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jolly[bot]
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jolly-bot: auto-format Lua files using Stylua
1 parent c09c08d commit abf98ce

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-96
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lib/ui.lua

Lines changed: 216 additions & 96 deletions
Original file line numberDiff line numberDiff line change
@@ -3,100 +3,220 @@
33
-- Add/modify Steamodded Draw Steps to work with Cryptid
44

55
-- Edition Decks
6-
SMODS.DrawStep {
7-
key = 'back_edition',
8-
order = 5,
9-
func = function(self)
10-
if safe_get(self, "area", "config", "type") == "deck" then
11-
local currentBack = self.params.viewed_back and G.GAME.viewed_back or G.GAME.selected_back
12-
if currentBack.effect.config.cry_force_edition and not currentBack.effect.config.cry_antimatter then
13-
if currentBack.effect.config.cry_force_edition_shader then
14-
self.children.back:draw_shader(currentBack.effect.config.cry_force_edition_shader , nil, self.ARGS.send_to_shader, true)
15-
else
16-
self.children.back:draw_shader(currentBack.effect.config.cry_force_edition , nil, self.ARGS.send_to_shader, true)
17-
end
18-
end
19-
if currentBack.effect.config.cry_force_seal and not currentBack.effect.config.hide_seal and not currentBack.effect.config.cry_antimatter then
20-
G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader('dissolve', nil, nil, true, self.children.center)
21-
if currentBack.effect.config.cry_force_seal == 'Gold' then G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center) end
22-
end
23-
if currentBack.effect.config.cry_force_sticker and not currentBack.effect.config.cry_antimatter then
24-
for k, v in pairs(SMODS.Stickers) do
25-
if currentBack.effect.config.cry_force_sticker == v.key then
26-
if v and v.draw and type(v.draw) == 'function' then
27-
v:draw(self)
28-
else
29-
G.shared_stickers[v.key].role.draw_major = self
30-
G.shared_stickers[v.key]:draw_shader('dissolve', nil, nil, true, self.children.center)
31-
G.shared_stickers[v.key]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center)
32-
end
33-
end
34-
end
35-
end
36-
if currentBack.effect.config.cry_antimatter or currentBack.effect.config.cry_force_edition == 'negative' then
37-
self.children.back:draw_shader('negative', nil, self.ARGS.send_to_shader, true)
38-
self.children.center:draw_shader('negative_shine', nil, self.ARGS.send_to_shader, true)
39-
end
40-
if currentBack.effect.center.edeck_type then
41-
local edition, enhancement, sticker, suit, seal = cry_get_enchanced_deck_info(currentBack)
42-
local sprite = cry_edeck_atlas_update(currentBack.effect.center)
43-
self.children.back.atlas = G.ASSET_ATLAS[sprite.atlas] or self.children.back.atlas
44-
self.children.back.sprite_pos = sprite.pos
45-
self.children.back:reset()
46-
if currentBack.effect.center.edeck_type == 'edition' then
47-
self.children.back:draw_shader(edition, nil, self.ARGS.send_to_shader, true)
48-
if edition == 'negative' then
49-
self.children.back:draw_shader('negative', nil, self.ARGS.send_to_shader, true)
50-
self.children.center:draw_shader('negative_shine', nil, self.ARGS.send_to_shader, true)
51-
end
52-
end
53-
if currentBack.effect.center.edeck_type == 'seal' then
54-
G.shared_seals[seal]:draw_shader('dissolve', nil, nil, true, self.children.center)
55-
if seal == 'Gold' then G.shared_seals[seal]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center) end
56-
end
57-
if currentBack.effect.center.edeck_type == 'sticker' then
58-
for k, v in pairs(SMODS.Stickers) do
59-
if sticker == v.key then
60-
if v and v.draw and type(v.draw) == 'function' then
61-
v:draw(self)
62-
else
63-
G.shared_stickers[v.key].role.draw_major = self
64-
G.shared_stickers[v.key]:draw_shader('dissolve', nil, nil, true, self.children.center)
65-
G.shared_stickers[v.key]:draw_shader('voucher', nil, self.ARGS.send_to_shader, true, self.children.center)
66-
end
67-
end
68-
end
69-
end
70-
end
71-
end
72-
end,
73-
conditions = {vortex = false, facing = 'back'}
74-
}
6+
SMODS.DrawStep({
7+
key = "back_edition",
8+
order = 5,
9+
func = function(self)
10+
if safe_get(self, "area", "config", "type") == "deck" then
11+
local currentBack = self.params.viewed_back and G.GAME.viewed_back or G.GAME.selected_back
12+
if currentBack.effect.config.cry_force_edition and not currentBack.effect.config.cry_antimatter then
13+
if currentBack.effect.config.cry_force_edition_shader then
14+
self.children.back:draw_shader(
15+
currentBack.effect.config.cry_force_edition_shader,
16+
nil,
17+
self.ARGS.send_to_shader,
18+
true
19+
)
20+
else
21+
self.children.back:draw_shader(
22+
currentBack.effect.config.cry_force_edition,
23+
nil,
24+
self.ARGS.send_to_shader,
25+
true
26+
)
27+
end
28+
end
29+
if
30+
currentBack.effect.config.cry_force_seal
31+
and not currentBack.effect.config.hide_seal
32+
and not currentBack.effect.config.cry_antimatter
33+
then
34+
G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader(
35+
"dissolve",
36+
nil,
37+
nil,
38+
true,
39+
self.children.center
40+
)
41+
if currentBack.effect.config.cry_force_seal == "Gold" then
42+
G.shared_seals[currentBack.effect.config.cry_force_seal]:draw_shader(
43+
"voucher",
44+
nil,
45+
self.ARGS.send_to_shader,
46+
true,
47+
self.children.center
48+
)
49+
end
50+
end
51+
if currentBack.effect.config.cry_force_sticker and not currentBack.effect.config.cry_antimatter then
52+
for k, v in pairs(SMODS.Stickers) do
53+
if currentBack.effect.config.cry_force_sticker == v.key then
54+
if v and v.draw and type(v.draw) == "function" then
55+
v:draw(self)
56+
else
57+
G.shared_stickers[v.key].role.draw_major = self
58+
G.shared_stickers[v.key]:draw_shader("dissolve", nil, nil, true, self.children.center)
59+
G.shared_stickers[v.key]:draw_shader(
60+
"voucher",
61+
nil,
62+
self.ARGS.send_to_shader,
63+
true,
64+
self.children.center
65+
)
66+
end
67+
end
68+
end
69+
end
70+
if
71+
currentBack.effect.config.cry_antimatter
72+
or currentBack.effect.config.cry_force_edition == "negative"
73+
then
74+
self.children.back:draw_shader("negative", nil, self.ARGS.send_to_shader, true)
75+
self.children.center:draw_shader("negative_shine", nil, self.ARGS.send_to_shader, true)
76+
end
77+
if currentBack.effect.center.edeck_type then
78+
local edition, enhancement, sticker, suit, seal = cry_get_enchanced_deck_info(currentBack)
79+
local sprite = cry_edeck_atlas_update(currentBack.effect.center)
80+
self.children.back.atlas = G.ASSET_ATLAS[sprite.atlas] or self.children.back.atlas
81+
self.children.back.sprite_pos = sprite.pos
82+
self.children.back:reset()
83+
if currentBack.effect.center.edeck_type == "edition" then
84+
self.children.back:draw_shader(edition, nil, self.ARGS.send_to_shader, true)
85+
if edition == "negative" then
86+
self.children.back:draw_shader("negative", nil, self.ARGS.send_to_shader, true)
87+
self.children.center:draw_shader("negative_shine", nil, self.ARGS.send_to_shader, true)
88+
end
89+
end
90+
if currentBack.effect.center.edeck_type == "seal" then
91+
G.shared_seals[seal]:draw_shader("dissolve", nil, nil, true, self.children.center)
92+
if seal == "Gold" then
93+
G.shared_seals[seal]:draw_shader(
94+
"voucher",
95+
nil,
96+
self.ARGS.send_to_shader,
97+
true,
98+
self.children.center
99+
)
100+
end
101+
end
102+
if currentBack.effect.center.edeck_type == "sticker" then
103+
for k, v in pairs(SMODS.Stickers) do
104+
if sticker == v.key then
105+
if v and v.draw and type(v.draw) == "function" then
106+
v:draw(self)
107+
else
108+
G.shared_stickers[v.key].role.draw_major = self
109+
G.shared_stickers[v.key]:draw_shader("dissolve", nil, nil, true, self.children.center)
110+
G.shared_stickers[v.key]:draw_shader(
111+
"voucher",
112+
nil,
113+
self.ARGS.send_to_shader,
114+
true,
115+
self.children.center
116+
)
117+
end
118+
end
119+
end
120+
end
121+
end
122+
end
123+
end,
124+
conditions = { vortex = false, facing = "back" },
125+
})
75126
-- Third Layer
76-
SMODS.DrawStep {
77-
key = 'floating_sprite2',
78-
order = 59,
79-
func = function(self)
80-
if self.ability.name == 'cry-Gateway' and (self.config.center.discovered or self.bypass_discovery_center) then
81-
local scale_mod2 = 0.07-- + 0.02*math.cos(1.8*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL - math.floor(G.TIMERS.REAL))*math.pi*14)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^3
82-
local rotate_mod2 = 0--0.05*math.cos(1.219*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL)*math.pi*5)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^2
83-
self.children.floating_sprite2:draw_shader('dissolve',0, nil, nil, self.children.center,scale_mod2, rotate_mod2,nil, 0.1--[[ + 0.03*math.cos(1.8*G.TIMERS.REAL)--]],nil, 0.6)
84-
self.children.floating_sprite2:draw_shader('dissolve', nil, nil, nil, self.children.center, scale_mod2, rotate_mod2)
85-
86-
local scale_mod = 0.05 + 0.05*math.sin(1.8*G.TIMERS.REAL) + 0.07*math.sin((G.TIMERS.REAL - math.floor(G.TIMERS.REAL))*math.pi*14)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^3
87-
local rotate_mod = 0.1*math.sin(1.219*G.TIMERS.REAL) + 0.07*math.sin((G.TIMERS.REAL)*math.pi*5)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^2
88-
89-
self.children.floating_sprite.role.draw_major = self
90-
self.children.floating_sprite:draw_shader('dissolve',0, nil, nil, self.children.center,scale_mod, rotate_mod,nil, 0.1 + 0.03*math.sin(1.8*G.TIMERS.REAL),nil, 0.6)
91-
self.children.floating_sprite:draw_shader('dissolve', nil, nil, nil, self.children.center, scale_mod, rotate_mod)
92-
end
93-
if self.config.center.soul_pos and self.config.center.soul_pos.extra and (self.config.center.discovered or self.bypass_discovery_center) then
94-
local scale_mod = 0.07-- + 0.02*math.cos(1.8*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL - math.floor(G.TIMERS.REAL))*math.pi*14)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^3
95-
local rotate_mod = 0--0.05*math.cos(1.219*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL)*math.pi*5)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^2
96-
self.children.floating_sprite2:draw_shader('dissolve',0, nil, nil, self.children.center,scale_mod, rotate_mod,nil, 0.1--[[ + 0.03*math.cos(1.8*G.TIMERS.REAL)--]],nil, 0.6)
97-
self.children.floating_sprite2:draw_shader('dissolve', nil, nil, nil, self.children.center, scale_mod, rotate_mod)
98-
end
99-
end,
100-
conditions = {vortex = false, facing = 'front'}
101-
}
102-
SMODS.draw_ignore_keys.floating_sprite2 = true
127+
SMODS.DrawStep({
128+
key = "floating_sprite2",
129+
order = 59,
130+
func = function(self)
131+
if self.ability.name == "cry-Gateway" and (self.config.center.discovered or self.bypass_discovery_center) then
132+
local scale_mod2 = 0.07 -- + 0.02*math.cos(1.8*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL - math.floor(G.TIMERS.REAL))*math.pi*14)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^3
133+
local rotate_mod2 = 0 --0.05*math.cos(1.219*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL)*math.pi*5)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^2
134+
self.children.floating_sprite2:draw_shader(
135+
"dissolve",
136+
0,
137+
nil,
138+
nil,
139+
self.children.center,
140+
scale_mod2,
141+
rotate_mod2,
142+
nil,
143+
0.1 --[[ + 0.03*math.cos(1.8*G.TIMERS.REAL)--]],
144+
nil,
145+
0.6
146+
)
147+
self.children.floating_sprite2:draw_shader(
148+
"dissolve",
149+
nil,
150+
nil,
151+
nil,
152+
self.children.center,
153+
scale_mod2,
154+
rotate_mod2
155+
)
156+
157+
local scale_mod = 0.05
158+
+ 0.05 * math.sin(1.8 * G.TIMERS.REAL)
159+
+ 0.07
160+
* math.sin((G.TIMERS.REAL - math.floor(G.TIMERS.REAL)) * math.pi * 14)
161+
* (1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL))) ^ 3
162+
local rotate_mod = 0.1 * math.sin(1.219 * G.TIMERS.REAL)
163+
+ 0.07 * math.sin(G.TIMERS.REAL * math.pi * 5) * (1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL))) ^ 2
164+
165+
self.children.floating_sprite.role.draw_major = self
166+
self.children.floating_sprite:draw_shader(
167+
"dissolve",
168+
0,
169+
nil,
170+
nil,
171+
self.children.center,
172+
scale_mod,
173+
rotate_mod,
174+
nil,
175+
0.1 + 0.03 * math.sin(1.8 * G.TIMERS.REAL),
176+
nil,
177+
0.6
178+
)
179+
self.children.floating_sprite:draw_shader(
180+
"dissolve",
181+
nil,
182+
nil,
183+
nil,
184+
self.children.center,
185+
scale_mod,
186+
rotate_mod
187+
)
188+
end
189+
if
190+
self.config.center.soul_pos
191+
and self.config.center.soul_pos.extra
192+
and (self.config.center.discovered or self.bypass_discovery_center)
193+
then
194+
local scale_mod = 0.07 -- + 0.02*math.cos(1.8*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL - math.floor(G.TIMERS.REAL))*math.pi*14)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^3
195+
local rotate_mod = 0 --0.05*math.cos(1.219*G.TIMERS.REAL) + 0.00*math.cos((G.TIMERS.REAL)*math.pi*5)*(1 - (G.TIMERS.REAL - math.floor(G.TIMERS.REAL)))^2
196+
self.children.floating_sprite2:draw_shader(
197+
"dissolve",
198+
0,
199+
nil,
200+
nil,
201+
self.children.center,
202+
scale_mod,
203+
rotate_mod,
204+
nil,
205+
0.1 --[[ + 0.03*math.cos(1.8*G.TIMERS.REAL)--]],
206+
nil,
207+
0.6
208+
)
209+
self.children.floating_sprite2:draw_shader(
210+
"dissolve",
211+
nil,
212+
nil,
213+
nil,
214+
self.children.center,
215+
scale_mod,
216+
rotate_mod
217+
)
218+
end
219+
end,
220+
conditions = { vortex = false, facing = "front" },
221+
})
222+
SMODS.draw_ignore_keys.floating_sprite2 = true

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