Pixel-Composer/scripts/node_dust/node_dust.gml

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function __Dust(x, y, size = 8) constructor {
self.x = x;
self.y = y;
self.size = size;
rad = size * 2;
ang = 270;
px = array_create(5, x);
py = array_create(5, y);
ps = array_create(5, size);
pr = array_create(5, rad);
pa = array_create(5, ang);
vx = 2.8;
vy = -0.2;
av = 64;
afr = 0.9;
vfr = 0.9;
static step = function() {
for( var i = array_length(px) - 1; i >= 1; i-- ) {
px[i] = px[i - 1];
py[i] = py[i - 1];
ps[i] = ps[i - 1];
pr[i] = pr[i - 1];
pa[i] = pa[i - 1];
}
x += vx;
y += vy;
var dist = point_distance(0, 0, vx, vy);
var dirr = point_direction(0, 0, vx, vy);
dist *= vfr;
av *= afr;
ang += av / dist;
rad = lerp(rad, clamp(dist * 6, 1, 8), 0.5);
size *= 0.9;
vx = lengthdir_x(dist, dirr);
vy = lengthdir_y(dist, dirr);
px[0] = x;
py[0] = y;
ps[0] = size;
pr[0] = rad;
pa[0] = ang;
}
static draw = function() {
draw_set_color(c_grey);
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for( var i = 0, n = array_length(px) - 1; i < n; i++ ) {
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var dist = ceil(point_distance(px[i], py[i], px[i + 1], px[i + 1]));
for( var j = 0; j < dist; j++ ) {
var _x = lerp(px[i], px[i + 1], j / dist);
var _y = lerp(py[i], py[i + 1], j / dist);
var _s = lerp(ps[i], ps[i + 1], j / dist);
var _r = lerp(pr[i], pr[i + 1], j / dist);
var _a = lerp(pa[i], pa[i + 1], j / dist);
var _px = _x + lengthdir_x(_r, _a);
var _py = _y + lengthdir_y(_r, _a);
if(size <= 1) draw_point(_px, _py);
else draw_circle(_px, _py, _s / 2, false);
}
//draw_circle(px[i], py[i], pr[i], true);
}
}
}
function Node_Dust(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "Dust";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [
["Output", false], 0,
["Solid", false],
];
attribute_surface_depth();
dusts = [ ];
static update = function() {
var _dim = getInputData(0);
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var _outSurf = outputs[| 0].getValue();
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
outputs[| 0].setValue(_outSurf);
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if(CURRENT_FRAME == 0) {
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dusts = [ new __Dust( 0, _dim[1] / 2 ) ];
} else {
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for( var i = 0, n = array_length(dusts); i < n; i++ )
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dusts[i].step();
}
surface_set_target(_outSurf);
DRAW_CLEAR
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for( var i = 0, n = array_length(dusts); i < n; i++ )
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dusts[i].draw();
surface_reset_target();
}
}