Pixel-Composer/scripts/node_particle/node_particle.gml

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function Node_Particle(_x, _y, _group = -1) : Node_VFX_Spawner_Base(_x, _y, _group) constructor {
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name = "Particle";
use_cache = true;
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inputs[| input_len + 0] = nodeValue(input_len + 0, "Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| input_len + 1] = nodeValue(input_len + 1, "Round position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Round position to the closest integer value to avoid jittering.");
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inputs[| input_len + 2] = nodeValue(input_len + 2, "Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Additive" ]);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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array_insert(input_display_list, 0, ["Output", true], input_len + 0);
array_push(input_display_list, input_len + 1, input_len + 2);
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def_surface = -1;
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static onStep = function() {
if(!ANIMATOR.frame_progress) return;
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if(recoverCache()) {
triggerRender();
return;
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}
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if(!ANIMATOR.is_playing) return;
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if(ANIMATOR.current_frame == 0) {
reset();
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runVFX(ANIMATOR.current_frame);
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} else if(cached_output[ANIMATOR.current_frame - 1] != 0)
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runVFX(ANIMATOR.current_frame);
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}
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function render(_time = ANIMATOR.current_frame) {
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var _dim = inputs[| input_len + 0].getValue(_time);
var _exact = inputs[| input_len + 1].getValue(_time);
var _blend = inputs[| input_len + 2].getValue(_time);
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var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
outputs[| 0].setValue(_outSurf);
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surface_set_target(_outSurf);
switch(_blend) {
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case PARTICLE_BLEND_MODE.normal :
draw_clear_alpha(c_white, 0);
gpu_set_blendmode(bm_normal);
break;
case PARTICLE_BLEND_MODE.additive :
draw_clear_alpha(c_black, 0);
gpu_set_blendmode(bm_add);
break;
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}
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var surf_w = surface_get_width(_outSurf);
var surf_h = surface_get_height(_outSurf);
for(var i = 0; i < PREF_MAP[? "part_max_amount"]; i++) {
parts[i].draw(_exact, surf_w, surf_h);
}
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gpu_set_blendmode(bm_normal);
surface_reset_target();
cacheCurrentFrame(_outSurf);
}
}