as a side effect. import "threestrap"; import * as model from "./model"; import * as overlay from "./overlay"; import * as primitives from "./primitives"; import * as render from "./render"; import * as shaders from "./shaders"; import * as stage from "./stage"; import * as util from "./util"; import { Bootstrap } from "threestrap/src/bootstrap.js"; import { Context as ctx } from "./context.js"; export const version = "2.1.1"; // Just because export const π = Math.PI; export const τ = π * 2; export const e = Math.E; export const Context = ctx; export const Model = model; export const Overlay = overlay; export const Primitives = primitives; export const Render = render; export const Shaders = shaders; export const Stage = stage; export const Util = util; export const DOM = util.VDOM; export const mathBox = function (options) { const three = new Bootstrap(options); if (!three.fallback) { if (!three.Time) { three.install("time"); } if (!three.MathBox) { three.install(["mathbox", "splash"]); } } return three.mathbox != null ? three.mathbox : three; }; // Load context and export namespace // TODO suspicious... how can I export?? // for (let k in Context.Namespace) { // const v = Context.Namespace[k]; // exports[k] = v; // } // Threestrap plugin Bootstrap.registerPlugin("mathbox", { defaults: { init: true, warmup: 2, inspect: true, splash: true, }, listen: ["ready", "pre", "update", "post", "resize"], // Install meta-API install(three) { let inited = false; this.first = true; return (three.MathBox = { // Init the mathbox context init: (options) => { if (inited) { return; } inited = true; const scene = (options != null ? options.scene : undefined) || this.options.scene || three.scene; const camera = (options != null ? options.camera : undefined) || this.options.camera || three.camera; this.context = new Context(three.renderer, scene, camera); // Enable handy destructuring this.context.api.three = three.three = three; this.context.api.mathbox = three.mathbox = this.context.api; // v1 compatibility this.context.api.start = () => three.Loop.start(); this.context.api.stop = () => three.Loop.stop(); // Initialize and set initial size this.context.init(); this.context.resize(three.Size); // Set warmup mode and track pending objects this.context.setWarmup(this.options.warmup); this.pending = 0; this.warm = !this.options.warmup; console.log("MathBox²", version); three.trigger({ type: "mathbox/init", version: version, context: this.context, }); }, // Destroy the mathbox context destroy: () => { if (!inited) { return; } inited = false; three.trigger({ type: "mathbox/destroy", context: this.context }); this.context.destroy(); delete three.mathbox; delete this.context.api.three; delete this.context; }, object: () => this.context != null ? this.context.scene.root : undefined, }); }, uninstall(three) { three.MathBox.destroy(); delete three.MathBox; }, // Ready event: right before mathbox() / THREE.bootstrap() returns ready(event, three) { if (this.options.init) { three.MathBox.init(); return setTimeout(() => { if (this.options.inspect) { return this.inspect(three); } }); } }, // Log scene for inspection inspect(three) { this.context.api.inspect(); if (!this.options.warmup) { return this.info(three); } }, info(three) { const fmt = function (x) { const out = []; while (x >= 1000) { out.unshift(("000" + (x % 1000)).slice(-3)); x = Math.floor(x / 1000); } out.unshift(x); return out.join(","); }; const info = three.renderer.info.render; console.log("Geometry ", fmt(info.triangles) + " triangles ", fmt(info.points) + " points ", fmt(info.lines) + " lines ", fmt(info.calls) + " draw calls "); }, // Hook up context events resize(event, three) { return this.context != null ? this.context.resize(three.Size) : undefined; }, pre(event, three) { return this.context != null ? this.context.pre(three.Time) : undefined; }, update(event, three) { let camera; if (this.context != null) { this.context.update(); } if ((camera = this.context != null ? this.context.camera : undefined) && camera !== three.camera) { three.camera = camera; } three.Time.set({ speed: this.context.speed }); this.progress(this.context.getPending(), three); // Call render here instead of on:render because it renders off screen material // that needs to be available for rendering the actual frame. return this.context != null ? this.context.render() : undefined; }, post(_event, _three) { return this.context != null ? this.context.post() : undefined; }, // Warmup progress changed progress(remain, three) { if (!remain && !this.pending) { return; } // Latch max value until queue is emptied to get a total let pending = Math.max(remain + this.options.warmup, this.pending); // Send events for external progress reporting const current = pending - remain; const total = pending; three.trigger({ type: "mathbox/progress", current: pending - remain, total: pending, }); if (remain === 0) { pending = 0; } this.pending = pending; // Report once when loaded if (current === total && !this.warm) { this.warm = true; if (this.options.inspect) { this.info(three); } } }, });
cchudzicki/mathbox
build/esm/index.js
JavaScript
mit
7,177
export class Attributes { constructor(definitions: any, context: any); context: any; traits: any; types: any; pending: any[]; bound: any[]; last: any; make(type: any): { enum: any; type: any; value: any; }; apply(object: any, config: any): Data; bind(callback: any): number; unbind(callback: any): any[]; queue(callback: any, object: any, key: any, value: any): number; lastObject: any; lastKey: any; lastValue: any; invoke(callback: any): any; compute(): void; digest(): boolean; getTrait(name: any): any; getLastTrigger(): string; } declare class Data { constructor(object: any, config: any, _attributes: any); dispose: () => boolean; } export {};
cchudzicki/mathbox
build/esm/model/attributes.d.ts
TypeScript
mit
766
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS103: Rewrite code to no longer use __guard__, or convert again using --optional-chaining * DS104: Avoid inline assignments * DS205: Consider reworking code to avoid use of IIFEs * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ /* Custom attribute model - Organizes attributes by trait in .attributes - Provides constant-time .props / .get() access to flat dictionary - Provides .get(key) with or without trait namespaces - Change attributes with .set(key) or .set(dictionary) - Validation is double-buffered and in-place to detect changes and nops - Change notifications are coalesced per object and per trait, digested later - Values are stored in three.js uniform-style objects so they can be bound as GL uniforms - Originally passed (unnormalized) values are preserved and can be fetched via .orig() - Attributes can be defined as final/const - Attributes can be computed from both public or private expressions with .bind(key, false/true) - Expressions are time-dependent, can be time-travelled with .evaluate() - This enables continous simulation and data logging despite choppy animation updates Actual type and trait definitions are injected from Primitives */ export class Attributes { constructor(definitions, context) { this.context = context; this.traits = definitions.Traits; this.types = definitions.Types; this.pending = []; this.bound = []; this.last = null; } make(type) { return { enum: typeof type.enum === "function" ? type.enum() : undefined, type: typeof type.uniform === "function" ? type.uniform() : undefined, value: type.make(), }; } apply(object, config) { return new Data(object, config, this); } bind(callback) { return this.bound.push(callback); } unbind(callback) { return (this.bound = Array.from(this.bound).filter((cb) => cb !== callback)); } queue(callback, object, key, value) { this.lastObject = object; this.lastKey = key; this.lastValue = value; return this.pending.push(callback); } invoke(callback) { return callback(this.context.time.clock, this.context.time.step); } compute() { if (this.bound.length) { for (const cb of Array.from(this.bound)) { this.invoke(cb); } } } digest() { let calls; if (!this.pending.length) { return false; } [calls, this.pending] = Array.from([this.pending, []]); for (const callback of Array.from(calls)) { callback(); } return true; } getTrait(name) { return this.traits[name]; } getLastTrigger() { return `${this.lastObject.toString()} - ${this.lastKey}=\`${this.lastValue}\``; } } const shallowCopy = function (x) { const out = {}; for (const k in x) { const v = x[k]; out[k] = v; } return out; }; class Data { constructor(object, config, _attributes) { let key, ns, oldComputed, oldExpr, oldOrig, oldProps, spec; let { props } = config; const { traits, finals, freeform } = config; const data = this; // Save existing (original) values if re-applying if (object.props != null && object.expr != null && object.orig != null && object.computed != null && object.attributes != null) { oldProps = shallowCopy(object.props); oldExpr = shallowCopy(object.expr); oldOrig = object.orig(); oldComputed = object.computed(); // Dispose of old attributes/bindings if (object.attributes != null) { object.attributes.dispose(); } } // Flattened and original values const flattened = {}; const originals = {}; // Aliases const mapTo = {}; const to = (name) => (mapTo[name] != null ? mapTo[name] : name); const define = function (name, alias) { if (mapTo[alias]) { throw new Error(`${object.toString()} - Duplicate property \`${alias}\``); } return (mapTo[alias] = name); }; // Get/set const get = (key) => (data[key] != null ? data[key].value : undefined) != null ? data[key] != null ? data[key].value : undefined : __guard__(data[to(key)], (x) => x.value); const set = function (key, value, ignore, initial) { let attr; key = to(key); // Look for defined attribute if ((attr = data[key]) == null) { if (!freeform) { throw new Error(`${object.toString()} - Setting unknown property \`${key}={${value}}\``); } // Define attribute on the fly (placeholder) attr = data[key] = { short: key, type: null, last: null, value: null, }; validators[key] = (v) => v; } if (!ignore) { // See if prop isn't bound if (_expr[key]) { throw new Error(`${object.toString()} - Can't set bound property \`${key}={${value}}\``); } // See if prop isn't computed if (_computed[key]) { throw new Error(`${object.toString()} - Can't set computed property \`${key}={${value}}\``); } // See if prop isn't final if (_finals[key]) { throw new Error(`${object.toString()} - Can't set final property \`${key}={${value}}\``); } } // Validate new value let valid = true; const validated = validate(key, value, attr.last, function () { valid = false; return null; }); // Accept and insert into flattened/original list if (valid) { [attr.value, attr.last] = Array.from([validated, attr.value]); // Remember in flattened dict const { short } = attr; flattened[short] = validated; if (!ignore) { originals[short] = value; } // Remember original unvalidated value // Compare to last value unless setting initial value if (!initial && !equals(key, attr.value, attr.last)) { change(key, value); } } return valid; }; const constant = function (key, value, initial) { key = to(key); set(key, value, true, initial); return (_finals[key] = true); }; // Prop/expression binding const expr = {}; const _bound = {}; const _eval = {}; const _expr = {}; const _computed = {}; const _finals = {}; const bind = function (key, expression, computed) { if (computed == null) { computed = false; } key = to(key); if (typeof expression !== "function") { throw new Error(`${object.toString()} - Expression \`${key}=>{${expr}}\` is not a function`); } if (_expr[key]) { throw new Error(`${object.toString()} - Property \`${key}=>{${expr}}\` is already bound`); } if (_computed[key]) { throw new Error(`${object.toString()} - Property \`${key}\` is computed`); } if (_finals[key]) { throw new Error(`${object.toString()} - Property \`${key}\` is final`); } const list = computed ? _computed : _expr; list[key] = expression; const short = data[key] != null ? data[key].short : key; if (!computed) { expr[short] = expression; } // flattened _eval[key] = expression; expression = expression.bind(object); _bound[key] = function (t, d) { let clock; if ((clock = object.clock != null ? object.clock.getTime() : undefined)) { t = clock.clock; d = clock.step; } return object.set(key, expression(t, d), true); }; return _attributes.bind(_bound[key]); }; const unbind = function (key, computed) { if (computed == null) { computed = false; } key = to(key); const list = computed ? _computed : _expr; if (!list[key]) { return; } _attributes.unbind(_bound[key]); delete _bound[key]; delete list[key]; if (data[key] != null) { key = data[key].short; } return delete expr[key]; }; const evaluate = function (key, time) { let left; key = to(key); return (left = typeof _eval[key] === "function" ? _eval[key](time, 0) : undefined) != null ? left : data[key].value; }; // Public interface object.expr = expr; object.props = flattened; object.evaluate = function (key, time) { if (key != null) { return evaluate(key, time); } else { const out = {}; for (key in props) { out[key] = evaluate(key, time); } return out; } }; object.get = function (key) { if (key != null) { return get(key); } else { return flattened; } }; object.set = function (key, value, ignore, initial) { if (typeof key === "string") { set(key, value, ignore, initial); } else { initial = ignore; ignore = value; const options = key; for (key in options) { value = options[key]; set(key, value, ignore, initial); } } }; object.bind = function (key, expr, computed) { if (typeof key === "string") { bind(key, expr, computed); } else { computed = expr; const binds = key; for (key in binds) { expr = binds[key]; bind(key, expr, computed); } } }; object.unbind = function (key, computed) { if (typeof key === "string") { unbind(key, computed); } else { computed = expr; const binds = key; for (key in binds) { unbind(key, computed); } } }; object.attribute = function (key) { if (key != null) { return data[to(key)]; } else { return data; } }; object.orig = function (key) { if (key != null) { return originals[to(key)]; } else { return shallowCopy(originals); } }; object.computed = function (key) { if (key != null) { return _computed[to(key)]; } else { return shallowCopy(_computed); } }; // Validate value for key const makers = {}; const validators = {}; const equalors = {}; const equals = (key, value, target) => equalors[key](value, target); const validate = (key, value, target, invalid) => validators[key](value, target, invalid); object.validate = function (key, value) { let target; key = to(key); const make = makers[key]; if (make != null) { target = make(); } return (target = validate(key, value, target, function () { throw new Error(`${object.toString()} - Invalid value \`${key}={${value}}\``); })); }; // Accumulate changes let dirty = false; let changes = {}; let touches = {}; let changed = {}; let touched = {}; const getNS = (key) => key.split(".")[0]; const change = function (key, value) { if (!dirty) { dirty = true; _attributes.queue(digest, object, key, value); } const trait = getNS(key); // Log change changes[key] = true; // Mark trait/namespace as dirty return (touches[trait] = true); }; const event = { type: "change", changed: null, touched: null, }; // Notify listeners of accumulated changes const digest = function () { // Swap double buffered changes objects let k; event.changed = changes; event.touched = touches; changes = changed; touches = touched; ({ changed } = event); ({ touched } = event); // Reset all dirty flags dirty = false; for (k in changes) { changes[k] = false; } for (k in touches) { touches[k] = false; } event.type = "change"; object.trigger(event); return (() => { const result = []; for (const trait in event.touched) { event.type = `change:${trait}`; result.push(object.trigger(event)); } return result; })(); }; // Convert name.trait.key into keyName const shorthand = function (name) { const parts = name.split(/\./g); const suffix = parts.pop(); parts.pop(); // Discard parts.unshift(suffix); return parts.reduce((a, b) => a + b.charAt(0).toUpperCase() + b.substring(1)); }; // Define attributes for given trait spec by namespace const addSpec = (name, spec) => (() => { const result = []; for (let key in spec) { let value; const type = spec[key]; key = [name, key].join("."); const short = shorthand(key); // Make attribute object data[key] = { T: type, ns: name, short, enum: typeof type.enum === "function" ? type.enum() : undefined, type: typeof type.uniform === "function" ? type.uniform() : undefined, last: type.make(), value: (value = type.make()), }; // Define flat namespace alias define(key, short); flattened[short] = value; // Collect makers, validators and comparators makers[key] = type.make; validators[key] = type.validate != null ? type.validate : (a) => a; result.push((equalors[key] = type.equals != null ? type.equals : (a, b) => a === b)); } return result; })(); // Add in traits const list = []; for (let trait of Array.from(traits)) { [trait, ns] = Array.from(trait.split(":")); const name = ns ? [ns, trait].join(".") : trait; spec = _attributes.getTrait(trait); list.push(trait); if (spec != null) { addSpec(name, spec); } } // Add custom props by namespace if (props != null) { for (ns in props) { spec = props[ns]; addSpec(ns, spec); } } // Store array of traits const unique = list.filter((object, i) => list.indexOf(object) === i); object.traits = unique; // Set previous internal values if (oldProps != null) { object.set(oldProps, true, true); } // Set final props if (finals != null) { for (key in finals) { const value = finals[key]; constant(key, value, true); } } // Set previous external values if (oldOrig != null) { object.set(oldOrig, false, true); } // Bind previous computed props/expressions if (oldComputed != null) { object.bind(oldComputed, true); } if (oldExpr != null) { object.bind(oldExpr, false); } // Destructor this.dispose = function () { for (key in _computed) { unbind(key, true); } for (key in _expr) { unbind(key, false); } props = {}; delete object.attributes; delete object.get; return delete object.set; }; null; } } function __guard__(value, transform) { return typeof value !== "undefined" && value !== null ? transform(value) : undefined; }
cchudzicki/mathbox
build/esm/model/attributes.js
JavaScript
mit
18,325
export function selectAll(query: string, context: any): any[]; export function compile(query: any): import("css-select/lib/types").CompiledQuery<any> | (() => boolean);
cchudzicki/mathbox
build/esm/model/css-select-adapted.d.ts
TypeScript
mit
169
import * as CSSselect from "css-select"; import adapter from "./css-select-adapter.js"; /** * Returns a filtered array of elements which are contained in context. */ const filter = (nodes, context) => { const out = []; const contextNodes = Array.isArray(context) ? context : [context]; const contextSet = new Set(contextNodes); for (const node of Array.from(nodes)) { let ancestor = node; while (ancestor != null) { if (contextSet.has(ancestor)) { out.push(node); break; } ancestor = adapter.getParent(ancestor); } } return out; }; const getRoot = (element) => { let ancestor = element; while (adapter.getParent(ancestor) !== null) { ancestor = adapter.getParent(ancestor); } return ancestor; }; /** * Finds elements in the given context matching the given css-selector. * * Does NOT throw if css query is invalid. * * @param {string} query A css selector * @param {*} context Element or array of elements * @returns All elements in context matching query */ export const selectAll = (query, context) => { try { /** * Try/catch to tolerate invalid css queries. * See https://gitgud.io/unconed/mathbox/-/issues/23 */ CSSselect.compile(query); } catch (err) { return []; } /** * Delegate to css-select, except always make queries relative to root and * filter matches outside of context ourselves. css-select does not currently * handle contextualized queries relative to root correctly. * * See https://github.com/fb55/css-select/issues/709 */ const isArray = Array.isArray(context); if (isArray && context.length === 0) return []; const root = getRoot(isArray ? context[0] : context); const matches = CSSselect.selectAll(query, root, { adapter }); if (context) return filter(matches, context); return matches; }; export const compile = (query) => { try { /** * Try/catch to tolerate invalid css queries. * See https://gitgud.io/unconed/mathbox/-/issues/23 */ return CSSselect.compile(query, { adapter }); } catch (err) { return () => false; } };
cchudzicki/mathbox
build/esm/model/css-select-adapted.js
JavaScript
mit
2,304
export default adapter; declare namespace adapter { export { isTag }; /** * Does at least one of passed element nodes pass the test predicate? */ export function existsOne(test: any, elems: any): any; /** * Does at least one of passed element nodes pass the test predicate? */ export function existsOne(test: any, elems: any): any; /** * Get the siblings of the node. Note that unlike jQuery's `siblings` method, * this is expected to include the current node as well */ export function getSiblings(elem: any): any; /** * Get the siblings of the node. Note that unlike jQuery's `siblings` method, * this is expected to include the current node as well */ export function getSiblings(elem: any): any; export { getChildren }; export { getParent }; export function getAttributeValue(elem: any, name: any): any; export function getAttributeValue(elem: any, name: any): any; export function hasAttrib(elem: any, name: any): any; export function hasAttrib(elem: any, name: any): any; export { removeSubsets }; export function getName(elem: any): any; export function getName(elem: any): any; export function findOne(test: any, elems: any): any; export function findAll(test: any, elems: any): any; export function getText(_elem: any): string; } /** * This file contains an *adapter* for css-select. css-select is a CSS selection * engine for HTML that can be used with other data structures (XML, etc) via * adapters. Here we define an adapter for MathBox's vdom. * * The adapter interface is described here: * https://github.com/fb55/css-select/blob/1aa44bdd64aaf2ebdfd7f338e2e76bed36521957/src/types.ts#L6-L96 * * Nodes vs Elements: * In general, CSS Selectors act on a document tree built from nodes, which can * include element nodes and non-element nodes. For example, in HTML, tags are * element nodes but lines of text are non-element node. Non-element text nodes * can influence css selection, e.g., via :first-line pseudoclass, but these * non-element nodes are never returned by selectors. * * Mathbox only has element nodes. */ /** * Is this node an element node? Yes. Mathbox only has element nodes. */ declare function isTag(_elem: any): boolean; declare function getChildren(elem: any): any; declare function getParent(elem: any): any; /** * Takes an array of nodes, and removes any duplicates, as well as any * nodes whose ancestors are also in the array. */ declare function removeSubsets(nodes: any): any[];
cchudzicki/mathbox
build/esm/model/css-select-adapter.d.ts
TypeScript
mit
2,577
/** * This file contains an *adapter* for css-select. css-select is a CSS selection * engine for HTML that can be used with other data structures (XML, etc) via * adapters. Here we define an adapter for MathBox's vdom. * * The adapter interface is described here: * https://github.com/fb55/css-select/blob/1aa44bdd64aaf2ebdfd7f338e2e76bed36521957/src/types.ts#L6-L96 * * Nodes vs Elements: * In general, CSS Selectors act on a document tree built from nodes, which can * include element nodes and non-element nodes. For example, in HTML, tags are * element nodes but lines of text are non-element node. Non-element text nodes * can influence css selection, e.g., via :first-line pseudoclass, but these * non-element nodes are never returned by selectors. * * Mathbox only has element nodes. */ /** * Is this node an element node? Yes. Mathbox only has element nodes. */ function isTag(_elem) { return true; } function getChildren(elem) { return elem.children || []; } function getParent(elem) { return elem.parent; } /** * Takes an array of nodes, and removes any duplicates, as well as any * nodes whose ancestors are also in the array. */ function removeSubsets(nodes) { const deduped = new Set(nodes); deduped.forEach((node) => { let ancestor = node.parent; while (ancestor) { if (deduped.has(ancestor)) { deduped.delete(node); return; } ancestor = ancestor.parent; } }); return Array.from(deduped); } const adapter = { isTag, /** * Does at least one of passed element nodes pass the test predicate? */ existsOne(test, elems) { return elems.some((elem) => isTag(elem) ? test(elem) || adapter.existsOne(test, getChildren(elem)) : false); }, /** * Get the siblings of the node. Note that unlike jQuery's `siblings` method, * this is expected to include the current node as well */ getSiblings(elem) { const parent = getParent(elem); return parent ? getChildren(parent) : [elem]; }, getChildren, getParent, getAttributeValue(elem, name) { if (name === "class") return elem.props.classes.join(" "); if (name === "id") return elem.id; return ""; }, hasAttrib(elem, name) { if (name === "id") return !!elem.id; if (name === "class") return elem.props.classes.length > 0; if (!elem.traits.hash) return false; return Object.prototype.hasOwnProperty.call(elem.traits.hash, name); }, removeSubsets, getName(elem) { var _a; return (_a = elem.type) !== null && _a !== void 0 ? _a : ""; }, /** * Finds the first node in the array that matches the test predicate, or one * of its children. */ findOne: function findOne(test, elems) { for (const node of elems) { if (test(node)) { return node; } else { const match = findOne(test, getChildren(node)); if (match) return match; } } return null; }, findAll: function findAll(test, elems) { const result = []; for (const elem of elems) { if (!isTag(elem)) continue; if (test(elem)) { result.push(elem); } result.push(...findAll(test, getChildren(elem))); } return result; }, getText: function getText(_elem) { return ""; }, }; export default adapter;
cchudzicki/mathbox
build/esm/model/css-select-adapter.js
JavaScript
mit
3,701
export class Group extends Node { children: any[]; add(node: any): any; remove(node: any): void; empty(): void; } import { Node } from "./node.js";
cchudzicki/mathbox
build/esm/model/group.d.ts
TypeScript
mit
164
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Node } from "./node.js"; export class Group extends Node { constructor(type, defaults, options, binds, config, attributes) { super(type, defaults, options, binds, config, attributes); this.children = []; this.on("reindex", (event) => Array.from(this.children).map((child) => child.trigger(event))); } add(node) { if (node.parent != null) { node.parent.remove(node); } node._index(this.children.length, this); this.children.push(node); return node._added(this); } remove(node) { if (node.children != null ? node.children.length : undefined) { node.empty(); } const index = this.children.indexOf(node); if (index === -1) { return; } this.children.splice(index, 1); node._index(null); node._removed(this); for (let i = 0; i < this.children.length; i++) { node = this.children[i]; if (i >= index) { node._index(i); } } } empty() { const children = this.children.slice().reverse(); for (const node of Array.from(children)) { this.remove(node); } } }
cchudzicki/mathbox
build/esm/model/group.js
JavaScript
mit
1,660
export class Guard { constructor(limit: any); limit: any; iterate(options: any): null; }
cchudzicki/mathbox
build/esm/model/guard.d.ts
TypeScript
mit
101
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ export class Guard { constructor(limit) { if (limit == null) { limit = 10; } this.limit = limit; } iterate(options) { const { step, last } = options; let { limit } = this; while (step()) { if (!--limit) { console.warn("Last iteration", typeof last === "function" ? last() : undefined); throw new Error("Exceeded iteration limit."); } } return null; } }
cchudzicki/mathbox
build/esm/model/guard.js
JavaScript
mit
860
export * from "./attributes.js"; export * from "./group.js"; export * from "./guard.js"; export * from "./model.js"; export * from "./node.js";
cchudzicki/mathbox
build/esm/model/index.d.ts
TypeScript
mit
144
export * from "./attributes.js"; export * from "./group.js"; export * from "./guard.js"; export * from "./model.js"; export * from "./node.js";
cchudzicki/mathbox
build/esm/model/index.js
JavaScript
mit
144
export class Model { constructor(root: any); root: any; ids: {}; classes: {}; traits: {}; types: {}; nodes: any[]; watchers: any[]; fire: boolean; lastNode: any; event: { type: string; }; digest: () => boolean; select(query: any, context: any): any[]; watch(selector: any, handler: any): any[]; unwatch(handler: any): boolean | undefined; _matcher(query: any): import("css-select/lib/types").CompiledQuery<any> | (() => boolean); getRoot(): any; getLastTrigger(): any; }
cchudzicki/mathbox
build/esm/model/model.d.ts
TypeScript
mit
555
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS104: Avoid inline assignments * DS205: Consider reworking code to avoid use of IIFEs * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { compile, selectAll } from "./css-select-adapted"; const AUTO = /^<([0-9]+|<*)$/; /* Model that wraps a root node and its children. Monitors adds, removals and ID/class changes. Enables CSS selectors, both querying and watching. Watchers are primed differentially as changes come in, and fired with digest(). */ export class Model { constructor(root) { this.root = root; this.root.model = this; this.root.root = this.root; this.ids = {}; this.classes = {}; this.traits = {}; this.types = {}; this.nodes = []; this.watchers = []; this.fire = false; this.lastNode = null; this.event = { type: "update" }; // Triggered by child addition/removal const add = (event) => adopt(event.node); const remove = (event) => dispose(event.node); this.root.on("add", add); this.root.on("remove", remove); // Track node lifecycle const adopt = (node) => { addNode(node); addType(node); addTraits(node); node.on("change:node", update); update(null, node, true); return force(node); }; const dispose = (node) => { removeNode(node); removeType(node); removeTraits(node); removeID(node.id, node); removeClasses(node.classes, node); node.off("change:node", update); return force(node); }; // Watcher cycle for catching changes in id/classes const prime = (node) => { for (const watcher of Array.from(this.watchers)) { watcher.match = watcher.matcher(node); } return null; }; const check = (node) => { for (const watcher of Array.from(this.watchers)) { const fire = watcher.fire || (watcher.fire = watcher.match !== watcher.matcher(node)); if (fire) { this.lastNode = node; } if (!this.fire) { this.fire = fire; } } return null; }; const force = (node) => { for (const watcher of Array.from(this.watchers)) { const fire = watcher.fire || (watcher.fire = watcher.matcher(node)); if (fire) { this.lastNode = node; } if (!this.fire) { this.fire = fire; } } return null; }; this.digest = () => { if (!this.fire) { return false; } for (const watcher of Array.from(this.watchers.slice())) { if (watcher.fire) { watcher.fire = false; watcher.handler(); } } this.fire = false; return true; }; // Track id/class changes const update = (event, node, init) => { const _id = init || event.changed["node.id"]; const _klass = init || event.changed["node.classes"]; let primed = false; if (_id) { const id = node.get("node.id"); if (id !== node.id) { if (!init) { prime(node); } primed = true; if (node.id != null) { removeID(node.id, node); } addID(id, node); } } if (_klass) { let left; let classes = (left = node.get("node.classes")) != null ? left : []; const klass = classes.join(","); if (klass !== (node.classes != null ? node.classes.klass : undefined)) { classes = classes.slice(); if (!init && !primed) { prime(node); } primed = true; if (node.classes != null) { removeClasses(node.classes, node); } addClasses(classes, node); node.classes = classes; node.classes.klass = klass; } } if (!init && primed) { check(node); } return null; }; // Manage lookup tables for types/classes/traits const addTags = function (sets, tags, node) { if (tags == null) { return; } for (const k of Array.from(tags)) { const list = sets[k] != null ? sets[k] : []; list.push(node); sets[k] = list; } return null; }; const removeTags = function (sets, tags, node) { if (tags == null) { return; } for (const k of Array.from(tags)) { const list = sets[k]; const index = list.indexOf(node); if (index >= 0) { list.splice(index, 1); } if (list.length === 0) { delete sets[k]; } } return null; }; // Build a hash for an array of tags for quick lookups const hashTags = function (array) { if (!(array.length > 0)) { return; } const hash = (array.hash = {}); return Array.from(array).map((klass) => (hash[klass] = true)); }; const unhashTags = (array) => delete array.hash; // Track IDs (live) const addID = (id, node) => { if (this.ids[id]) { throw new Error(`Duplicate node id \`${id}\``); } if (id != null) { this.ids[id] = [node]; } return (node.id = id != null ? id : node._id); }; const removeID = (id, node) => { if (id != null) { delete this.ids[id]; } return (node.id = node._id); }; // Track classes (live) const addClasses = (classes, node) => { addTags(this.classes, classes, node); if (classes != null) { return hashTags(classes); } }; const removeClasses = (classes, node) => { removeTags(this.classes, classes, node); if (classes != null) { return unhashTags(classes); } }; // Track nodes const addNode = (node) => this.nodes.push(node); const removeNode = (node) => this.nodes.splice(this.nodes.indexOf(node), 1); // Track nodes by type const addType = (node) => addTags(this.types, [node.type], node); const removeType = (node) => removeTags(this.types, [node.type], node); // Track nodes by trait const addTraits = (node) => { addTags(this.traits, node.traits, node); return hashTags(node.traits); }; const removeTraits = (node) => { removeTags(this.traits, node.traits, node); return unhashTags(node.traits); }; adopt(this.root); this.root.trigger({ type: "added" }); } select(query, context) { return selectAll(query, context || this.getRoot()); } // Watch selector with handler watch(selector, handler) { let watcher; handler.unwatch = () => this.unwatch(handler); handler.watcher = watcher = { selector, handler, matcher: this._matcher(selector), match: false, fire: false, }; this.watchers.push(watcher); return this.select(selector); } // Unwatch a handler unwatch(handler) { const { watcher } = handler; if (watcher == null) { return; } this.watchers.splice(this.watchers.indexOf(watcher), 1); delete handler.unwatch; return delete handler.watcher; } // Make a matcher for a single selector _matcher(query) { if (AUTO.test(query)) { throw new Error("Auto-link matcher unsupported"); } return compile(query); } getRoot() { return this.root; } getLastTrigger() { return this.lastNode.toString(); } }
cchudzicki/mathbox
build/esm/model/model.js
JavaScript
mit
9,162
export class Node { constructor(type: any, defaults: any, options: any, binds: any, config: any, attributes: any); type: any; _id: string; parent: any; root: any; path: any; index: any; configure(config: any, attributes: any): any; _config: { traits: any; props: any; finals: any; freeform: any; } | undefined; attributes: any; dispose(): null; _added(parent: any): any; _removed(): null; _index(index: any, parent: any): any; order: number | undefined; _encode(path: any): number; toString(): string; toMarkup(selector: null | undefined, indent: any): any; print(selector: any, level: any): any; }
cchudzicki/mathbox
build/esm/model/node.d.ts
TypeScript
mit
711
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS104: Avoid inline assignments * DS205: Consider reworking code to avoid use of IIFEs * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as Pretty from "../util/pretty.js"; import { Binder } from "threestrap/src/binder.js"; let nodeIndex = 0; export class Node { constructor(type, defaults, options, binds, config, attributes) { this.type = type; this._id = (++nodeIndex).toString(); this.configure(config, attributes); this.parent = this.root = this.path = this.index = null; this.set(defaults, true, true); this.set(options, false, true); this.bind(binds, false); } configure(config, attributes) { let { traits, props, finals, freeform } = config; if (traits == null) { traits = (this._config != null ? this._config.traits : undefined) != null ? this._config != null ? this._config.traits : undefined : []; } if (props == null) { props = (this._config != null ? this._config.props : undefined) != null ? this._config != null ? this._config.props : undefined : {}; } if (finals == null) { finals = (this._config != null ? this._config.finals : undefined) != null ? this._config != null ? this._config.finals : undefined : {}; } if (freeform == null) { freeform = (this._config != null ? this._config.freeform : undefined) != null ? this._config != null ? this._config.freeform : undefined : false; } this._config = { traits, props, finals, freeform }; return (this.attributes = attributes.apply(this, this._config)); } dispose() { this.attributes.dispose(); return (this.attributes = null); } // Add/removal callback _added(parent) { this.parent = parent; this.root = parent.root; // Notify root listeners of child addition const event = { type: "add", node: this, parent: this.parent, }; if (this.root) { this.root.trigger(event); } // Notify self listeners of own addition event.type = "added"; return this.trigger(event); } _removed() { // Notify root listeners of child removal const event = { type: "remove", node: this, }; if (this.root) { this.root.trigger(event); } // Notify self listeners of own removal event.type = "removed"; this.trigger(event); return (this.root = this.parent = null); } // Assign unique indices to nodes to make paths _index(index, parent) { let path; if (parent == null) { ({ parent } = this); } this.index = index; this.path = path = index != null ? ((parent != null ? parent.path : undefined) != null ? parent != null ? parent.path : undefined : []).concat([index]) : null; this.order = path != null ? this._encode(path) : Infinity; if (this.root != null) { return this.trigger({ type: "reindex" }); } } // Asymptotic arithmetic encoding // Computes invariant node order from path of indices // Goes from 1 at the root [0] of the tree, to 0 at [∞] (best for FP precision). // Divides the interval into countably infinite many intervals, nested recursively. // // (loses precision eventually, it's used cos three.js needs a single numerical order) _encode(path) { // Tune precision between deep and narrow (1) vs shallow and wide (n) const k = 3; const map = (x) => k / (x + k); const lerp = (t) => b + (a - b) * t; let a = 1 + 1 / k; let b = 0; for (const index of Array.from(path)) { const f = map(index + 1); const g = map(index + 2); [a, b] = Array.from([lerp(f), lerp(g)]); } return a; } toString() { const _id = this.id != null ? this.id : this._id; const tag = this.type != null ? this.type : "node"; let id = tag; id += `#${_id}`; if (this.classes != null ? this.classes.length : undefined) { id += `.${this.classes.join(".")}`; } if (this.children != null) { let count; if ((count = this.children.length)) { return `<${id}>…(${count})…</${tag}>`; } else { return `<${id}></${tag}>`; } } else { return `<${id} />`; } } toMarkup(selector = null, indent) { let k, v; if (indent == null) { indent = ""; } if (selector && typeof selector !== "function") { let left; selector = (left = this.root != null ? this.root.model._matcher(selector) : undefined) != null ? left : () => true; } const tag = this.type != null ? this.type : "node"; let { expr } = this; // Ensure generated ID goes first const orig = { id: this._id }; const object = typeof this.orig === "function" ? this.orig() : undefined; for (k in object) { v = object[k]; orig[k] = v; } const props = (() => { const result = []; for (k in orig) { v = orig[k]; if (!this.expr[k]) { result.push(Pretty.JSX.prop(k, v)); } } return result; })(); expr = (() => { const result1 = []; for (k in expr) { v = expr[k]; result1.push(Pretty.JSX.bind(k, v)); } return result1; })(); let attr = [""]; if (props.length) { attr = attr.concat(props); } if (expr.length) { attr = attr.concat(expr); } attr = attr.join(" "); let child = indent; const recurse = () => { if (!(this.children != null ? this.children.length : undefined)) { return ""; } return this.children .map((x) => x.toMarkup(selector, child)) .filter((x) => x != null && x.length) .join("\n"); }; if (selector && !selector(this)) { return recurse(); } if (this.children != null) { const open = `<${tag}${attr}>`; const close = `</${tag}>`; child = indent + " "; let children = recurse(); if (children.length) { children = "\n" + children + "\n" + indent; } if (children == null) { children = ""; } return indent + open + children + close; } else { return `${indent}<${tag}${attr} />`; } } print(selector, level) { return Pretty.print(this.toMarkup(selector), level); } } Binder.apply(Node.prototype);
cchudzicki/mathbox
build/esm/model/node.js
JavaScript
mit
8,116
export * from "./context";
cchudzicki/mathbox
build/esm/node.d.ts
TypeScript
mit
27
export * from "./context";
cchudzicki/mathbox
build/esm/node.js
JavaScript
mit
27
import { Traits as TraitsValue } from "./primitives/types/traits"; declare type Traits = typeof TraitsValue; interface GetTraitsNode { id: ReturnType<Traits["node"]["id"]["validate"]>; classes: ReturnType<Traits["node"]["classes"]["validate"]>; } interface SetTraitsNode { /** * Unique ID * @default `null` * @example `"sampler"` */ id: Parameters<Traits["node"]["id"]["validate"]>[0]; /** * Custom classes * @default `[]` * @example `["big"]` */ classes: Parameters<Traits["node"]["classes"]["validate"]>[0]; } interface GetTraitsEntity { active: ReturnType<Traits["entity"]["active"]["validate"]>; } interface SetTraitsEntity { /** * Updates continuously * @default `true` */ active: Parameters<Traits["entity"]["active"]["validate"]>[0]; } interface GetTraitsObject { visible: ReturnType<Traits["object"]["visible"]["validate"]>; } interface SetTraitsObject { /** * Visibility for rendering * @default `true` */ visible: Parameters<Traits["object"]["visible"]["validate"]>[0]; } interface GetTraitsUnit { scale: ReturnType<Traits["unit"]["scale"]["validate"]>; fov: ReturnType<Traits["unit"]["fov"]["validate"]>; focus: ReturnType<Traits["unit"]["focus"]["validate"]>; } interface SetTraitsUnit { /** * (Vertical) Reference scale of viewport in pixels * @default `null` * @example `720` */ scale: Parameters<Traits["unit"]["scale"]["validate"]>[0]; /** * (Vertical) Field-of-view to calibrate units for (degrees) * @default `null` * @example `60` */ fov: Parameters<Traits["unit"]["fov"]["validate"]>[0]; /** * Camera focus distance in world units * @default `1` */ focus: Parameters<Traits["unit"]["focus"]["validate"]>[0]; } interface GetTraitsSpan { range: ReturnType<Traits["span"]["range"]["validate"]>; } interface SetTraitsSpan { /** * Range on axis * @default `[-1, 1]` */ range: Parameters<Traits["span"]["range"]["validate"]>[0]; } interface GetTraitsView { range: ReturnType<Traits["view"]["range"]["validate"]>; } interface SetTraitsView { /** * 4D range in view * @default `[[-1, 1], [-1, 1], [-1, 1], [-1, 1]]` */ range: Parameters<Traits["view"]["range"]["validate"]>[0]; } interface GetTraitsView3 { position: ReturnType<Traits["view3"]["position"]["validate"]>; quaternion: ReturnType<Traits["view3"]["quaternion"]["validate"]>; rotation: ReturnType<Traits["view3"]["rotation"]["validate"]>; scale: ReturnType<Traits["view3"]["scale"]["validate"]>; eulerOrder: ReturnType<Traits["view3"]["eulerOrder"]["validate"]>; } interface SetTraitsView3 { /** * 3D Position * @default `[0, 0, 0]` */ position: Parameters<Traits["view3"]["position"]["validate"]>[0]; /** * 3D Quaternion * @default `[0, 0, 0, 1]` */ quaternion: Parameters<Traits["view3"]["quaternion"]["validate"]>[0]; /** * 3D Euler rotation * @default `[0, 0, 0]` */ rotation: Parameters<Traits["view3"]["rotation"]["validate"]>[0]; /** * 3D Scale * @default `[1, 1, 1]` */ scale: Parameters<Traits["view3"]["scale"]["validate"]>[0]; /** * Euler order * @default `xyz` */ eulerOrder: Parameters<Traits["view3"]["eulerOrder"]["validate"]>[0]; } interface GetTraitsView4 { position: ReturnType<Traits["view4"]["position"]["validate"]>; scale: ReturnType<Traits["view4"]["scale"]["validate"]>; } interface SetTraitsView4 { /** * 4D Position * @default `[0, 0, 0, 0]` */ position: Parameters<Traits["view4"]["position"]["validate"]>[0]; /** * 4D Scale * @default `[1, 1, 1, 1]` */ scale: Parameters<Traits["view4"]["scale"]["validate"]>[0]; } interface GetTraitsLayer { depth: ReturnType<Traits["layer"]["depth"]["validate"]>; fit: ReturnType<Traits["layer"]["fit"]["validate"]>; } interface SetTraitsLayer { /** * 3D Depth * @default `1` */ depth: Parameters<Traits["layer"]["depth"]["validate"]>[0]; /** * Fit to (contain, cover, x, y) * @default `y` */ fit: Parameters<Traits["layer"]["fit"]["validate"]>[0]; } interface GetTraitsVertex { pass: ReturnType<Traits["vertex"]["pass"]["validate"]>; } interface SetTraitsVertex { /** * Vertex pass (data, view, world, eye) * @default `"view"` */ pass: Parameters<Traits["vertex"]["pass"]["validate"]>[0]; } interface GetTraitsFragment { pass: ReturnType<Traits["fragment"]["pass"]["validate"]>; gamma: ReturnType<Traits["fragment"]["gamma"]["validate"]>; } interface SetTraitsFragment { /** * Fragment pass (color, light, rgba) * @default `"light"` */ pass: Parameters<Traits["fragment"]["pass"]["validate"]>[0]; /** * Pass RGBA values in sRGB instead of linear RGB * @default `false` */ gamma: Parameters<Traits["fragment"]["gamma"]["validate"]>[0]; } interface GetTraitsTransform3 { position: ReturnType<Traits["transform3"]["position"]["validate"]>; quaternion: ReturnType<Traits["transform3"]["quaternion"]["validate"]>; rotation: ReturnType<Traits["transform3"]["rotation"]["validate"]>; eulerOrder: ReturnType<Traits["transform3"]["eulerOrder"]["validate"]>; scale: ReturnType<Traits["transform3"]["scale"]["validate"]>; matrix: ReturnType<Traits["transform3"]["matrix"]["validate"]>; } interface SetTraitsTransform3 { /** * 3D Position * @default `[0, 0, 0]` */ position: Parameters<Traits["transform3"]["position"]["validate"]>[0]; /** * 3D Quaternion * @default `[0, 0, 0, 1]` */ quaternion: Parameters<Traits["transform3"]["quaternion"]["validate"]>[0]; /** * 3D Euler rotation * @default `[0, 0, 0]` */ rotation: Parameters<Traits["transform3"]["rotation"]["validate"]>[0]; /** * 3D Euler order * @default `xyz` */ eulerOrder: Parameters<Traits["transform3"]["eulerOrder"]["validate"]>[0]; /** * 3D Scale * @default `[1, 1, 1]` */ scale: Parameters<Traits["transform3"]["scale"]["validate"]>[0]; /** * 3D Projective Matrix * @default `[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]` */ matrix: Parameters<Traits["transform3"]["matrix"]["validate"]>[0]; } interface GetTraitsTransform4 { position: ReturnType<Traits["transform4"]["position"]["validate"]>; scale: ReturnType<Traits["transform4"]["scale"]["validate"]>; matrix: ReturnType<Traits["transform4"]["matrix"]["validate"]>; } interface SetTraitsTransform4 { /** * 4D Position * @default `[0, 0, 0, 0]` */ position: Parameters<Traits["transform4"]["position"]["validate"]>[0]; /** * 4D Scale * @default `[1, 1, 1, 1]` */ scale: Parameters<Traits["transform4"]["scale"]["validate"]>[0]; /** * 4D Affine Matrix * @default `[1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]` */ matrix: Parameters<Traits["transform4"]["matrix"]["validate"]>[0]; } interface GetTraitsCamera { proxy: ReturnType<Traits["camera"]["proxy"]["validate"]>; position: ReturnType<Traits["camera"]["position"]["validate"]>; quaternion: ReturnType<Traits["camera"]["quaternion"]["validate"]>; rotation: ReturnType<Traits["camera"]["rotation"]["validate"]>; lookAt: ReturnType<Traits["camera"]["lookAt"]["validate"]>; up: ReturnType<Traits["camera"]["up"]["validate"]>; eulerOrder: ReturnType<Traits["camera"]["eulerOrder"]["validate"]>; fov: ReturnType<Traits["camera"]["fov"]["validate"]>; } interface SetTraitsCamera { /** * Re-use existing camera * @default `false` */ proxy: Parameters<Traits["camera"]["proxy"]["validate"]>[0]; /** * 3D Position * @default `null` * @example `[1, 2, 3]` */ position: Parameters<Traits["camera"]["position"]["validate"]>[0]; /** * 3D Quaternion * @default `null` * @example `[0.707, 0, 0, 0.707]` */ quaternion: Parameters<Traits["camera"]["quaternion"]["validate"]>[0]; /** * 3D Euler rotation * @default `null` * @example `[π/2, 0, 0]` */ rotation: Parameters<Traits["camera"]["rotation"]["validate"]>[0]; /** * 3D Look at * @default `null` * @example `[2, 3, 4]` */ lookAt: Parameters<Traits["camera"]["lookAt"]["validate"]>[0]; /** * 3D Up * @default `null` * @example `[0, 1, 0]` */ up: Parameters<Traits["camera"]["up"]["validate"]>[0]; /** * 3D Euler order * @default `"xyz"` */ eulerOrder: Parameters<Traits["camera"]["eulerOrder"]["validate"]>[0]; /** * Field-of-view (degrees) * @default `null` * @example `60` */ fov: Parameters<Traits["camera"]["fov"]["validate"]>[0]; } interface GetTraitsPolar { bend: ReturnType<Traits["polar"]["bend"]["validate"]>; helix: ReturnType<Traits["polar"]["helix"]["validate"]>; } interface SetTraitsPolar { /** * Amount of polar bend * @default `1` */ bend: Parameters<Traits["polar"]["bend"]["validate"]>[0]; /** * Expand into helix * @default `0` */ helix: Parameters<Traits["polar"]["helix"]["validate"]>[0]; } interface GetTraitsSpherical { bend: ReturnType<Traits["spherical"]["bend"]["validate"]>; } interface SetTraitsSpherical { /** * Amount of spherical bend * @default `1` */ bend: Parameters<Traits["spherical"]["bend"]["validate"]>[0]; } interface GetTraitsStereographic { bend: ReturnType<Traits["stereographic"]["bend"]["validate"]>; } interface SetTraitsStereographic { /** * Amount of stereographic bend * @default `1` */ bend: Parameters<Traits["stereographic"]["bend"]["validate"]>[0]; } interface GetTraitsInterval { axis: ReturnType<Traits["interval"]["axis"]["validate"]>; } interface SetTraitsInterval { /** * Axis * @default `1` */ axis: Parameters<Traits["interval"]["axis"]["validate"]>[0]; } interface GetTraitsArea { axes: ReturnType<Traits["area"]["axes"]["validate"]>; } interface SetTraitsArea { /** * Axis pair * @default `[1, 2]` */ axes: Parameters<Traits["area"]["axes"]["validate"]>[0]; } interface GetTraitsVolume { axes: ReturnType<Traits["volume"]["axes"]["validate"]>; } interface SetTraitsVolume { /** * Axis triplet * @default `[1, 2, 3]` */ axes: Parameters<Traits["volume"]["axes"]["validate"]>[0]; } interface GetTraitsOrigin { origin: ReturnType<Traits["origin"]["origin"]["validate"]>; } interface SetTraitsOrigin { /** * 4D Origin * @default `[0, 0, 0, 0]` */ origin: Parameters<Traits["origin"]["origin"]["validate"]>[0]; } interface GetTraitsScale { divide: ReturnType<Traits["scale"]["divide"]["validate"]>; unit: ReturnType<Traits["scale"]["unit"]["validate"]>; base: ReturnType<Traits["scale"]["base"]["validate"]>; mode: ReturnType<Traits["scale"]["mode"]["validate"]>; start: ReturnType<Traits["scale"]["start"]["validate"]>; end: ReturnType<Traits["scale"]["end"]["validate"]>; zero: ReturnType<Traits["scale"]["zero"]["validate"]>; factor: ReturnType<Traits["scale"]["factor"]["validate"]>; nice: ReturnType<Traits["scale"]["nice"]["validate"]>; } interface SetTraitsScale { /** * Number of divisions * @default `10` */ divide: Parameters<Traits["scale"]["divide"]["validate"]>[0]; /** * Reference unit * @default `1` */ unit: Parameters<Traits["scale"]["unit"]["validate"]>[0]; /** * Power base for sub/super units * @default `10` */ base: Parameters<Traits["scale"]["base"]["validate"]>[0]; /** * Scale type * @default `"linear"` */ mode: Parameters<Traits["scale"]["mode"]["validate"]>[0]; /** * Include start * @default `true` */ start: Parameters<Traits["scale"]["start"]["validate"]>[0]; /** * Include end * @default `true` */ end: Parameters<Traits["scale"]["end"]["validate"]>[0]; /** * Include zero * @default `true` */ zero: Parameters<Traits["scale"]["zero"]["validate"]>[0]; /** * Scale factor * @default `1` */ factor: Parameters<Traits["scale"]["factor"]["validate"]>[0]; /** * Snap to nice numbers * @default `true` */ nice: Parameters<Traits["scale"]["nice"]["validate"]>[0]; } interface GetTraitsGrid { lineX: ReturnType<Traits["grid"]["lineX"]["validate"]>; lineY: ReturnType<Traits["grid"]["lineY"]["validate"]>; crossed: ReturnType<Traits["grid"]["crossed"]["validate"]>; closedX: ReturnType<Traits["grid"]["closedX"]["validate"]>; closedY: ReturnType<Traits["grid"]["closedY"]["validate"]>; } interface SetTraitsGrid { /** * Draw X lines * @default `true` */ lineX: Parameters<Traits["grid"]["lineX"]["validate"]>[0]; /** * Draw Y lines * @default `true` */ lineY: Parameters<Traits["grid"]["lineY"]["validate"]>[0]; /** * UVWO map on matching axes * @default `true` */ crossed: Parameters<Traits["grid"]["crossed"]["validate"]>[0]; /** * Close X lines * @default `false` */ closedX: Parameters<Traits["grid"]["closedX"]["validate"]>[0]; /** * Close Y lines * @default `false` */ closedY: Parameters<Traits["grid"]["closedY"]["validate"]>[0]; } interface GetTraitsAxis { detail: ReturnType<Traits["axis"]["detail"]["validate"]>; crossed: ReturnType<Traits["axis"]["crossed"]["validate"]>; } interface SetTraitsAxis { /** * Geometric detail * @default `1` */ detail: Parameters<Traits["axis"]["detail"]["validate"]>[0]; /** * UVWO map on matching axis * @default `true` */ crossed: Parameters<Traits["axis"]["crossed"]["validate"]>[0]; } interface GetTraitsData { data: ReturnType<Traits["data"]["data"]["validate"]>; expr: ReturnType<Traits["data"]["expr"]["validate"]>; bind: ReturnType<Traits["data"]["bind"]["validate"]>; live: ReturnType<Traits["data"]["live"]["validate"]>; } interface SetTraitsData { /** * Data array * @default `null` */ data: Parameters<Traits["data"]["data"]["validate"]>[0]; /** * Data emitter expression * @default `null` */ expr: Parameters<Traits["data"]["expr"]["validate"]>[0]; /** * */ bind: Parameters<Traits["data"]["bind"]["validate"]>[0]; /** * Update continuously * @default `true` */ live: Parameters<Traits["data"]["live"]["validate"]>[0]; } interface GetTraitsBuffer { channels: ReturnType<Traits["buffer"]["channels"]["validate"]>; items: ReturnType<Traits["buffer"]["items"]["validate"]>; fps: ReturnType<Traits["buffer"]["fps"]["validate"]>; hurry: ReturnType<Traits["buffer"]["hurry"]["validate"]>; limit: ReturnType<Traits["buffer"]["limit"]["validate"]>; realtime: ReturnType<Traits["buffer"]["realtime"]["validate"]>; observe: ReturnType<Traits["buffer"]["observe"]["validate"]>; aligned: ReturnType<Traits["buffer"]["aligned"]["validate"]>; } interface SetTraitsBuffer { /** * Number of channels * @default `4` */ channels: Parameters<Traits["buffer"]["channels"]["validate"]>[0]; /** * Number of items * @default `4` */ items: Parameters<Traits["buffer"]["items"]["validate"]>[0]; /** * Frames-per-second update rate * @default `null` * @example `60` */ fps: Parameters<Traits["buffer"]["fps"]["validate"]>[0]; /** * Maximum frames to hurry per frame * @default `5` */ hurry: Parameters<Traits["buffer"]["hurry"]["validate"]>[0]; /** * Maximum frames to track * @default `60` */ limit: Parameters<Traits["buffer"]["limit"]["validate"]>[0]; /** * Run on real time, not clock time * @default `false` */ realtime: Parameters<Traits["buffer"]["realtime"]["validate"]>[0]; /** * Pass clock time to data * @default `false` */ observe: Parameters<Traits["buffer"]["observe"]["validate"]>[0]; /** * Use (fast) integer lookups * @default `false` */ aligned: Parameters<Traits["buffer"]["aligned"]["validate"]>[0]; } interface GetTraitsSampler { centered: ReturnType<Traits["sampler"]["centered"]["validate"]>; padding: ReturnType<Traits["sampler"]["padding"]["validate"]>; } interface SetTraitsSampler { /** * Centered instead of corner sampling * @default `false` */ centered: Parameters<Traits["sampler"]["centered"]["validate"]>[0]; /** * Number of samples padding * @default `0` */ padding: Parameters<Traits["sampler"]["padding"]["validate"]>[0]; } interface GetTraitsArray { width: ReturnType<Traits["array"]["width"]["validate"]>; bufferWidth: ReturnType<Traits["array"]["bufferWidth"]["validate"]>; history: ReturnType<Traits["array"]["history"]["validate"]>; } interface SetTraitsArray { /** * Array width * @default `1` */ width: Parameters<Traits["array"]["width"]["validate"]>[0]; /** * Array buffer width * @default `1` */ bufferWidth: Parameters<Traits["array"]["bufferWidth"]["validate"]>[0]; /** * Array history * @default `1` */ history: Parameters<Traits["array"]["history"]["validate"]>[0]; } interface GetTraitsMatrix { width: ReturnType<Traits["matrix"]["width"]["validate"]>; height: ReturnType<Traits["matrix"]["height"]["validate"]>; history: ReturnType<Traits["matrix"]["history"]["validate"]>; bufferWidth: ReturnType<Traits["matrix"]["bufferWidth"]["validate"]>; bufferHeight: ReturnType<Traits["matrix"]["bufferHeight"]["validate"]>; } interface SetTraitsMatrix { /** * Matrix width * @default `1` */ width: Parameters<Traits["matrix"]["width"]["validate"]>[0]; /** * Matrix height * @default `1` */ height: Parameters<Traits["matrix"]["height"]["validate"]>[0]; /** * Matrix history * @default `1` */ history: Parameters<Traits["matrix"]["history"]["validate"]>[0]; /** * Matrix buffer width * @default `1` */ bufferWidth: Parameters<Traits["matrix"]["bufferWidth"]["validate"]>[0]; /** * Matrix buffer height * @default `1` */ bufferHeight: Parameters<Traits["matrix"]["bufferHeight"]["validate"]>[0]; } interface GetTraitsVoxel { width: ReturnType<Traits["voxel"]["width"]["validate"]>; height: ReturnType<Traits["voxel"]["height"]["validate"]>; depth: ReturnType<Traits["voxel"]["depth"]["validate"]>; bufferWidth: ReturnType<Traits["voxel"]["bufferWidth"]["validate"]>; bufferHeight: ReturnType<Traits["voxel"]["bufferHeight"]["validate"]>; bufferDepth: ReturnType<Traits["voxel"]["bufferDepth"]["validate"]>; } interface SetTraitsVoxel { /** * Voxel width * @default `1` */ width: Parameters<Traits["voxel"]["width"]["validate"]>[0]; /** * Voxel height * @default `1` */ height: Parameters<Traits["voxel"]["height"]["validate"]>[0]; /** * Voxel depth * @default `1` */ depth: Parameters<Traits["voxel"]["depth"]["validate"]>[0]; /** * Voxel buffer width * @default `1` */ bufferWidth: Parameters<Traits["voxel"]["bufferWidth"]["validate"]>[0]; /** * Voxel buffer height * @default `1` */ bufferHeight: Parameters<Traits["voxel"]["bufferHeight"]["validate"]>[0]; /** * Voxel buffer depth * @default `1` */ bufferDepth: Parameters<Traits["voxel"]["bufferDepth"]["validate"]>[0]; } interface GetTraitsStyle { opacity: ReturnType<Traits["style"]["opacity"]["validate"]>; color: ReturnType<Traits["style"]["color"]["validate"]>; blending: ReturnType<Traits["style"]["blending"]["validate"]>; zWrite: ReturnType<Traits["style"]["zWrite"]["validate"]>; zTest: ReturnType<Traits["style"]["zTest"]["validate"]>; zIndex: ReturnType<Traits["style"]["zIndex"]["validate"]>; zBias: ReturnType<Traits["style"]["zBias"]["validate"]>; zOrder: ReturnType<Traits["style"]["zOrder"]["validate"]>; } interface SetTraitsStyle { /** * Opacity * @default `1` */ opacity: Parameters<Traits["style"]["opacity"]["validate"]>[0]; /** * Color * @default `"rgb(128, 128, 128)"` */ color: Parameters<Traits["style"]["color"]["validate"]>[0]; /** * Blending mode ('no, normal, add, subtract, multiply) * @default `"normal"` */ blending: Parameters<Traits["style"]["blending"]["validate"]>[0]; /** * Write Z buffer * @default `true` */ zWrite: Parameters<Traits["style"]["zWrite"]["validate"]>[0]; /** * Test Z buffer * @default `true` */ zTest: Parameters<Traits["style"]["zTest"]["validate"]>[0]; /** * Z-Index (2D stacking) * @default `0` */ zIndex: Parameters<Traits["style"]["zIndex"]["validate"]>[0]; /** * Z-Bias (3D stacking) * @default `0` */ zBias: Parameters<Traits["style"]["zBias"]["validate"]>[0]; /** * Z-Order (drawing order) * @default `null` * @example `2` */ zOrder: Parameters<Traits["style"]["zOrder"]["validate"]>[0]; } interface GetTraitsGeometry { points: ReturnType<Traits["geometry"]["points"]["validate"]>; colors: ReturnType<Traits["geometry"]["colors"]["validate"]>; } interface SetTraitsGeometry { /** * Points data source * @default `<` */ points: Parameters<Traits["geometry"]["points"]["validate"]>[0]; /** * Colors data source * @default `null` * @example `"#colors"` */ colors: Parameters<Traits["geometry"]["colors"]["validate"]>[0]; } interface GetTraitsPoint { size: ReturnType<Traits["point"]["size"]["validate"]>; sizes: ReturnType<Traits["point"]["sizes"]["validate"]>; shape: ReturnType<Traits["point"]["shape"]["validate"]>; optical: ReturnType<Traits["point"]["optical"]["validate"]>; fill: ReturnType<Traits["point"]["fill"]["validate"]>; depth: ReturnType<Traits["point"]["depth"]["validate"]>; } interface SetTraitsPoint { /** * Point size * @default `4` */ size: Parameters<Traits["point"]["size"]["validate"]>[0]; /** * Point sizes data source * @default `null` * @example `"#sizes"` */ sizes: Parameters<Traits["point"]["sizes"]["validate"]>[0]; /** * Point shape (circle, square, diamond, up, down, left, right) * @default `"circle"` */ shape: Parameters<Traits["point"]["shape"]["validate"]>[0]; /** * Optical or exact sizing * @default `true` */ optical: Parameters<Traits["point"]["optical"]["validate"]>[0]; /** * Fill shape * @default `true` */ fill: Parameters<Traits["point"]["fill"]["validate"]>[0]; /** * Depth scaling * @default `1` */ depth: Parameters<Traits["point"]["depth"]["validate"]>[0]; } interface GetTraitsLine { width: ReturnType<Traits["line"]["width"]["validate"]>; depth: ReturnType<Traits["line"]["depth"]["validate"]>; join: ReturnType<Traits["line"]["join"]["validate"]>; stroke: ReturnType<Traits["line"]["stroke"]["validate"]>; proximity: ReturnType<Traits["line"]["proximity"]["validate"]>; closed: ReturnType<Traits["line"]["closed"]["validate"]>; } interface SetTraitsLine { /** * Line width * @default `2` */ width: Parameters<Traits["line"]["width"]["validate"]>[0]; /** * Depth scaling * @default `1` */ depth: Parameters<Traits["line"]["depth"]["validate"]>[0]; /** * */ join: Parameters<Traits["line"]["join"]["validate"]>[0]; /** * Line stroke (solid, dotted, dashed) * @default `"solid"` */ stroke: Parameters<Traits["line"]["stroke"]["validate"]>[0]; /** * Proximity threshold * @default `null` * @example `10` */ proximity: Parameters<Traits["line"]["proximity"]["validate"]>[0]; /** * Close line * @default `false` */ closed: Parameters<Traits["line"]["closed"]["validate"]>[0]; } interface GetTraitsMesh { fill: ReturnType<Traits["mesh"]["fill"]["validate"]>; shaded: ReturnType<Traits["mesh"]["shaded"]["validate"]>; map: ReturnType<Traits["mesh"]["map"]["validate"]>; lineBias: ReturnType<Traits["mesh"]["lineBias"]["validate"]>; } interface SetTraitsMesh { /** * Fill mesh * @default `true` */ fill: Parameters<Traits["mesh"]["fill"]["validate"]>[0]; /** * Shade mesh * @default `false` */ shaded: Parameters<Traits["mesh"]["shaded"]["validate"]>[0]; /** * Texture map source * @default `null` * @example `"#map"` */ map: Parameters<Traits["mesh"]["map"]["validate"]>[0]; /** * Z-Bias for lines on fill * @default `5` */ lineBias: Parameters<Traits["mesh"]["lineBias"]["validate"]>[0]; } interface GetTraitsStrip { line: ReturnType<Traits["strip"]["line"]["validate"]>; } interface SetTraitsStrip { /** * Draw line * @default `false` */ line: Parameters<Traits["strip"]["line"]["validate"]>[0]; } interface GetTraitsFace { line: ReturnType<Traits["face"]["line"]["validate"]>; } interface SetTraitsFace { /** * Draw line * @default `false` */ line: Parameters<Traits["face"]["line"]["validate"]>[0]; } interface GetTraitsArrow { size: ReturnType<Traits["arrow"]["size"]["validate"]>; start: ReturnType<Traits["arrow"]["start"]["validate"]>; end: ReturnType<Traits["arrow"]["end"]["validate"]>; } interface SetTraitsArrow { /** * Arrow size * @default `3` */ size: Parameters<Traits["arrow"]["size"]["validate"]>[0]; /** * Draw start arrow * @default `true` */ start: Parameters<Traits["arrow"]["start"]["validate"]>[0]; /** * Draw end arrow * @default `true` */ end: Parameters<Traits["arrow"]["end"]["validate"]>[0]; } interface GetTraitsTicks { normal: ReturnType<Traits["ticks"]["normal"]["validate"]>; size: ReturnType<Traits["ticks"]["size"]["validate"]>; epsilon: ReturnType<Traits["ticks"]["epsilon"]["validate"]>; } interface SetTraitsTicks { /** * Normal for reference plane * @default `true` */ normal: Parameters<Traits["ticks"]["normal"]["validate"]>[0]; /** * Tick size * @default `10` */ size: Parameters<Traits["ticks"]["size"]["validate"]>[0]; /** * Tick epsilon * @default `0.0001` */ epsilon: Parameters<Traits["ticks"]["epsilon"]["validate"]>[0]; } interface GetTraitsAttach { offset: ReturnType<Traits["attach"]["offset"]["validate"]>; snap: ReturnType<Traits["attach"]["snap"]["validate"]>; depth: ReturnType<Traits["attach"]["depth"]["validate"]>; } interface SetTraitsAttach { /** * 2D offset * @default `[0, -20]` */ offset: Parameters<Traits["attach"]["offset"]["validate"]>[0]; /** * Snap to pixel * @default `false` */ snap: Parameters<Traits["attach"]["snap"]["validate"]>[0]; /** * Depth scaling * @default `0` */ depth: Parameters<Traits["attach"]["depth"]["validate"]>[0]; } interface GetTraitsFormat { digits: ReturnType<Traits["format"]["digits"]["validate"]>; data: ReturnType<Traits["format"]["data"]["validate"]>; expr: ReturnType<Traits["format"]["expr"]["validate"]>; live: ReturnType<Traits["format"]["live"]["validate"]>; } interface SetTraitsFormat { /** * Digits of precision * @default `null` * @example `2` */ digits: Parameters<Traits["format"]["digits"]["validate"]>[0]; /** * Array of labels * @default `null` * @example `["Grumpy", "Sleepy", "Sneezy"]` */ data: Parameters<Traits["format"]["data"]["validate"]>[0]; /** * Label formatter expression * @default `null` */ expr: Parameters<Traits["format"]["expr"]["validate"]>[0]; /** * Update continuously * @default `true` */ live: Parameters<Traits["format"]["live"]["validate"]>[0]; } interface GetTraitsFont { font: ReturnType<Traits["font"]["font"]["validate"]>; style: ReturnType<Traits["font"]["style"]["validate"]>; variant: ReturnType<Traits["font"]["variant"]["validate"]>; weight: ReturnType<Traits["font"]["weight"]["validate"]>; detail: ReturnType<Traits["font"]["detail"]["validate"]>; sdf: ReturnType<Traits["font"]["sdf"]["validate"]>; } interface SetTraitsFont { /** * Font family * @default `"sans-serif"` */ font: Parameters<Traits["font"]["font"]["validate"]>[0]; /** * Font style * @default `""` * @example `"italic"` */ style: Parameters<Traits["font"]["style"]["validate"]>[0]; /** * Font variant * @default `""` * @example `"small-caps"` */ variant: Parameters<Traits["font"]["variant"]["validate"]>[0]; /** * Font weight * @default `""` * @example `"bold"` */ weight: Parameters<Traits["font"]["weight"]["validate"]>[0]; /** * Font detail * @default `24` */ detail: Parameters<Traits["font"]["detail"]["validate"]>[0]; /** * Signed distance field range * @default `5` */ sdf: Parameters<Traits["font"]["sdf"]["validate"]>[0]; } interface GetTraitsLabel { text: ReturnType<Traits["label"]["text"]["validate"]>; size: ReturnType<Traits["label"]["size"]["validate"]>; outline: ReturnType<Traits["label"]["outline"]["validate"]>; expand: ReturnType<Traits["label"]["expand"]["validate"]>; background: ReturnType<Traits["label"]["background"]["validate"]>; } interface SetTraitsLabel { /** * Text source * @default `"<"` */ text: Parameters<Traits["label"]["text"]["validate"]>[0]; /** * Text size * @default `16` */ size: Parameters<Traits["label"]["size"]["validate"]>[0]; /** * Outline size * @default `2` */ outline: Parameters<Traits["label"]["outline"]["validate"]>[0]; /** * Expand glyphs * @default `0` */ expand: Parameters<Traits["label"]["expand"]["validate"]>[0]; /** * Outline background * @default `"rgb(255, 255, 255)"` */ background: Parameters<Traits["label"]["background"]["validate"]>[0]; } interface GetTraitsOverlay { opacity: ReturnType<Traits["overlay"]["opacity"]["validate"]>; zIndex: ReturnType<Traits["overlay"]["zIndex"]["validate"]>; } interface SetTraitsOverlay { /** * Opacity * @default `1` */ opacity: Parameters<Traits["overlay"]["opacity"]["validate"]>[0]; /** * Z-Index (2D stacking) * @default `0` */ zIndex: Parameters<Traits["overlay"]["zIndex"]["validate"]>[0]; } interface GetTraitsDom { points: ReturnType<Traits["dom"]["points"]["validate"]>; html: ReturnType<Traits["dom"]["html"]["validate"]>; size: ReturnType<Traits["dom"]["size"]["validate"]>; outline: ReturnType<Traits["dom"]["outline"]["validate"]>; zoom: ReturnType<Traits["dom"]["zoom"]["validate"]>; color: ReturnType<Traits["dom"]["color"]["validate"]>; attributes: ReturnType<Traits["dom"]["attributes"]["validate"]>; pointerEvents: ReturnType<Traits["dom"]["pointerEvents"]["validate"]>; } interface SetTraitsDom { /** * Points data source * @default `"<"` */ points: Parameters<Traits["dom"]["points"]["validate"]>[0]; /** * HTML data source * @default `"<"` */ html: Parameters<Traits["dom"]["html"]["validate"]>[0]; /** * Text size * @default `16` */ size: Parameters<Traits["dom"]["size"]["validate"]>[0]; /** * Outline size * @default `2` */ outline: Parameters<Traits["dom"]["outline"]["validate"]>[0]; /** * HTML zoom * @default `1` */ zoom: Parameters<Traits["dom"]["zoom"]["validate"]>[0]; /** * Color * @default `"rgb(255, 255, 255)"` */ color: Parameters<Traits["dom"]["color"]["validate"]>[0]; /** * HTML attributes * @default `null` * @example `{"style": {"color": "red"}}` */ attributes: Parameters<Traits["dom"]["attributes"]["validate"]>[0]; /** * Allow pointer events * @default `false` */ pointerEvents: Parameters<Traits["dom"]["pointerEvents"]["validate"]>[0]; } interface GetTraitsTexture { minFilter: ReturnType<Traits["texture"]["minFilter"]["validate"]>; magFilter: ReturnType<Traits["texture"]["magFilter"]["validate"]>; type: ReturnType<Traits["texture"]["type"]["validate"]>; } interface SetTraitsTexture { /** * Texture minification filtering * @default `"nearest"` */ minFilter: Parameters<Traits["texture"]["minFilter"]["validate"]>[0]; /** * Texture magnification filtering * @default `"nearest"` */ magFilter: Parameters<Traits["texture"]["magFilter"]["validate"]>[0]; /** * Texture data type * @default `"float"` */ type: Parameters<Traits["texture"]["type"]["validate"]>[0]; } interface GetTraitsShader { sources: ReturnType<Traits["shader"]["sources"]["validate"]>; language: ReturnType<Traits["shader"]["language"]["validate"]>; code: ReturnType<Traits["shader"]["code"]["validate"]>; uniforms: ReturnType<Traits["shader"]["uniforms"]["validate"]>; } interface SetTraitsShader { /** * Sampler sources * @default `null` * @example `["#pressure", "#divergence"]` */ sources: Parameters<Traits["shader"]["sources"]["validate"]>[0]; /** * Shader language * @default `"glsl"` */ language: Parameters<Traits["shader"]["language"]["validate"]>[0]; /** * Shader code * @default `""` */ code: Parameters<Traits["shader"]["code"]["validate"]>[0]; /** * Shader uniform objects (three.js style) * @default `null` * @example `{ time: { type: 'f', value: 3 }}` */ uniforms: Parameters<Traits["shader"]["uniforms"]["validate"]>[0]; } interface GetTraitsInclude { shader: ReturnType<Traits["include"]["shader"]["validate"]>; } interface SetTraitsInclude { /** * Shader to use * @default `"<"` */ shader: Parameters<Traits["include"]["shader"]["validate"]>[0]; } interface GetTraitsOperator { source: ReturnType<Traits["operator"]["source"]["validate"]>; } interface SetTraitsOperator { /** * Input source * @default `"<"` */ source: Parameters<Traits["operator"]["source"]["validate"]>[0]; } interface GetTraitsSpread { unit: ReturnType<Traits["spread"]["unit"]["validate"]>; items: ReturnType<Traits["spread"]["items"]["validate"]>; width: ReturnType<Traits["spread"]["width"]["validate"]>; height: ReturnType<Traits["spread"]["height"]["validate"]>; depth: ReturnType<Traits["spread"]["depth"]["validate"]>; alignItems: ReturnType<Traits["spread"]["alignItems"]["validate"]>; alignWidth: ReturnType<Traits["spread"]["alignWidth"]["validate"]>; alignHeight: ReturnType<Traits["spread"]["alignHeight"]["validate"]>; alignDepth: ReturnType<Traits["spread"]["alignDepth"]["validate"]>; } interface SetTraitsSpread { /** * Spread per item (absolute) or array (relative) * @default `"relative"` */ unit: Parameters<Traits["spread"]["unit"]["validate"]>[0]; /** * Items offset * @default `null` * @example `[1.5, 0, 0, 0]` */ items: Parameters<Traits["spread"]["items"]["validate"]>[0]; /** * Width offset * @default `null` * @example `[1.5, 0, 0, 0]` */ width: Parameters<Traits["spread"]["width"]["validate"]>[0]; /** * Height offset * @default `null` * @example `[1.5, 0, 0, 0]` */ height: Parameters<Traits["spread"]["height"]["validate"]>[0]; /** * Depth offset * @default `null` * @example `[1.5, 0, 0, 0]` */ depth: Parameters<Traits["spread"]["depth"]["validate"]>[0]; /** * Items alignment * @default `0` */ alignItems: Parameters<Traits["spread"]["alignItems"]["validate"]>[0]; /** * Width alignment * @default `0` */ alignWidth: Parameters<Traits["spread"]["alignWidth"]["validate"]>[0]; /** * Height alignment * @default `0` */ alignHeight: Parameters<Traits["spread"]["alignHeight"]["validate"]>[0]; /** * Depth alignment * @default `0` */ alignDepth: Parameters<Traits["spread"]["alignDepth"]["validate"]>[0]; } interface GetTraitsGrow { scale: ReturnType<Traits["grow"]["scale"]["validate"]>; items: ReturnType<Traits["grow"]["items"]["validate"]>; width: ReturnType<Traits["grow"]["width"]["validate"]>; height: ReturnType<Traits["grow"]["height"]["validate"]>; depth: ReturnType<Traits["grow"]["depth"]["validate"]>; } interface SetTraitsGrow { /** * Scale factor * @default `1` */ scale: Parameters<Traits["grow"]["scale"]["validate"]>[0]; /** * Items alignment * @default `null` * @example `0` */ items: Parameters<Traits["grow"]["items"]["validate"]>[0]; /** * Width alignment * @default `null` * @example `0` */ width: Parameters<Traits["grow"]["width"]["validate"]>[0]; /** * Height alignment * @default `null` * @example `0` */ height: Parameters<Traits["grow"]["height"]["validate"]>[0]; /** * Depth alignment * @default `null` * @example `0` */ depth: Parameters<Traits["grow"]["depth"]["validate"]>[0]; } interface GetTraitsSplit { order: ReturnType<Traits["split"]["order"]["validate"]>; axis: ReturnType<Traits["split"]["axis"]["validate"]>; length: ReturnType<Traits["split"]["length"]["validate"]>; overlap: ReturnType<Traits["split"]["overlap"]["validate"]>; } interface SetTraitsSplit { /** * Axis order * @default `"wxyz"` */ order: Parameters<Traits["split"]["order"]["validate"]>[0]; /** * Axis to split * @default `null` * @example `x` */ axis: Parameters<Traits["split"]["axis"]["validate"]>[0]; /** * Tuple length * @default `1` */ length: Parameters<Traits["split"]["length"]["validate"]>[0]; /** * Tuple overlap * @default `1` */ overlap: Parameters<Traits["split"]["overlap"]["validate"]>[0]; } interface GetTraitsJoin { order: ReturnType<Traits["join"]["order"]["validate"]>; axis: ReturnType<Traits["join"]["axis"]["validate"]>; overlap: ReturnType<Traits["join"]["overlap"]["validate"]>; } interface SetTraitsJoin { /** * Axis order * @default `"wxyz"` */ order: Parameters<Traits["join"]["order"]["validate"]>[0]; /** * Axis to join * @default `null` * @example `x` */ axis: Parameters<Traits["join"]["axis"]["validate"]>[0]; /** * Tuple overlap * @default `1` */ overlap: Parameters<Traits["join"]["overlap"]["validate"]>[0]; } interface GetTraitsSwizzle { order: ReturnType<Traits["swizzle"]["order"]["validate"]>; } interface SetTraitsSwizzle { /** * Swizzle order * @default `xyzw` */ order: Parameters<Traits["swizzle"]["order"]["validate"]>[0]; } interface GetTraitsTranspose { order: ReturnType<Traits["transpose"]["order"]["validate"]>; } interface SetTraitsTranspose { /** * Transpose order * @default `xyzw` */ order: Parameters<Traits["transpose"]["order"]["validate"]>[0]; } interface GetTraitsRepeat { items: ReturnType<Traits["repeat"]["items"]["validate"]>; width: ReturnType<Traits["repeat"]["width"]["validate"]>; height: ReturnType<Traits["repeat"]["height"]["validate"]>; depth: ReturnType<Traits["repeat"]["depth"]["validate"]>; } interface SetTraitsRepeat { /** * Repeat items * @default `1` */ items: Parameters<Traits["repeat"]["items"]["validate"]>[0]; /** * Repeat width * @default `1` */ width: Parameters<Traits["repeat"]["width"]["validate"]>[0]; /** * Repeat height * @default `1` */ height: Parameters<Traits["repeat"]["height"]["validate"]>[0]; /** * Repeat depth * @default `1` */ depth: Parameters<Traits["repeat"]["depth"]["validate"]>[0]; } interface GetTraitsSlice { items: ReturnType<Traits["slice"]["items"]["validate"]>; width: ReturnType<Traits["slice"]["width"]["validate"]>; height: ReturnType<Traits["slice"]["height"]["validate"]>; depth: ReturnType<Traits["slice"]["depth"]["validate"]>; } interface SetTraitsSlice { /** * Slice from, to items (excluding to) * @default `null` * @example `[2, 4]` */ items: Parameters<Traits["slice"]["items"]["validate"]>[0]; /** * Slice from, to width (excluding to) * @default `null` * @example `[2, 4]` */ width: Parameters<Traits["slice"]["width"]["validate"]>[0]; /** * Slice from, to height (excluding to) * @default `null` * @example `[2, 4]` */ height: Parameters<Traits["slice"]["height"]["validate"]>[0]; /** * Slice from, to depth (excluding to) * @default `null` * @example `[2, 4]` */ depth: Parameters<Traits["slice"]["depth"]["validate"]>[0]; } interface GetTraitsLerp { size: ReturnType<Traits["lerp"]["size"]["validate"]>; items: ReturnType<Traits["lerp"]["items"]["validate"]>; width: ReturnType<Traits["lerp"]["width"]["validate"]>; height: ReturnType<Traits["lerp"]["height"]["validate"]>; depth: ReturnType<Traits["lerp"]["depth"]["validate"]>; } interface SetTraitsLerp { /** * Scaling mode (relative, absolute) * @default `"absolute"` */ size: Parameters<Traits["lerp"]["size"]["validate"]>[0]; /** * Lerp to items * @default `null` * @example `5` */ items: Parameters<Traits["lerp"]["items"]["validate"]>[0]; /** * Lerp to width * @default `null` * @example `5` */ width: Parameters<Traits["lerp"]["width"]["validate"]>[0]; /** * Lerp to height * @default `null` * @example `5` */ height: Parameters<Traits["lerp"]["height"]["validate"]>[0]; /** * Lerp to depth * @default `null` * @example `5` */ depth: Parameters<Traits["lerp"]["depth"]["validate"]>[0]; } interface GetTraitsSubdivide { items: ReturnType<Traits["subdivide"]["items"]["validate"]>; width: ReturnType<Traits["subdivide"]["width"]["validate"]>; height: ReturnType<Traits["subdivide"]["height"]["validate"]>; depth: ReturnType<Traits["subdivide"]["depth"]["validate"]>; bevel: ReturnType<Traits["subdivide"]["bevel"]["validate"]>; lerp: ReturnType<Traits["subdivide"]["lerp"]["validate"]>; } interface SetTraitsSubdivide { /** * Divisions of items * @default `null` * @example `5` */ items: Parameters<Traits["subdivide"]["items"]["validate"]>[0]; /** * Divisions of width * @default `null` * @example `5` */ width: Parameters<Traits["subdivide"]["width"]["validate"]>[0]; /** * Divisions of height * @default `null` * @example `5` */ height: Parameters<Traits["subdivide"]["height"]["validate"]>[0]; /** * Divisions of depth * @default `null` * @example `5` */ depth: Parameters<Traits["subdivide"]["depth"]["validate"]>[0]; /** * Fraction to end outward from vertices * @default `1` */ bevel: Parameters<Traits["subdivide"]["bevel"]["validate"]>[0]; /** * Interpolate values with computed indices * @default `true` */ lerp: Parameters<Traits["subdivide"]["lerp"]["validate"]>[0]; } interface GetTraitsResample { indices: ReturnType<Traits["resample"]["indices"]["validate"]>; channels: ReturnType<Traits["resample"]["channels"]["validate"]>; sample: ReturnType<Traits["resample"]["sample"]["validate"]>; size: ReturnType<Traits["resample"]["size"]["validate"]>; items: ReturnType<Traits["resample"]["items"]["validate"]>; width: ReturnType<Traits["resample"]["width"]["validate"]>; height: ReturnType<Traits["resample"]["height"]["validate"]>; depth: ReturnType<Traits["resample"]["depth"]["validate"]>; } interface SetTraitsResample { /** * Resample indices * @default `4` */ indices: Parameters<Traits["resample"]["indices"]["validate"]>[0]; /** * Resample channels * @default `4` */ channels: Parameters<Traits["resample"]["channels"]["validate"]>[0]; /** * Source sampling (relative, absolute) * @default `"relative"` */ sample: Parameters<Traits["resample"]["sample"]["validate"]>[0]; /** * Scaling mode (relative, absolute) * @default `"absolute"` */ size: Parameters<Traits["resample"]["size"]["validate"]>[0]; /** * Resample factor items * @default `null` * @example `10` */ items: Parameters<Traits["resample"]["items"]["validate"]>[0]; /** * Resample factor width * @default `null` * @example `10` */ width: Parameters<Traits["resample"]["width"]["validate"]>[0]; /** * Resample factor height * @default `null` * @example `10` */ height: Parameters<Traits["resample"]["height"]["validate"]>[0]; /** * Resample factor depth * @default `null` * @example `10` */ depth: Parameters<Traits["resample"]["depth"]["validate"]>[0]; } interface GetTraitsReadback { type: ReturnType<Traits["readback"]["type"]["validate"]>; expr: ReturnType<Traits["readback"]["expr"]["validate"]>; data: ReturnType<Traits["readback"]["data"]["validate"]>; channels: ReturnType<Traits["readback"]["channels"]["validate"]>; items: ReturnType<Traits["readback"]["items"]["validate"]>; width: ReturnType<Traits["readback"]["width"]["validate"]>; height: ReturnType<Traits["readback"]["height"]["validate"]>; depth: ReturnType<Traits["readback"]["depth"]["validate"]>; } interface SetTraitsReadback { /** * Readback data type (float, unsignedByte) * @default `"float"` */ type: Parameters<Traits["readback"]["type"]["validate"]>[0]; /** * Readback consume expression * @default `null` */ expr: Parameters<Traits["readback"]["expr"]["validate"]>[0]; /** * Readback data buffer (read only) * @default `[]` */ data: Parameters<Traits["readback"]["data"]["validate"]>[0]; /** * Readback channels (read only) * @default `4` */ channels: Parameters<Traits["readback"]["channels"]["validate"]>[0]; /** * Readback items (read only) * @default `1` */ items: Parameters<Traits["readback"]["items"]["validate"]>[0]; /** * Readback width (read only) * @default `1` */ width: Parameters<Traits["readback"]["width"]["validate"]>[0]; /** * Readback height (read only) * @default `1` */ height: Parameters<Traits["readback"]["height"]["validate"]>[0]; /** * Readback depth (read only) * @default `1` */ depth: Parameters<Traits["readback"]["depth"]["validate"]>[0]; } interface GetTraitsRoot { speed: ReturnType<Traits["root"]["speed"]["validate"]>; camera: ReturnType<Traits["root"]["camera"]["validate"]>; } interface SetTraitsRoot { /** * Global speed * @default `1` */ speed: Parameters<Traits["root"]["speed"]["validate"]>[0]; /** * Active camera * @default `"[camera]"` */ camera: Parameters<Traits["root"]["camera"]["validate"]>[0]; } interface GetTraitsRtt { size: ReturnType<Traits["rtt"]["size"]["validate"]>; width: ReturnType<Traits["rtt"]["width"]["validate"]>; height: ReturnType<Traits["rtt"]["height"]["validate"]>; history: ReturnType<Traits["rtt"]["history"]["validate"]>; } interface SetTraitsRtt { /** * */ size: Parameters<Traits["rtt"]["size"]["validate"]>[0]; /** * RTT width * @default `null` * @example `640` */ width: Parameters<Traits["rtt"]["width"]["validate"]>[0]; /** * RTT height * @default `null` * @example `360` */ height: Parameters<Traits["rtt"]["height"]["validate"]>[0]; /** * RTT history * @default `1` */ history: Parameters<Traits["rtt"]["history"]["validate"]>[0]; } interface GetTraitsCompose { alpha: ReturnType<Traits["compose"]["alpha"]["validate"]>; } interface SetTraitsCompose { /** * Compose with alpha transparency * @default `false` */ alpha: Parameters<Traits["compose"]["alpha"]["validate"]>[0]; } interface GetTraitsPresent { index: ReturnType<Traits["present"]["index"]["validate"]>; directed: ReturnType<Traits["present"]["directed"]["validate"]>; length: ReturnType<Traits["present"]["length"]["validate"]>; } interface SetTraitsPresent { /** * Present slide number * @default `1` */ index: Parameters<Traits["present"]["index"]["validate"]>[0]; /** * Apply directional transitions * @default `true` */ directed: Parameters<Traits["present"]["directed"]["validate"]>[0]; /** * Presentation length (computed) * @default `0` */ length: Parameters<Traits["present"]["length"]["validate"]>[0]; } interface GetTraitsSlide { order: ReturnType<Traits["slide"]["order"]["validate"]>; steps: ReturnType<Traits["slide"]["steps"]["validate"]>; early: ReturnType<Traits["slide"]["early"]["validate"]>; late: ReturnType<Traits["slide"]["late"]["validate"]>; from: ReturnType<Traits["slide"]["from"]["validate"]>; to: ReturnType<Traits["slide"]["to"]["validate"]>; } interface SetTraitsSlide { /** * Slide order * @default `0` */ order: Parameters<Traits["slide"]["order"]["validate"]>[0]; /** * Slide steps * @default `1` */ steps: Parameters<Traits["slide"]["steps"]["validate"]>[0]; /** * Appear early steps * @default `0` */ early: Parameters<Traits["slide"]["early"]["validate"]>[0]; /** * Stay late steps * @default `0` */ late: Parameters<Traits["slide"]["late"]["validate"]>[0]; /** * Appear from step * @default `null` * @example `2` */ from: Parameters<Traits["slide"]["from"]["validate"]>[0]; /** * Disappear on step * @default `null` * @example `4` */ to: Parameters<Traits["slide"]["to"]["validate"]>[0]; } interface GetTraitsTransition { stagger: ReturnType<Traits["transition"]["stagger"]["validate"]>; enter: ReturnType<Traits["transition"]["enter"]["validate"]>; exit: ReturnType<Traits["transition"]["exit"]["validate"]>; delay: ReturnType<Traits["transition"]["delay"]["validate"]>; delayEnter: ReturnType<Traits["transition"]["delayEnter"]["validate"]>; delayExit: ReturnType<Traits["transition"]["delayExit"]["validate"]>; duration: ReturnType<Traits["transition"]["duration"]["validate"]>; durationEnter: ReturnType<Traits["transition"]["durationEnter"]["validate"]>; durationExit: ReturnType<Traits["transition"]["durationExit"]["validate"]>; } interface SetTraitsTransition { /** * Stagger dimensions * @default `[0, 0, 0, 0]` * @example `[2, 1, 0, 0]` */ stagger: Parameters<Traits["transition"]["stagger"]["validate"]>[0]; /** * Enter state * @default `null` * @example `0.5` */ enter: Parameters<Traits["transition"]["enter"]["validate"]>[0]; /** * Exit state * @default `null` * @example `0.5` */ exit: Parameters<Traits["transition"]["exit"]["validate"]>[0]; /** * Transition delay * @default `0` */ delay: Parameters<Traits["transition"]["delay"]["validate"]>[0]; /** * Transition enter delay * @default `null` * @example `0.3` */ delayEnter: Parameters<Traits["transition"]["delayEnter"]["validate"]>[0]; /** * Transition exit delay * @default `null` * @example `0.3` */ delayExit: Parameters<Traits["transition"]["delayExit"]["validate"]>[0]; /** * Transition duration * @default `0.3` */ duration: Parameters<Traits["transition"]["duration"]["validate"]>[0]; /** * Transition enter duration * @default `0.3` */ durationEnter: Parameters<Traits["transition"]["durationEnter"]["validate"]>[0]; /** * Transition exit duration * @default `0.3` */ durationExit: Parameters<Traits["transition"]["durationExit"]["validate"]>[0]; } interface GetTraitsMove { from: ReturnType<Traits["move"]["from"]["validate"]>; to: ReturnType<Traits["move"]["to"]["validate"]>; } interface SetTraitsMove { /** * Enter from * @default `[0, 0, 0, 0]` */ from: Parameters<Traits["move"]["from"]["validate"]>[0]; /** * Exit to * @default `[0, 0, 0, 0]` */ to: Parameters<Traits["move"]["to"]["validate"]>[0]; } interface GetTraitsSeek { seek: ReturnType<Traits["seek"]["seek"]["validate"]>; } interface SetTraitsSeek { /** * Seek to time * @default `null` * @example `4` */ seek: Parameters<Traits["seek"]["seek"]["validate"]>[0]; } interface GetTraitsTrack { target: ReturnType<Traits["track"]["target"]["validate"]>; script: ReturnType<Traits["track"]["script"]["validate"]>; ease: ReturnType<Traits["track"]["ease"]["validate"]>; } interface SetTraitsTrack { /** * Animation target * @default `"<"` */ target: Parameters<Traits["track"]["target"]["validate"]>[0]; /** * Animation script * @default `{}` * @example `{ "0": { props: { color: "red" }, expr: { size: function (t) { return Math.sin(t) + 1; }}}, "1": ...}` */ script: Parameters<Traits["track"]["script"]["validate"]>[0]; /** * Animation ease (linear, cosine, binary, hold) * @default `"cosine"` */ ease: Parameters<Traits["track"]["ease"]["validate"]>[0]; } interface GetTraitsTrigger { trigger: ReturnType<Traits["trigger"]["trigger"]["validate"]>; } interface SetTraitsTrigger { /** * Trigger on step * @default `1` */ trigger: Parameters<Traits["trigger"]["trigger"]["validate"]>[0]; } interface GetTraitsStep { playback: ReturnType<Traits["step"]["playback"]["validate"]>; stops: ReturnType<Traits["step"]["stops"]["validate"]>; delay: ReturnType<Traits["step"]["delay"]["validate"]>; duration: ReturnType<Traits["step"]["duration"]["validate"]>; pace: ReturnType<Traits["step"]["pace"]["validate"]>; speed: ReturnType<Traits["step"]["speed"]["validate"]>; rewind: ReturnType<Traits["step"]["rewind"]["validate"]>; skip: ReturnType<Traits["step"]["skip"]["validate"]>; realtime: ReturnType<Traits["step"]["realtime"]["validate"]>; } interface SetTraitsStep { /** * Playhead ease (linear, cosine, binary, hold) * @default `"linear"` */ playback: Parameters<Traits["step"]["playback"]["validate"]>[0]; /** * Playhead stops * @default `null` * @example `[0, 1, 3, 5]` */ stops: Parameters<Traits["step"]["stops"]["validate"]>[0]; /** * Step delay * @default `0` */ delay: Parameters<Traits["step"]["delay"]["validate"]>[0]; /** * Step duration * @default `0.3` */ duration: Parameters<Traits["step"]["duration"]["validate"]>[0]; /** * Step pace * @default `0` */ pace: Parameters<Traits["step"]["pace"]["validate"]>[0]; /** * Step speed * @default `1` */ speed: Parameters<Traits["step"]["speed"]["validate"]>[0]; /** * Step rewind factor * @default `2` */ rewind: Parameters<Traits["step"]["rewind"]["validate"]>[0]; /** * Speed up through skips * @default `true` */ skip: Parameters<Traits["step"]["skip"]["validate"]>[0]; /** * Run on real time, not clock time * @default `false` */ realtime: Parameters<Traits["step"]["realtime"]["validate"]>[0]; } interface GetTraitsPlay { delay: ReturnType<Traits["play"]["delay"]["validate"]>; pace: ReturnType<Traits["play"]["pace"]["validate"]>; speed: ReturnType<Traits["play"]["speed"]["validate"]>; from: ReturnType<Traits["play"]["from"]["validate"]>; to: ReturnType<Traits["play"]["to"]["validate"]>; realtime: ReturnType<Traits["play"]["realtime"]["validate"]>; loop: ReturnType<Traits["play"]["loop"]["validate"]>; } interface SetTraitsPlay { /** * Play delay * @default `0` */ delay: Parameters<Traits["play"]["delay"]["validate"]>[0]; /** * Play pace * @default `1` */ pace: Parameters<Traits["play"]["pace"]["validate"]>[0]; /** * Play speed * @default `1` */ speed: Parameters<Traits["play"]["speed"]["validate"]>[0]; /** * Play from * @default `0` */ from: Parameters<Traits["play"]["from"]["validate"]>[0]; /** * Play until * @default `Infinity` */ to: Parameters<Traits["play"]["to"]["validate"]>[0]; /** * Run on real time, not clock time * @default `false` */ realtime: Parameters<Traits["play"]["realtime"]["validate"]>[0]; /** * Loop * @default `false` */ loop: Parameters<Traits["play"]["loop"]["validate"]>[0]; } interface GetTraitsNow { now: ReturnType<Traits["now"]["now"]["validate"]>; seek: ReturnType<Traits["now"]["seek"]["validate"]>; pace: ReturnType<Traits["now"]["pace"]["validate"]>; speed: ReturnType<Traits["now"]["speed"]["validate"]>; } interface SetTraitsNow { /** * Current moment * @default `null` * @example `1444094929.619` */ now: Parameters<Traits["now"]["now"]["validate"]>[0]; /** * Seek to time * @default `null` */ seek: Parameters<Traits["now"]["seek"]["validate"]>[0]; /** * Time pace * @default `1` */ pace: Parameters<Traits["now"]["pace"]["validate"]>[0]; /** * Time speed * @default `1` */ speed: Parameters<Traits["now"]["speed"]["validate"]>[0]; } /** * Normalized properties for {@link MathboxSelection.area | area}. * @category data */ export interface AreaPropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsMatrix, GetTraitsTexture, GetTraitsArea { } /** * Properties for {@link MathboxSelection.area | area}. * @category data */ export interface AreaProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsMatrix, SetTraitsTexture, SetTraitsArea { } /** * Normalized properties for {@link MathboxSelection.array | array}. * @category data */ export interface ArrayPropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsArray, GetTraitsTexture { } /** * Properties for {@link MathboxSelection.array | array}. * @category data */ export declare interface ArrayProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsArray, SetTraitsTexture { } /** * Normalized properties for {@link MathboxSelection.axis | axis}. * @category draw */ export interface AxisPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsAxis, GetTraitsSpan, GetTraitsInterval, GetTraitsArrow, GetTraitsOrigin { } /** * Properties for {@link MathboxSelection.axis | axis}. * @category draw */ export interface AxisProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsAxis, SetTraitsSpan, SetTraitsInterval, SetTraitsArrow, SetTraitsOrigin { } /** * Normalized properties for {@link MathboxSelection.camera | camera}. * @category camera */ export interface CameraPropsNormalized extends GetTraitsNode, GetTraitsCamera { } /** * Properties for {@link MathboxSelection.camera | camera}. * @category camera */ export interface CameraProps extends SetTraitsNode, SetTraitsCamera { } /** * Normalized properties for {@link MathboxSelection.cartesian | cartesian}. * @category view */ export interface CartesianPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsView, GetTraitsView3, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.cartesian | cartesian}. * @category view */ export interface CartesianProps extends SetTraitsNode, SetTraitsObject, SetTraitsView, SetTraitsView3, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.cartesian4 | cartesian4}. * @category view */ export interface Cartesian4PropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsView, GetTraitsView4, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.cartesian4 | cartesian4}. * @category view */ export interface Cartesian4Props extends SetTraitsNode, SetTraitsObject, SetTraitsView, SetTraitsView4, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.clamp | clamp}. * @category operator */ export interface ClampPropsNormalized extends GetTraitsNode, GetTraitsOperator { } /** * Properties for {@link MathboxSelection.clamp | clamp}. * @category operator */ export interface ClampProps extends SetTraitsNode, SetTraitsOperator { } /** * Normalized properties for {@link MathboxSelection.clock | clock}. * @category time */ export interface ClockPropsNormalized extends GetTraitsNode, GetTraitsSeek, GetTraitsPlay { } /** * Properties for {@link MathboxSelection.clock | clock}. * @category time */ export interface ClockProps extends SetTraitsNode, SetTraitsSeek, SetTraitsPlay { } /** * Normalized properties for {@link MathboxSelection.compose | compose}. * @category rtt */ export interface ComposePropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsOperator, GetTraitsStyle, GetTraitsCompose { } /** * Properties for {@link MathboxSelection.compose | compose}. * @category rtt */ export interface ComposeProps extends SetTraitsNode, SetTraitsObject, SetTraitsOperator, SetTraitsStyle, SetTraitsCompose { } /** * Normalized properties for {@link MathboxSelection.dom | dom}. * @category overlay */ export interface DomPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsOverlay, GetTraitsDom, GetTraitsAttach { } /** * Properties for {@link MathboxSelection.dom | dom}. * @category overlay */ export interface DomProps extends SetTraitsNode, SetTraitsObject, SetTraitsOverlay, SetTraitsDom, SetTraitsAttach { } /** * Normalized properties for {@link MathboxSelection.face | face}. * @category draw */ export interface FacePropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsMesh, GetTraitsFace, GetTraitsGeometry { } /** * Properties for {@link MathboxSelection.face | face}. * @category draw */ export interface FaceProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsMesh, SetTraitsFace, SetTraitsGeometry { } /** * Normalized properties for {@link MathboxSelection.format | format}. * @category text */ export interface FormatPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsTexture, GetTraitsFormat, GetTraitsFont { } /** * Properties for {@link MathboxSelection.format | format}. * @category text */ export interface FormatProps extends SetTraitsNode, SetTraitsOperator, SetTraitsTexture, SetTraitsFormat, SetTraitsFont { } /** * Normalized properties for {@link MathboxSelection.fragment | fragment}. * @category transform */ export interface FragmentPropsNormalized extends GetTraitsNode, GetTraitsInclude, GetTraitsFragment { } /** * Properties for {@link MathboxSelection.fragment | fragment}. * @category transform */ export interface FragmentProps extends SetTraitsNode, SetTraitsInclude, SetTraitsFragment { } /** * Normalized properties for {@link MathboxSelection.grid | grid}. * @category draw */ export interface GridPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsGrid, GetTraitsArea, GetTraitsOrigin { } /** * Properties for {@link MathboxSelection.grid | grid}. * @category draw */ export interface GridProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsGrid, SetTraitsArea, SetTraitsOrigin { } /** * Normalized properties for {@link MathboxSelection.group | group}. * @category base */ export interface GroupPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsEntity { } /** * Properties for {@link MathboxSelection.group | group}. * @category base */ export interface GroupProps extends SetTraitsNode, SetTraitsObject, SetTraitsEntity { } /** * Normalized properties for {@link MathboxSelection.grow | grow}. * @category operator */ export interface GrowPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsGrow { } /** * Properties for {@link MathboxSelection.grow | grow}. * @category operator */ export interface GrowProps extends SetTraitsNode, SetTraitsOperator, SetTraitsGrow { } /** * Normalized properties for {@link MathboxSelection.html | html}. * @category overlay */ export interface HtmlPropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsVoxel { } /** * Properties for {@link MathboxSelection.html | html}. * @category overlay */ export interface HtmlProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsVoxel { } /** * Normalized properties for {@link MathboxSelection.inherit | inherit}. * @category base */ export declare type InheritPropsNormalized = GetTraitsNode; /** * Properties for {@link MathboxSelection.inherit | inherit}. * @category base */ export declare type InheritProps = SetTraitsNode; /** * Normalized properties for {@link MathboxSelection.interval | interval}. * @category data */ export interface IntervalPropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsTexture, GetTraitsArray, GetTraitsSpan, GetTraitsInterval, GetTraitsSampler { } /** * Properties for {@link MathboxSelection.interval | interval}. * @category data */ export interface IntervalProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsTexture, SetTraitsArray, SetTraitsSpan, SetTraitsInterval, SetTraitsSampler { } /** * Normalized properties for {@link MathboxSelection.join | join}. * @category operator */ export interface JoinPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsJoin { } /** * Properties for {@link MathboxSelection.join | join}. * @category operator */ export interface JoinProps extends SetTraitsNode, SetTraitsOperator, SetTraitsJoin { } /** * Normalized properties for {@link MathboxSelection.label | label}. * @category text */ export interface LabelPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLabel, GetTraitsAttach, GetTraitsGeometry { } /** * Properties for {@link MathboxSelection.label | label}. * @category text */ export interface LabelProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLabel, SetTraitsAttach, SetTraitsGeometry { } /** * Normalized properties for {@link MathboxSelection.layer | layer}. * @category transform */ export interface LayerPropsNormalized extends GetTraitsNode, GetTraitsVertex, GetTraitsLayer { } /** * Properties for {@link MathboxSelection.layer | layer}. * @category transform */ export interface LayerProps extends SetTraitsNode, SetTraitsVertex, SetTraitsLayer { } /** * Normalized properties for {@link MathboxSelection.lerp | lerp}. * @category operator */ export interface LerpPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsLerp { } /** * Properties for {@link MathboxSelection.lerp | lerp}. * @category operator */ export interface LerpProps extends SetTraitsNode, SetTraitsOperator, SetTraitsLerp { } /** * Normalized properties for {@link MathboxSelection.line | line}. * @category draw */ export interface LinePropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsArrow, GetTraitsGeometry { } /** * Properties for {@link MathboxSelection.line | line}. * @category draw */ export interface LineProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsArrow, SetTraitsGeometry { } /** * Normalized properties for {@link MathboxSelection.mask | mask}. * @category transform */ export interface MaskPropsNormalized extends GetTraitsNode, GetTraitsInclude { } /** * Properties for {@link MathboxSelection.mask | mask}. * @category transform */ export interface MaskProps extends SetTraitsNode, SetTraitsInclude { } /** * Normalized properties for {@link MathboxSelection.matrix | matrix}. * @category data */ export interface MatrixPropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsTexture, GetTraitsMatrix { } /** * Properties for {@link MathboxSelection.matrix | matrix}. * @category data */ export interface MatrixProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsTexture, SetTraitsMatrix { } /** * Normalized properties for {@link MathboxSelection.memo | memo}. * @category operator */ export interface MemoPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsTexture { } /** * Properties for {@link MathboxSelection.memo | memo}. * @category operator */ export interface MemoProps extends SetTraitsNode, SetTraitsOperator, SetTraitsTexture { } /** * Normalized properties for {@link MathboxSelection.move | move}. * @category present */ export interface MovePropsNormalized extends GetTraitsNode, GetTraitsTransition, GetTraitsVertex, GetTraitsMove { } /** * Properties for {@link MathboxSelection.move | move}. * @category present */ export interface MoveProps extends SetTraitsNode, SetTraitsTransition, SetTraitsVertex, SetTraitsMove { } /** * Normalized properties for {@link MathboxSelection.now | now}. * @category time */ export interface NowPropsNormalized extends GetTraitsNode, GetTraitsNow { } /** * Properties for {@link MathboxSelection.now | now}. * @category time */ export interface NowProps extends SetTraitsNode, SetTraitsNow { } /** * Normalized properties for {@link MathboxSelection.play | play}. * @category present */ export interface PlayPropsNormalized extends GetTraitsNode, GetTraitsTrack, GetTraitsTrigger, GetTraitsPlay { } /** * Properties for {@link MathboxSelection.play | play}. * @category present */ export interface PlayProps extends SetTraitsNode, SetTraitsTrack, SetTraitsTrigger, SetTraitsPlay { } /** * Normalized properties for {@link MathboxSelection.point | point}. * @category draw */ export interface PointPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsPoint, GetTraitsGeometry { } /** * Properties for {@link MathboxSelection.point | point}. * @category draw */ export interface PointProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsPoint, SetTraitsGeometry { } /** * Normalized properties for {@link MathboxSelection.polar | polar}. * @category view */ export interface PolarPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsView, GetTraitsView3, GetTraitsPolar, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.polar | polar}. * @category view */ export interface PolarProps extends SetTraitsNode, SetTraitsObject, SetTraitsView, SetTraitsView3, SetTraitsPolar, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.present | present}. * @category present */ export interface PresentPropsNormalized extends GetTraitsNode, GetTraitsPresent { } /** * Properties for {@link MathboxSelection.present | present}. * @category present */ export interface PresentProps extends SetTraitsNode, SetTraitsPresent { } /** * Normalized properties for {@link MathboxSelection.readback | readback}. * @category operator */ export interface ReadbackPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsReadback, GetTraitsEntity { } /** * Properties for {@link MathboxSelection.readback | readback}. * @category operator */ export interface ReadbackProps extends SetTraitsNode, SetTraitsOperator, SetTraitsReadback, SetTraitsEntity { } /** * Normalized properties for {@link MathboxSelection.repeat | repeat}. * @category operator */ export interface RepeatPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsRepeat { } /** * Properties for {@link MathboxSelection.repeat | repeat}. * @category operator */ export interface RepeatProps extends SetTraitsNode, SetTraitsOperator, SetTraitsRepeat { } /** * Normalized properties for {@link MathboxSelection.resample | resample}. * @category operator */ export interface ResamplePropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsResample, GetTraitsInclude { } /** * Properties for {@link MathboxSelection.resample | resample}. * @category operator */ export interface ResampleProps extends SetTraitsNode, SetTraitsOperator, SetTraitsResample, SetTraitsInclude { } /** * Normalized properties for {@link MathboxSelection.retext | retext}. * @category text */ export interface RetextPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsResample, GetTraitsInclude { } /** * Properties for {@link MathboxSelection.retext | retext}. * @category text */ export interface RetextProps extends SetTraitsNode, SetTraitsOperator, SetTraitsResample, SetTraitsInclude { } /** * Normalized properties for {@link MathboxSelection.reveal | reveal}. * @category present */ export interface RevealPropsNormalized extends GetTraitsNode, GetTraitsTransition { } /** * Properties for {@link MathboxSelection.reveal | reveal}. * @category present */ export interface RevealProps extends SetTraitsNode, SetTraitsTransition { } /** * Normalized properties for {@link MathboxSelection.root | root}. * @category base */ export interface RootPropsNormalized extends GetTraitsNode, GetTraitsRoot, GetTraitsVertex, GetTraitsUnit { } /** * Properties for {@link MathboxSelection.root | root}. * @category base */ export interface RootProps extends SetTraitsNode, SetTraitsRoot, SetTraitsVertex, SetTraitsUnit { } /** * Normalized properties for {@link MathboxSelection.rtt | rtt}. * @category rtt */ export interface RttPropsNormalized extends GetTraitsNode, GetTraitsRoot, GetTraitsVertex, GetTraitsTexture, GetTraitsRtt { } /** * Properties for {@link MathboxSelection.rtt | rtt}. * @category rtt */ export interface RttProps extends SetTraitsNode, SetTraitsRoot, SetTraitsVertex, SetTraitsTexture, SetTraitsRtt { } /** * Normalized properties for {@link MathboxSelection.scale | scale}. * @category data */ export interface ScalePropsNormalized extends GetTraitsNode, GetTraitsInterval, GetTraitsSpan, GetTraitsScale, GetTraitsOrigin { } /** * Properties for {@link MathboxSelection.scale | scale}. * @category data */ export interface ScaleProps extends SetTraitsNode, SetTraitsInterval, SetTraitsSpan, SetTraitsScale, SetTraitsOrigin { } /** * Normalized properties for {@link MathboxSelection.shader | shader}. * @category shader */ export interface ShaderPropsNormalized extends GetTraitsNode, GetTraitsShader { } /** * Properties for {@link MathboxSelection.shader | shader}. * @category shader */ export interface ShaderProps extends SetTraitsNode, SetTraitsShader { } /** * Normalized properties for {@link MathboxSelection.slice | slice}. * @category operator */ export interface SlicePropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsSlice { } /** * Properties for {@link MathboxSelection.slice | slice}. * @category operator */ export interface SliceProps extends SetTraitsNode, SetTraitsOperator, SetTraitsSlice { } /** * Normalized properties for {@link MathboxSelection.slide | slide}. * @category present */ export interface SlidePropsNormalized extends GetTraitsNode, GetTraitsSlide { } /** * Properties for {@link MathboxSelection.slide | slide}. * @category present */ export interface SlideProps extends SetTraitsNode, SetTraitsSlide { } /** * Normalized properties for {@link MathboxSelection.spherical | spherical}. * @category view */ export interface SphericalPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsView, GetTraitsView3, GetTraitsSpherical, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.spherical | spherical}. * @category view */ export interface SphericalProps extends SetTraitsNode, SetTraitsObject, SetTraitsView, SetTraitsView3, SetTraitsSpherical, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.split | split}. * @category operator */ export interface SplitPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsSplit { } /** * Properties for {@link MathboxSelection.split | split}. * @category operator */ export interface SplitProps extends SetTraitsNode, SetTraitsOperator, SetTraitsSplit { } /** * Normalized properties for {@link MathboxSelection.spread | spread}. * @category operator */ export interface SpreadPropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsSpread { } /** * Properties for {@link MathboxSelection.spread | spread}. * @category operator */ export interface SpreadProps extends SetTraitsNode, SetTraitsOperator, SetTraitsSpread { } /** * Normalized properties for {@link MathboxSelection.step | step}. * @category present */ export interface StepPropsNormalized extends GetTraitsNode, GetTraitsTrack, GetTraitsStep, GetTraitsTrigger { } /** * Properties for {@link MathboxSelection.step | step}. * @category present */ export interface StepProps extends SetTraitsNode, SetTraitsTrack, SetTraitsStep, SetTraitsTrigger { } /** * Normalized properties for {@link MathboxSelection.stereographic | stereographic}. * @category view */ export interface StereographicPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsView, GetTraitsView3, GetTraitsStereographic, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.stereographic | stereographic}. * @category view */ export interface StereographicProps extends SetTraitsNode, SetTraitsObject, SetTraitsView, SetTraitsView3, SetTraitsStereographic, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.stereographic4 | stereographic4}. * @category view */ export interface Stereographic4PropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsView, GetTraitsView4, GetTraitsStereographic, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.stereographic4 | stereographic4}. * @category view */ export interface Stereographic4Props extends SetTraitsNode, SetTraitsObject, SetTraitsView, SetTraitsView4, SetTraitsStereographic, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.strip | strip}. * @category draw */ export interface StripPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsMesh, GetTraitsStrip, GetTraitsGeometry { } /** * Properties for {@link MathboxSelection.strip | strip}. * @category draw */ export interface StripProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsMesh, SetTraitsStrip, SetTraitsGeometry { } /** * Normalized properties for {@link MathboxSelection.subdivide | subdivide}. * @category operator */ export interface SubdividePropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsSubdivide { } /** * Properties for {@link MathboxSelection.subdivide | subdivide}. * @category operator */ export interface SubdivideProps extends SetTraitsNode, SetTraitsOperator, SetTraitsSubdivide { } /** * Normalized properties for {@link MathboxSelection.surface | surface}. * @category draw */ export interface SurfacePropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsMesh, GetTraitsGeometry, GetTraitsGrid { } /** * Properties for {@link MathboxSelection.surface | surface}. * @category draw */ export interface SurfaceProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsMesh, SetTraitsGeometry, SetTraitsGrid { } /** * Normalized properties for {@link MathboxSelection.swizzle | swizzle}. * @category operator */ export interface SwizzlePropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsSwizzle { } /** * Properties for {@link MathboxSelection.swizzle | swizzle}. * @category operator */ export interface SwizzleProps extends SetTraitsNode, SetTraitsOperator, SetTraitsSwizzle { } /** * Normalized properties for {@link MathboxSelection.text | text}. * @category text */ export interface TextPropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsTexture, GetTraitsVoxel, GetTraitsFont { } /** * Properties for {@link MathboxSelection.text | text}. * @category text */ export interface TextProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsTexture, SetTraitsVoxel, SetTraitsFont { } /** * Normalized properties for {@link MathboxSelection.ticks | ticks}. * @category draw */ export interface TicksPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsTicks, GetTraitsGeometry { } /** * Properties for {@link MathboxSelection.ticks | ticks}. * @category draw */ export interface TicksProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsTicks, SetTraitsGeometry { } /** * Normalized properties for {@link MathboxSelection.transform | transform}. * @category transform */ export interface TransformPropsNormalized extends GetTraitsNode, GetTraitsVertex, GetTraitsTransform3 { } /** * Properties for {@link MathboxSelection.transform | transform}. * @category transform */ export interface TransformProps extends SetTraitsNode, SetTraitsVertex, SetTraitsTransform3 { } /** * Normalized properties for {@link MathboxSelection.transform4 | transform4}. * @category transform */ export interface Transform4PropsNormalized extends GetTraitsNode, GetTraitsVertex, GetTraitsTransform4 { } /** * Properties for {@link MathboxSelection.transform4 | transform4}. * @category transform */ export interface Transform4Props extends SetTraitsNode, SetTraitsVertex, SetTraitsTransform4 { } /** * Normalized properties for {@link MathboxSelection.transpose | transpose}. * @category operator */ export interface TransposePropsNormalized extends GetTraitsNode, GetTraitsOperator, GetTraitsTranspose { } /** * Properties for {@link MathboxSelection.transpose | transpose}. * @category operator */ export interface TransposeProps extends SetTraitsNode, SetTraitsOperator, SetTraitsTranspose { } /** * Normalized properties for {@link MathboxSelection.unit | unit}. * @category base */ export interface UnitPropsNormalized extends GetTraitsNode, GetTraitsUnit { } /** * Properties for {@link MathboxSelection.unit | unit}. * @category base */ export interface UnitProps extends SetTraitsNode, SetTraitsUnit { } /** * Normalized properties for {@link MathboxSelection.vector | vector}. * @category draw */ export interface VectorPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsStyle, GetTraitsLine, GetTraitsArrow, GetTraitsGeometry { } /** * Properties for {@link MathboxSelection.vector | vector}. * @category draw */ export interface VectorProps extends SetTraitsNode, SetTraitsObject, SetTraitsStyle, SetTraitsLine, SetTraitsArrow, SetTraitsGeometry { } /** * Normalized properties for {@link MathboxSelection.vertex | vertex}. * @category transform */ export interface VertexPropsNormalized extends GetTraitsNode, GetTraitsInclude, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.vertex | vertex}. * @category transform */ export interface VertexProps extends SetTraitsNode, SetTraitsInclude, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.view | view}. * @category view */ export interface ViewPropsNormalized extends GetTraitsNode, GetTraitsObject, GetTraitsView, GetTraitsVertex { } /** * Properties for {@link MathboxSelection.view | view}. * @category view */ export interface ViewProps extends SetTraitsNode, SetTraitsObject, SetTraitsView, SetTraitsVertex { } /** * Normalized properties for {@link MathboxSelection.volume | volume}. * @category data */ export interface VolumePropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsTexture, GetTraitsVoxel, GetTraitsVolume { } /** * Properties for {@link MathboxSelection.volume | volume}. * @category data */ export interface VolumeProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsTexture, SetTraitsVoxel, SetTraitsVolume { } /** * Normalized properties for {@link MathboxSelection.voxel | voxel}. * @category data */ export interface VoxelPropsNormalized extends GetTraitsNode, GetTraitsBuffer, GetTraitsData, GetTraitsTexture, GetTraitsVoxel { } /** * Properties for {@link MathboxSelection.voxel | voxel}. * @category data */ export interface VoxelProps extends SetTraitsNode, SetTraitsBuffer, SetTraitsData, SetTraitsTexture, SetTraitsVoxel { } export {};
cchudzicki/mathbox
build/esm/node_types.d.ts
TypeScript
mit
85,824
export {};
cchudzicki/mathbox
build/esm/node_types.js
JavaScript
mit
11
export namespace Classes { export { DOM as dom }; } import { DOM } from "./dom.js";
cchudzicki/mathbox
build/esm/overlay/classes.d.ts
TypeScript
mit
88
import { DOM } from "./dom.js"; export const Classes = { dom: DOM };
cchudzicki/mathbox
build/esm/overlay/classes.js
JavaScript
mit
69
export class DOM extends Overlay { static initClass(): void; init(_options: any): null; last: any; mount(): HTMLDivElement; overlay: HTMLDivElement | null | undefined; unmount(_overlay: any): null; render(el: any): void; } import { Overlay } from "./overlay.js";
cchudzicki/mathbox
build/esm/overlay/dom.d.ts
TypeScript
mit
291
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as VDOM from "../util/vdom.js"; import { Overlay } from "./overlay.js"; export class DOM extends Overlay { static initClass() { this.prototype.el = VDOM.element; this.prototype.hint = VDOM.hint; this.prototype.apply = VDOM.apply; this.prototype.recycle = VDOM.recycle; } init(_options) { return (this.last = null); } dispose() { this.unmount(); return super.dispose(); } mount() { const overlay = document.createElement("div"); overlay.classList.add("mathbox-overlay"); this.element.appendChild(overlay); return (this.overlay = overlay); } unmount(_overlay) { if (this.overlay && this.overlay.parentNode) { this.element.removeChild(this.overlay); } return (this.overlay = null); } render(el) { // Lazy mounting if (!this.overlay) { this.mount(); } // Wrap naked string or array in a div if (["string", "number"].includes(typeof el)) { el = this.el("div", null, el); } if (el instanceof Array) { el = this.el("div", null, el); } // Create empty div if el is null if (el == null) { el = this.el("div"); } // See if it can be mounted directly const naked = el.type === "div"; // Fetch last DOM state let { last } = this; // Start with root node const { overlay } = this; const node = naked ? overlay : overlay.childNodes[0]; const parent = naked ? overlay.parentNode : overlay; // Create phantom DOM state if mounting into existing element if (!last && node) { last = this.el("div"); } // Update DOM this.apply(el, last, node, parent, 0); this.last = el; // Recycle old descriptors if (last != null) { this.recycle(last); } } } DOM.initClass();
cchudzicki/mathbox
build/esm/overlay/dom.js
JavaScript
mit
2,434
export class OverlayFactory { constructor(classes: any, canvas: any); classes: any; canvas: any; div: HTMLDivElement; inject(): any; unject(): HTMLDivElement; getTypes(): string[]; make(type: any, options: any): any; }
cchudzicki/mathbox
build/esm/overlay/factory.d.ts
TypeScript
mit
251
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ export class OverlayFactory { constructor(classes, canvas) { this.classes = classes; this.canvas = canvas; const div = document.createElement("div"); div.classList.add("mathbox-overlays"); this.div = div; } inject() { const element = this.canvas.parentNode; if (!element) { throw new Error("Canvas not inserted into document."); } return element.insertBefore(this.div, this.canvas); } unject() { const element = this.div.parentNode; return element.removeChild(this.div); } getTypes() { return Object.keys(this.classes); } make(type, options) { return new this.classes[type](this.div, options); } }
cchudzicki/mathbox
build/esm/overlay/factory.js
JavaScript
mit
1,060
export { OverlayFactory as Factory } from "./factory.js"; export * from "./classes.js"; export * from "./overlay.js";
cchudzicki/mathbox
build/esm/overlay/index.d.ts
TypeScript
mit
118
export { OverlayFactory as Factory } from "./factory.js"; export * from "./classes.js"; export * from "./overlay.js";
cchudzicki/mathbox
build/esm/overlay/index.js
JavaScript
mit
118
export class Overlay { constructor(element: any, options: any); element: any; dispose(): void; }
cchudzicki/mathbox
build/esm/overlay/overlay.d.ts
TypeScript
mit
109
export class Overlay { constructor(element, options) { this.element = element; if (typeof this.init === "function") { this.init(options); } } dispose() { } }
cchudzicki/mathbox
build/esm/overlay/overlay.js
JavaScript
mit
206
export class PrimitiveFactory { constructor(definitions: any, context: any); context: any; classes: any; helpers: any; getTypes(): string[]; make(type: any, options: any, binds?: null): any; }
cchudzicki/mathbox
build/esm/primitives/factory.d.ts
TypeScript
mit
217
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ export class PrimitiveFactory { constructor(definitions, context) { this.context = context; this.classes = definitions.Classes; this.helpers = definitions.Helpers; } getTypes() { return Object.keys(this.classes); } make(type, options, binds = null) { if (options == null) { options = {}; } const klass = this.classes[type]; if (klass == null) { throw new Error(`Unknown primitive class \`${type}\``); } const node = new klass.model(type, klass.defaults, options, binds, klass, this.context.attributes); // NOTE: keep for side effects. new klass(node, this.context, this.helpers); return node; } }
cchudzicki/mathbox
build/esm/primitives/factory.js
JavaScript
mit
1,108
export { PrimitiveFactory as Factory } from "./factory.js"; export * from "./primitive.js"; export const Types: typeof types; import * as types from "./types";
cchudzicki/mathbox
build/esm/primitives/index.d.ts
TypeScript
mit
160
import * as types from "./types"; export { PrimitiveFactory as Factory } from "./factory.js"; export * from "./primitive.js"; export const Types = types;
cchudzicki/mathbox
build/esm/primitives/index.js
JavaScript
mit
154
export class Primitive { static initClass(): void; constructor(node: any, _context: any, helpers: any); node: any; _context: any; _renderables: any; _attributes: any; _shaders: any; _overlays: any; _animator: any; _types: any; _get: any; _helpers: any; _handlers: { inherit: {}; listen: never[]; watch: never[]; compute: never[]; }; _root: any; _parent: any; is(trait: any): any; init(): void; make(): void; made(): void; unmake(_rebuild: any): void; unmade(): void; change(_changed: any, _touched: any, _init: any): void; refresh(): void; rebuild(): void; reconfigure(config: any): any; traits: any; props: any; _added(): void; _removed(rebuild: any): void; _listen(object: any, type: any, method: any, self: any): any; __listen(object: any, type: any, method: any, self: any): any; _unlisten(): never[] | undefined; _inherit(trait: any): any; _find(trait: any): any; _uninherit(): {}; _attach(selector: any, trait: any, method: any, self: any, start: any, optional: any, multiple: any): any; _unattach(): never[] | undefined; _compute(key: any, expr: any): any; _uncompute(): never[] | undefined; }
cchudzicki/mathbox
build/esm/primitives/primitive.d.ts
TypeScript
mit
1,293
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS104: Avoid inline assignments * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as Model from "../model"; import { Binder } from "threestrap/src/binder.js"; export class Primitive { static initClass() { this.Node = Model.Node; this.Group = Model.Group; // Class default this.model = this.Node; this.defaults = null; this.traits = null; this.props = null; this.finals = null; this.freeform = false; } constructor(node, _context, helpers) { this.node = node; this._context = _context; this._renderables = this._context.renderables; this._attributes = this._context.attributes; this._shaders = this._context.shaders; this._overlays = this._context.overlays; this._animator = this._context.animator; this._types = this._attributes.types; // Link up node 1-to-1 this.node.controller = this; // This node has been inserted/removed this.node.on("added", (_event) => this._added()); this.node.on("removed", (_event) => this._removed()); // Property change (if mounted) this.node.on("change", (event) => { if (this._root) { return this.change(event.changed, event.touched); } }); // Store local refs this.reconfigure(); // Attribute getter / helpers this._get = this.node.get.bind(this.node); this._helpers = helpers(this, this.node.traits); // Keep track of various handlers to do auto-cleanup on unmake() this._handlers = { inherit: {}, listen: [], watch: [], compute: [] }; // Detached initially this._root = this._parent = null; // Friendly constructor this.init(); } is(trait) { return this.traits.hash[trait]; } // Primitive lifecycle init() { } make() { } made() { } unmake(_rebuild) { } unmade() { } change(_changed, _touched, _init) { } // Force property reinit refresh() { return this.change({}, {}, true); } // Destroy and create cycle rebuild() { if (this._root) { this._removed(true); return this._added(); } } // Reconfigure traits/props reconfigure(config) { if (config != null) { this.node.configure(config, this._attributes); } this.traits = this.node.traits; return (this.props = this.node.props); } // This node has been inserted _added() { let e, left; this._parent = this.node.parent != null ? this.node.parent.controller : undefined; this._root = this.node.root != null ? this.node.root.controller : undefined; this.node.clock = (left = this._inherit("clock")) != null ? left : this._root; try { try { this.make(); this.refresh(); return this.made(); } catch (error) { e = error; this.node.print("warn"); console.error(e); throw e; } } catch (error1) { e = error1; try { return this._removed(); // eslint-disable-next-line no-empty } catch (error2) { } } } _removed(rebuild) { if (rebuild == null) { rebuild = false; } this.unmake(rebuild); this._unlisten(); this._unattach(); this._uncompute(); this._root = null; this._parent = null; return this.unmade(rebuild); } // Bind event listeners to methods _listen(object, type, method, self) { if (self == null) { self = this; } if (object instanceof Array) { for (const o of Array.from(object)) { return this.__listen(o, type, method, self); } } return this.__listen(object, type, method, self); } __listen(object, type, method, self) { if (self == null) { self = this; } if (typeof object === "string") { object = this._inherit(object); } if (object != null) { const handler = method.bind(self); handler.node = this.node; object.on(type, handler); this._handlers.listen.push([object, type, handler]); } return object; } _unlisten() { if (!this._handlers.listen.length) { return; } for (const [object, type, handler] of Array.from(this._handlers.listen)) { object.off(type, handler); } return (this._handlers.listen = []); } // Find parent with certain trait _inherit(trait) { const cached = this._handlers.inherit[trait]; if (cached !== undefined) { return cached; } return (this._handlers.inherit[trait] = this._parent != null ? this._parent._find(trait != null ? trait : null) : undefined); } _find(trait) { if (this.is(trait)) { return this; } return this._parent != null ? this._parent._find(trait) : undefined; } _uninherit() { return (this._handlers.inherit = {}); } // Attach to controller by trait and watch the selector _attach(selector, trait, method, self, start, optional, multiple) { if (self == null) { self = this; } if (start == null) { start = this; } if (optional == null) { optional = false; } if (multiple == null) { multiple = false; } const filter = function (node) { if (node != null && Array.from(node.traits).includes(trait)) { return node; } }; const map = (node) => (node != null ? node.controller : undefined); const flatten = function (list) { if (list == null) { return list; } let out = []; for (const sub of Array.from(list)) { if (sub instanceof Array) { out = out.concat(sub); } else { out.push(sub); } } return out; }; const resolve = (selector) => { // Direct JS binding, no watcher. let node, nodes; if (typeof selector === "object") { node = selector; // API object if (node != null ? node._up : undefined) { selector = multiple ? node._targets : [node[0]]; return selector; } // Array of things if (node instanceof Array) { selector = multiple ? flatten(node.map(resolve)) : resolve(node[0]); return selector; } // Node if (node instanceof Model.Node) { return [node]; } // Auto-link selector '<' } else if (typeof selector === "string" && selector[0] === "<") { let match; let discard = 0; if ((match = selector.match(/^<([0-9])+$/))) { discard = +match[1] - 1; } if (selector.match(/^<+$/)) { discard = +selector.length - 1; } nodes = []; // Implicitly associated node (scan backwards until we find one) let previous = start.node; while (previous) { // Find previous node const { parent } = previous; if (!parent) { break; } previous = parent.children[previous.index - 1]; // If we reached the first child, ascend if nothing found yet if (!previous && !nodes.length) { previous = parent; } // Include if matched node = null; if (filter(previous)) { node = previous; } if (node != null && discard-- <= 0) { nodes.push(node); } // Return solo match if (!multiple && nodes.length) { return nodes; } } // Return list match if (multiple && nodes.length) { return nodes; } // Selector binding } else if (typeof selector === "string") { const watcher = method.bind(self); this._handlers.watch.push(watcher); const selection = this._root.watch(selector, watcher); if (!multiple) { if (filter(selection[0])) { node = selection[0]; } if (node != null) { return [node]; } } else { nodes = selection.filter(filter); if (nodes.length) { return nodes; } } } // Nothing found if (!optional) { console.warn(this.node.toMarkup()); throw new Error(`${this.node.toString()} - Could not find ${trait} \`${selector}\``); } if (multiple) { return []; } else { return null; } }; // Resolve selection recursively const nodes = flatten(resolve(selector)); // Return node's controllers if found if (multiple) { if (nodes != null) { return nodes.map(map); } else { return null; } } else { if (nodes != null) { return map(nodes[0]); } else { return null; } } } // Remove watcher attachments _unattach() { if (!this._handlers.watch.length) { return; } for (const watcher of Array.from(this._handlers.watch)) { if (watcher != null) { watcher.unwatch(); } } return (this._handlers.watch = []); } // Bind a computed value to a prop _compute(key, expr) { this._handlers.compute.push(key); return this.node.bind(key, expr, true); } // Remove prop bindings _uncompute() { if (!this._handlers.compute.length) { return; } for (const key of Array.from(this._handlers.compute)) { this.node.unbind(key, true); } return (this._handlers.compute = []); } } Primitive.initClass(); Binder.apply(Primitive.prototype);
cchudzicki/mathbox
build/esm/primitives/primitive.js
JavaScript
mit
11,860
export class Group extends Parent { make(): any; unmake(): any; } import { Parent } from "./parent.js";
cchudzicki/mathbox
build/esm/primitives/types/base/group.d.ts
TypeScript
mit
112
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Parent } from "./parent.js"; export class Group extends Parent { static initClass() { this.traits = ["node", "object", "entity", "visible", "active"]; } make() { this._helpers.visible.make(); return this._helpers.active.make(); } unmake() { this._helpers.visible.unmake(); return this._helpers.active.unmake(); } } Group.initClass();
cchudzicki/mathbox
build/esm/primitives/types/base/group.js
JavaScript
mit
769
export * from "./group.js"; export * from "./inherit.js"; export * from "./root.js"; export * from "./unit.js";
cchudzicki/mathbox
build/esm/primitives/types/base/index.d.ts
TypeScript
mit
112
export * from "./group.js"; export * from "./inherit.js"; export * from "./root.js"; export * from "./unit.js";
cchudzicki/mathbox
build/esm/primitives/types/base/index.js
JavaScript
mit
112
export class Inherit extends Parent { make(): any; unmake(): any; } import { Parent } from "./parent.js";
cchudzicki/mathbox
build/esm/primitives/types/base/inherit.d.ts
TypeScript
mit
114
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Parent } from "./parent.js"; export class Inherit extends Parent { static initClass() { this.traits = ["node", "bind"]; } make() { // Bind to attached trait source return this._helpers.bind.make([{ to: "inherit.source", trait: "node" }]); } unmake() { return this._helpers.bind.unmake(); } _find(trait) { if (this.bind.source && Array.from(this.props.traits).includes(trait)) { return this.bind.source._inherit(trait); } return super._find(); } } Inherit.initClass();
cchudzicki/mathbox
build/esm/primitives/types/base/inherit.js
JavaScript
mit
986
export class Parent extends Primitive { } import { Primitive } from "../../primitive.js";
cchudzicki/mathbox
build/esm/primitives/types/base/parent.d.ts
TypeScript
mit
90
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS206: Consider reworking classes to avoid initClass * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Primitive } from "../../primitive.js"; export class Parent extends Primitive { static initClass() { this.model = Primitive.Group; this.traits = ["node"]; } } Parent.initClass();
cchudzicki/mathbox
build/esm/primitives/types/base/parent.js
JavaScript
mit
503
export class Root extends Parent { init(): null; size: any; cameraEvent: { type: string; } | undefined; preEvent: { type: string; } | undefined; updateEvent: { type: string; } | undefined; renderEvent: { type: string; } | undefined; postEvent: { type: string; } | undefined; clockEvent: { type: string; } | undefined; camera: any; make(): any; unmake(): any; change(changed: any, touched: any, init: any): any; adopt(renderable: any): any[]; unadopt(renderable: any): any[]; select(selector: any): any; watch(selector: any, handler: any): any; unwatch(handler: any): any; resize(size: any): any; getSize(): any; getSpeed(): any; getUnit(): any; getUnitUniforms(): any; pre(): any; update(): any; render(): any; post(): any; setCamera(): any; getCamera(): any; getTime(): any; vertex(shader: any, pass: any): any; } import { Parent } from "./parent.js";
cchudzicki/mathbox
build/esm/primitives/types/base/root.d.ts
TypeScript
mit
1,045
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS103: Rewrite code to no longer use __guard__, or convert again using --optional-chaining * DS104: Avoid inline assignments * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Parent } from "./parent.js"; export class Root extends Parent { static initClass() { this.traits = ["node", "root", "clock", "scene", "vertex", "unit"]; } init() { this.size = null; this.cameraEvent = { type: "root.camera" }; this.preEvent = { type: "root.pre" }; this.updateEvent = { type: "root.update" }; this.renderEvent = { type: "root.render" }; this.postEvent = { type: "root.post" }; this.clockEvent = { type: "clock.tick" }; return (this.camera = null); } make() { return this._helpers.unit.make(); } unmake() { return this._helpers.unit.unmake(); } change(changed, touched, init) { if (changed["root.camera"] || init) { this._unattach(); this._attach(this.props.camera, "camera", this.setCamera, this, this, true); return this.setCamera(); } } adopt(renderable) { return Array.from(renderable.renders).map((object) => this._context.scene.add(object)); } unadopt(renderable) { return Array.from(renderable.renders).map((object) => this._context.scene.remove(object)); } select(selector) { return this.node.model.select(selector); } watch(selector, handler) { return this.node.model.watch(selector, handler); } unwatch(handler) { return this.node.model.unwatch(handler); } resize(size) { this.size = size; return this.trigger({ type: "root.resize", size, }); } getSize() { return this.size; } getSpeed() { return this.props.speed; } getUnit() { return this._helpers.unit.get(); } getUnitUniforms() { return this._helpers.unit.uniforms(); } pre() { this.getCamera().updateProjectionMatrix(); this.trigger(this.clockEvent); return this.trigger(this.preEvent); } update() { return this.trigger(this.updateEvent); } render() { return this.trigger(this.renderEvent); } post() { return this.trigger(this.postEvent); } setCamera() { const camera = __guard__(this.select(this.props.camera)[0], (x) => x.controller); if (this.camera !== camera) { this.camera = camera; return this.trigger({ type: "root.camera" }); } } getCamera() { let left; return (left = this.camera != null ? this.camera.getCamera() : undefined) != null ? left : this._context.defaultCamera; } getTime() { return this._context.time; } // End transform chain here vertex(shader, pass) { if (pass === 2) { return shader.pipe("view.position"); } if (pass === 3) { return shader.pipe("root.position"); } return shader; } } Root.initClass(); function __guard__(value, transform) { return typeof value !== "undefined" && value !== null ? transform(value) : undefined; }
cchudzicki/mathbox
build/esm/primitives/types/base/root.js
JavaScript
mit
3,722
export class Source extends Primitive { made(): any; indexShader(shader: any): any; sourceShader(shader: any): any; getDimensions(): { items: number; width: number; height: number; depth: number; }; getActiveDimensions(): { items: number; width: number; height: number; depth: number; }; getIndexDimensions(): { items: number; width: number; height: number; depth: number; }; getFutureDimensions(): { items: number; width: number; height: number; depth: number; }; } import { Primitive } from "../../primitive.js";
cchudzicki/mathbox
build/esm/primitives/types/base/source.d.ts
TypeScript
mit
687
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as GLSL from "../../../util/glsl.js"; import { Primitive } from "../../primitive.js"; export class Source extends Primitive { static initClass() { this.traits = ["node", "source", "index"]; } made() { // Notify of buffer reallocation return this.trigger({ type: "source.rebuild", }); } indexShader(shader) { return shader.pipe(GLSL.identity("vec4")); } sourceShader(shader) { return shader.pipe(GLSL.identity("vec4")); } getDimensions() { return { items: 1, width: 1, height: 1, depth: 1, }; } getActiveDimensions() { return this.getDimensions(); } getIndexDimensions() { return this.getActiveDimensions(); } getFutureDimensions() { return this.getActiveDimensions(); } } Source.initClass();
cchudzicki/mathbox
build/esm/primitives/types/base/source.js
JavaScript
mit
1,275
export class Unit extends Parent { make(): any; unmake(): any; getUnit(): any; getUnitUniforms(): any; } import { Parent } from "./parent.js";
cchudzicki/mathbox
build/esm/primitives/types/base/unit.d.ts
TypeScript
mit
159
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS206: Consider reworking classes to avoid initClass * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Parent } from "./parent.js"; export class Unit extends Parent { static initClass() { this.traits = ["node", "unit"]; } make() { return this._helpers.unit.make(); } unmake() { return this._helpers.unit.unmake(); } getUnit() { return this._helpers.unit.get(); } getUnitUniforms() { return this._helpers.unit.uniforms(); } } Unit.initClass();
cchudzicki/mathbox
build/esm/primitives/types/base/unit.js
JavaScript
mit
721
export class Camera extends Primitive { make(): any; camera: any; euler: any; quat: any; unmake(): void; getCamera(): any; change(changed: any, touched: any, init: any): any; } import { Primitive } from "../../primitive.js";
cchudzicki/mathbox
build/esm/primitives/types/camera/camera.d.ts
TypeScript
mit
253
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as UThree from "../../../util/three.js"; import { Euler } from "three/src/math/Euler.js"; import { Primitive } from "../../primitive.js"; import { Quaternion } from "three/src/math/Quaternion.js"; export class Camera extends Primitive { static initClass() { this.traits = ["node", "camera"]; } init() { } make() { const camera = this._context.defaultCamera; this.camera = this.props.proxy ? camera : camera.clone(); this.euler = new Euler(); return (this.quat = new Quaternion()); } unmake() { } getCamera() { return this.camera; } change(changed, touched, init) { if (changed["camera.position"] || changed["camera.quaternion"] || changed["camera.rotation"] || changed["camera.lookAt"] || changed["camera.up"] || changed["camera.fov"] || init) { const { position, quaternion, rotation, lookAt, up, fov } = this.props; // Apply transform conservatively to avoid conflicts with controls / proxy if (position != null) { this.camera.position.copy(position); } if (quaternion != null || rotation != null || lookAt != null) { if (lookAt != null) { this.camera.lookAt(lookAt); } else { this.camera.quaternion.set(0, 0, 0, 1); } if (rotation != null) { this.euler.setFromVector3(rotation, UThree.swizzleToEulerOrder(this.props.eulerOrder)); this.quat.setFromEuler(this.euler); this.camera.quaternion.multiply(this.quat); } if (quaternion != null) { this.camera.quaternion.multiply(quaternion); } } if (fov != null && this.camera.fov != null) { this.camera.fov = fov; } if (up != null) { this.camera.up.copy(up); } return this.camera.updateMatrix(); } } } Camera.initClass();
cchudzicki/mathbox
build/esm/primitives/types/camera/camera.js
JavaScript
mit
2,595
export * from "./camera.js";
cchudzicki/mathbox
build/esm/primitives/types/camera/index.d.ts
TypeScript
mit
29
export * from "./camera.js";
cchudzicki/mathbox
build/esm/primitives/types/camera/index.js
JavaScript
mit
29
export namespace Classes { export { Axis as axis }; export { Face as face }; export { Grid as grid }; export { Line as line }; export { Point as point }; export { Strip as strip }; export { Surface as surface }; export { Ticks as ticks }; export { Vector as vector }; export { View as view }; export { Cartesian as cartesian }; export { Cartesian4 as cartesian4 }; export { Polar as polar }; export { Spherical as spherical }; export { Stereographic as stereographic }; export { Stereographic4 as stereographic4 }; export { Transform3 as transform }; export { Transform4 as transform4 }; export { Vertex as vertex }; export { Fragment as fragment }; export { Layer as layer }; export { Mask as mask }; export { Array_ as array }; export { Interval as interval }; export { Matrix as matrix }; export { Area as area }; export { Voxel as voxel }; export { Volume as volume }; export { Scale as scale }; export { HTML as html }; export { DOM as dom }; export { Text as text }; export { Format as format }; export { Label as label }; export { Retext as retext }; export { Clamp as clamp }; export { Grow as grow }; export { Join as join }; export { Lerp as lerp }; export { Memo as memo }; export { Readback as readback }; export { Resample as resample }; export { Repeat as repeat }; export { Swizzle as swizzle }; export { Spread as spread }; export { Split as split }; export { Slice as slice }; export { Subdivide as subdivide }; export { Transpose as transpose }; export { Group as group }; export { Inherit as inherit }; export { Root as root }; export { Unit as unit }; export { Shader as shader }; export { Camera as camera }; export { RTT as rtt }; export { Compose as compose }; export { Clock as clock }; export { Now as now }; export { Move as move }; export { Play as play }; export { Present as present }; export { Reveal as reveal }; export { Slide as slide }; export { Step as step }; } import { Axis } from "./draw/axis"; import { Face } from "./draw/face"; import { Grid } from "./draw/grid"; import { Line } from "./draw/line"; import { Point } from "./draw/point"; import { Strip } from "./draw/strip"; import { Surface } from "./draw/surface"; import { Ticks } from "./draw/ticks"; import { Vector } from "./draw/vector"; import { View } from "./view/view"; import { Cartesian } from "./view/cartesian"; import { Cartesian4 } from "./view/cartesian4"; import { Polar } from "./view/polar"; import { Spherical } from "./view/spherical"; import { Stereographic } from "./view/stereographic"; import { Stereographic4 } from "./view/stereographic4"; import { Transform3 } from "./transform/transform3"; import { Transform4 } from "./transform/transform4"; import { Vertex } from "./transform/vertex"; import { Fragment } from "./transform/fragment"; import { Layer } from "./transform/layer"; import { Mask } from "./transform/mask"; import { Array_ } from "./data/array"; import { Interval } from "./data/interval"; import { Matrix } from "./data/matrix"; import { Area } from "./data/area"; import { Voxel } from "./data/voxel"; import { Volume } from "./data/volume"; import { Scale } from "./data/scale"; import { HTML } from "./overlay/html"; import { DOM } from "./overlay/dom"; import { Text } from "./text/text"; import { Format } from "./text/format"; import { Label } from "./text/label"; import { Retext } from "./text/retext"; import { Clamp } from "./operator/clamp"; import { Grow } from "./operator/grow"; import { Join } from "./operator/join"; import { Lerp } from "./operator/lerp"; import { Memo } from "./operator/memo"; import { Readback } from "./operator/readback"; import { Resample } from "./operator/resample"; import { Repeat } from "./operator/repeat"; import { Swizzle } from "./operator/swizzle"; import { Spread } from "./operator/spread"; import { Split } from "./operator/split"; import { Slice } from "./operator/slice"; import { Subdivide } from "./operator/subdivide"; import { Transpose } from "./operator/transpose"; import { Group } from "./base/group"; import { Inherit } from "./base/inherit"; import { Root } from "./base/root"; import { Unit } from "./base/unit"; import { Shader } from "./shader/shader"; import { Camera } from "./camera/camera"; import { RTT } from "./rtt/rtt"; import { Compose } from "./rtt/compose"; import { Clock } from "./time/clock"; import { Now } from "./time/now"; import { Move } from "./present/move"; import { Play } from "./present/play"; import { Present } from "./present/present"; import { Reveal } from "./present/reveal"; import { Slide } from "./present/slide"; import { Step } from "./present/step";
cchudzicki/mathbox
build/esm/primitives/types/classes.d.ts
TypeScript
mit
4,855
/* eslint-disable sort-imports */ import { Group, Inherit, Root, Unit } from "./base"; import { Camera } from "./camera"; import { Area, Array_, Interval, Matrix, Scale, Volume, Voxel } from "./data"; import { Axis, Face, Grid, Line, Point, Strip, Surface, Ticks, Vector, } from "./draw"; import { DOM, HTML } from "./overlay"; import { Format, Label, Retext, Text } from "./text"; import { Clock, Now } from "./time"; import { Fragment, Layer, Mask, Transform3, Transform4, Vertex, } from "./transform"; import { Clamp, Grow, Join, Lerp, Memo, Readback, Repeat, Resample, Slice, Split, Spread, Subdivide, Swizzle, Transpose, } from "./operator"; import { Move, Play, Present, Reveal, Slide, Step } from "./present"; import { Compose, RTT } from "./rtt"; import { Cartesian, Cartesian4, Polar, Spherical, Stereographic, Stereographic4, View, } from "./view"; import { Shader } from "./shader"; export const Classes = { axis: Axis, face: Face, grid: Grid, line: Line, point: Point, strip: Strip, surface: Surface, ticks: Ticks, vector: Vector, view: View, cartesian: Cartesian, cartesian4: Cartesian4, polar: Polar, spherical: Spherical, stereographic: Stereographic, stereographic4: Stereographic4, transform: Transform3, transform4: Transform4, vertex: Vertex, fragment: Fragment, layer: Layer, mask: Mask, array: Array_, interval: Interval, matrix: Matrix, area: Area, voxel: Voxel, volume: Volume, scale: Scale, html: HTML, dom: DOM, text: Text, format: Format, label: Label, retext: Retext, clamp: Clamp, grow: Grow, join: Join, lerp: Lerp, memo: Memo, readback: Readback, resample: Resample, repeat: Repeat, swizzle: Swizzle, spread: Spread, split: Split, slice: Slice, subdivide: Subdivide, transpose: Transpose, group: Group, inherit: Inherit, root: Root, unit: Unit, shader: Shader, camera: Camera, rtt: RTT, compose: Compose, clock: Clock, now: Now, move: Move, play: Play, present: Present, reveal: Reveal, slide: Slide, step: Step, };
cchudzicki/mathbox
build/esm/primitives/types/classes.js
JavaScript
mit
2,206
export class Area extends Matrix { updateSpan(): any; aX: any; aY: any; bX: number | undefined; bY: number | undefined; callback(callback: any): ((emit: any, i: any, j: any) => any) | undefined; last: any; _callback: ((emit: any, i: any, j: any) => any) | undefined; unmake(): any; } import { Matrix } from "./matrix.js";
cchudzicki/mathbox
build/esm/primitives/types/data/area.d.ts
TypeScript
mit
358
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Matrix } from "./matrix.js"; export class Area extends Matrix { static initClass() { this.traits = [ "node", "buffer", "active", "data", "source", "index", "matrix", "texture", "raw", "span:x", "span:y", "area", "sampler:x", "sampler:y", ]; } updateSpan() { let inverseX, inverseY; const dimensions = this.props.axes; let { width } = this.props; let { height } = this.props; const { centeredX } = this.props; const { centeredY } = this.props; const padX = this.props.paddingX; const padY = this.props.paddingY; const rangeX = this._helpers.span.get("x.", dimensions[0]); const rangeY = this._helpers.span.get("y.", dimensions[1]); this.aX = rangeX.x; this.aY = rangeY.x; const spanX = rangeX.y - rangeX.x; const spanY = rangeY.y - rangeY.x; width += padX * 2; height += padY * 2; if (centeredX) { inverseX = 1 / Math.max(1, width); this.aX += (spanX * inverseX) / 2; } else { inverseX = 1 / Math.max(1, width - 1); } if (centeredY) { inverseY = 1 / Math.max(1, height); this.aY += (spanY * inverseY) / 2; } else { inverseY = 1 / Math.max(1, height - 1); } this.bX = spanX * inverseX; this.bY = spanY * inverseY; this.aX += padX * this.bX; return (this.aY += padY * this.bY); } callback(callback) { this.updateSpan(); if (this.last === callback) { return this._callback; } this.last = callback; if (callback.length <= 5) { return (this._callback = (emit, i, j) => { const x = this.aX + this.bX * i; const y = this.aY + this.bY * j; return callback(emit, x, y, i, j); }); } else { return (this._callback = (emit, i, j) => { const x = this.aX + this.bX * i; const y = this.aY + this.bY * j; return callback(emit, x, y, i, j, this.bufferClock, this.bufferStep); }); } } make() { super.make(); this._helpers.span.make(); return this._listen(this, "span.range", this.updateSpan); } unmake() { super.unmake(); return this._helpers.span.unmake(); } } Area.initClass();
cchudzicki/mathbox
build/esm/primitives/types/data/area.js
JavaScript
mit
3,012
export class Array_ extends Buffer { buffer: any; spec: { channels: any; items: any; width: any; } | null | undefined; space: { width: number; history: number; } | undefined; used: { width: number; } | undefined; storage: string | undefined; passthrough: ((emit: any, x: any) => any) | undefined; getDimensions(): { items: any; width: number; height: number; depth: number; }; getActiveDimensions(): { items: any; width: number; height: any; depth: number; }; getFutureDimensions(): { items: any; width: number; height: number; depth: number; }; getRawDimensions(): { items: any; width: number; height: number; depth: number; }; items: any; channels: any; unmake(): null | undefined; change(changed: any, touched: any, init: any): any; update(): any; } import { Buffer } from "./buffer.js";
cchudzicki/mathbox
build/esm/primitives/types/data/array.d.ts
TypeScript
mit
1,055
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as UData from "../../../util/data.js"; import { Buffer } from "./buffer.js"; export class Array_ extends Buffer { static initClass() { this.traits = [ "node", "buffer", "active", "data", "source", "index", "array", "texture", "raw", ]; } init() { this.buffer = this.spec = null; this.space = { width: 0, history: 0, }; this.used = { width: 0 }; this.storage = "arrayBuffer"; this.passthrough = (emit, x) => emit(x, 0, 0, 0); return super.init(); } sourceShader(shader) { const dims = this.getDimensions(); this.alignShader(dims, shader); return this.buffer.shader(shader); } getDimensions() { return { items: this.items, width: this.space.width, height: this.space.history, depth: 1, }; } getActiveDimensions() { return { items: this.items, width: this.used.width, height: this.buffer.getFilled(), depth: 1, }; } getFutureDimensions() { return { items: this.items, width: this.used.width, height: this.space.history, depth: 1, }; } getRawDimensions() { return { items: this.items, width: this.space.width, height: 1, depth: 1, }; } make() { super.make(); // Read sampling parameters const minFilter = this.minFilter != null ? this.minFilter : this.props.minFilter; const magFilter = this.magFilter != null ? this.magFilter : this.props.magFilter; const type = this.type != null ? this.type : this.props.type; // Read given dimensions const { width } = this.props; const { history } = this.props; const reserve = this.props.bufferWidth; const { channels } = this.props; const { items } = this.props; let dims = (this.spec = { channels, items, width }); this.items = dims.items; this.channels = dims.channels; // Init to right size if data supplied const { data } = this.props; dims = UData.getDimensions(data, dims); const { space } = this; space.width = Math.max(reserve, dims.width || 1); space.history = history; // Create array buffer return (this.buffer = this._renderables.make(this.storage, { width: space.width, history: space.history, channels, items, minFilter, magFilter, type, })); } unmake() { super.unmake(); if (this.buffer) { this.buffer.dispose(); return (this.buffer = this.spec = null); } } change(changed, touched, init) { if (touched["texture"] || changed["history.history"] || changed["buffer.channels"] || changed["buffer.items"] || changed["array.bufferWidth"]) { return this.rebuild(); } if (!this.buffer) { return; } if (changed["array.width"]) { const { width } = this.props; if (width > this.space.width) { return this.rebuild(); } } if (changed["data.map"] || changed["data.data"] || changed["data.resolve"] || changed["data.expr"] || init) { return this.buffer.setCallback(this.emitter()); } } callback(callback) { if (callback.length <= 2) { return callback; } else { return (emit, i) => { return callback(emit, i, this.bufferClock, this.bufferStep); }; } } update() { if (!this.buffer) { return; } const { data } = this.props; const { space, used } = this; const l = used.width; const filled = this.buffer.getFilled(); this.syncBuffer((abort) => { if (data != null) { const dims = UData.getDimensions(data, this.spec); // Grow width if needed if (dims.width > space.width) { abort(); return this.rebuild(); } used.width = dims.width; this.buffer.setActive(used.width); if (typeof this.buffer.callback.rebind === "function") { this.buffer.callback.rebind(data); } return this.buffer.update(); } else { let width = this.spec.width || 1; this.buffer.setActive(width); width = this.buffer.update(); return (used.width = width); } }); if (used.width !== l || filled !== this.buffer.getFilled()) { return this.trigger({ type: "source.resize", }); } } } Array_.initClass();
cchudzicki/mathbox
build/esm/primitives/types/data/array.js
JavaScript
mit
5,698
export class Buffer extends Data { init(): void; bufferSlack: any; bufferFrames: number | undefined; bufferTime: any; bufferDelta: any; bufferClock: any; bufferStep: any; clockParent: any; rawBuffer(): any; emitter(): any; change(changed: any, touched: any, init: any): number | undefined; syncBuffer(callback: any): any; alignShader(dims: any, shader: any): any; } import { Data } from "./data.js";
cchudzicki/mathbox
build/esm/primitives/types/data/buffer.d.ts
TypeScript
mit
452
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS202: Simplify dynamic range loops * DS205: Consider reworking code to avoid use of IIFEs * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Data } from "./data.js"; export class Buffer extends Data { static initClass() { this.traits = [ "node", "buffer", "active", "data", "source", "index", "texture", ]; } init() { this.bufferSlack = 0; this.bufferFrames = 0; this.bufferTime = 0; this.bufferDelta = 0; this.bufferClock = 0; this.bufferStep = 0; super.init(); } make() { super.make(); return (this.clockParent = this._inherit("clock")); } unmake() { return super.unmake(); } rawBuffer() { return this.buffer; } emitter() { const { channels, items } = this.props; return super.emitter(channels, items); } change(changed, touched, init) { if (changed["buffer.fps"] || init) { const { fps } = this.props; return (this.bufferSlack = fps ? 0.5 / fps : 0); } } syncBuffer(callback) { let delta, step; if (!this.buffer) { return; } const { live, fps, hurry, limit, realtime, observe } = this.props; const filled = this.buffer.getFilled(); if (!!filled && !live) { return; } const time = this.clockParent.getTime(); if (fps != null) { const slack = this.bufferSlack; const speed = time.step / time.delta; delta = realtime ? time.delta : time.step; const frame = 1 / fps; step = realtime && observe ? speed * frame : frame; this.bufferSlack = Math.min(limit / fps, slack + delta); this.bufferDelta = delta; this.bufferStep = step; let frames = Math.min(hurry, Math.floor(slack * fps)); if (!filled) { frames = Math.max(1, frames); } let stop = false; const abort = () => (stop = true); return (() => { const result = []; for (let i = 0, end = frames, asc = 0 <= end; asc ? i < end : i > end; asc ? i++ : i--) { this.bufferTime += delta; this.bufferClock += step; if (stop) { break; } callback(abort, this.bufferFrames++, i, frames); result.push((this.bufferSlack -= frame)); } return result; })(); } else { this.bufferTime = time.time; this.bufferDelta = time.delta; this.bufferClock = time.clock; this.bufferStep = time.step; return callback(function () { }, this.bufferFrames++, 0, 1); } } alignShader(dims, shader) { const { minFilter, magFilter, aligned } = this.props; const mixed = (dims.items > 1 && dims.width > 1) || (dims.height > 1 && dims.depth > 1); if (aligned || !mixed) { return; } const nearest = minFilter === this.node.attributes["texture.minFilter"].enum.nearest && magFilter === this.node.attributes["texture.magFilter"].enum.nearest; if (!nearest) { console.warn(`${this.node.toString()} - Cannot use linear min/magFilter with 3D/4D sampling`); } return shader.pipe("map.xyzw.align"); } } Buffer.initClass();
cchudzicki/mathbox
build/esm/primitives/types/data/buffer.js
JavaScript
mit
4,003
export class Data extends Source { init(): null; dataEmitter: any; dataSizes: any[] | null | undefined; emitter(channels: any, items: any): any; callback(callback: any): any; update(): void; make(): any; first: boolean | undefined; unmake(): null; } import { Source } from "../base/source.js";
cchudzicki/mathbox
build/esm/primitives/types/data/data.d.ts
TypeScript
mit
330
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as UData from "../../../util/data.js"; import { Source } from "../base/source.js"; export class Data extends Source { static initClass() { this.traits = ["node", "data", "source", "index", "entity", "active"]; } init() { this.dataEmitter = null; return (this.dataSizes = null); } emitter(channels, items) { let emitter, resolve; const { data, bind, expr } = this.props; if (data != null) { // Make new emitter if data geometry doesn't match const last = this.dataSizes; const sizes = UData.getSizes(data); if (!last || last.length !== sizes.length) { // Create data thunk to copy (multi-)array const thunk = UData.getThunk(data); this.dataEmitter = this.callback(UData.makeEmitter(thunk, items, channels)); this.dataSizes = sizes; } emitter = this.dataEmitter; } else if (resolve != null) { // Hook up data-bound expression to its source resolve = this._inherit("resolve"); emitter = this.callback(resolve.callback(bind)); } else if (expr != null) { // Convert given free expression to appropriate callback emitter = this.callback(expr); } else { // Passthrough emitter = this.callback(this.passthrough); } return emitter; } callback(callback) { return callback != null ? callback : function () { }; } update() { } make() { this._helpers.active.make(); // Always run update at least once to prime JS VM optimization for entering elements this.first = true; return this._listen("root", "root.update", () => { if (this.isActive || this.first) { this.update(); } return (this.first = false); }); } unmake() { this._helpers.active.unmake(); this.dataEmitter = null; return (this.dataSizes = null); } } Data.initClass();
cchudzicki/mathbox
build/esm/primitives/types/data/data.js
JavaScript
mit
2,548
export * from "./array.js"; export * from "./interval.js"; export * from "./matrix.js"; export * from "./area.js"; export * from "./voxel.js"; export * from "./volume.js"; export * from "./scale.js";
cchudzicki/mathbox
build/esm/primitives/types/data/index.d.ts
TypeScript
mit
200
export * from "./array.js"; export * from "./interval.js"; export * from "./matrix.js"; export * from "./area.js"; export * from "./voxel.js"; export * from "./volume.js"; export * from "./scale.js";
cchudzicki/mathbox
build/esm/primitives/types/data/index.js
JavaScript
mit
200
export class Interval extends Array_ { updateSpan(): any; a: any; b: number | undefined; callback(callback: any): ((emit: any, i: any) => any) | undefined; last: any; _callback: ((emit: any, i: any) => any) | undefined; unmake(): any; } import { Array_ } from "./array.js";
cchudzicki/mathbox
build/esm/primitives/types/data/interval.d.ts
TypeScript
mit
302
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS206: Consider reworking classes to avoid initClass * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Array_ } from "./array.js"; export class Interval extends Array_ { static initClass() { this.traits = [ "node", "buffer", "active", "data", "source", "index", "texture", "array", "span", "interval", "sampler", "raw", ]; } updateSpan() { let inverse; const dimension = this.props.axis; let { width } = this.props; const { centered } = this.props; const pad = this.props.padding; const range = this._helpers.span.get("", dimension); width += pad * 2; this.a = range.x; const span = range.y - range.x; if (centered) { inverse = 1 / Math.max(1, width); this.a += (span * inverse) / 2; } else { inverse = 1 / Math.max(1, width - 1); } this.b = span * inverse; return (this.a += pad * this.b); } callback(callback) { this.updateSpan(); if (this.last === callback) { return this._callback; } this.last = callback; if (callback.length <= 3) { return (this._callback = (emit, i) => { const x = this.a + this.b * i; return callback(emit, x, i); }); } else { return (this._callback = (emit, i) => { const x = this.a + this.b * i; return callback(emit, x, i, this.bufferClock, this.bufferStep); }); } } make() { super.make(); this._helpers.span.make(); return this._listen(this, "span.range", this.updateSpan); } unmake() { super.unmake(); return this._helpers.span.unmake(); } } Interval.initClass();
cchudzicki/mathbox
build/esm/primitives/types/data/interval.js
JavaScript
mit
2,245