function Node_Rigid_Wall(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Wall"; color = COLORS.node_blend_simulation; icon = THEME.rigidSim; w = 96; min_h = 96; manual_ungroupable = false; object = []; inputs[| 0] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b0010) .setDisplay(VALUE_DISPLAY.toggle, { data : [ "T", "B", "L", "R" ] }); inputs[| 1] = nodeValue("Contact Friction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2); inputs[| 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Collision Group", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1); input_display_list = [ 3, 0, 2, ["Physics", false], 1 ]; static drawOverlayPreview = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { return drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var _dim = getInputData(2); var _x0 = _x; var _y0 = _y; var _x1 = _x0 + _dim[0] * _s; var _y1 = _y0 + _dim[1] * _s; draw_set_color(COLORS._main_accent); draw_rectangle(_x0, _y0, _x1, _y1, true); return inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } #endregion static spawn = function(side = 0) { #region var _frc = getInputData(1); var _dim = getInputData(2); var _col = getInputData(3); var _dw = _dim[0] / 2; var _dh = _dim[1] / 2; var _x = 0, _y = 0, _w = 1, _h = 1; switch(side) { case 0 : //Top _x = _dw; _y = -50; _w = _dw; _h = 50; break; case 1 : //Bottom _x = _dw; _y = _dim[1] + 50; _w = _dw; _h = 50; break; case 2 : //Left _x = -50; _y = _dh; _w = 50; _h = _dh; break; case 3 : //Rgiht _x = _dim[0] + 50; _y = _dh; _w = 50; _h = _dh; break; } var obj = instance_create(_x, _y, oRigidbody); var _fix = physics_fixture_create(); physics_fixture_set_box_shape(_fix, _w, _h); physics_fixture_set_kinematic(_fix); physics_fixture_set_friction(_fix, _frc); physics_fixture_set_collision_group(_fix, _col); array_push(obj.fixture, physics_fixture_bind(_fix, obj)); return obj; } #endregion static update = function() { #region if(IS_FIRST_FRAME) reset(); } #endregion static reset = function() { #region for( var i = 0, n = array_length(object); i < n; i++ ) { if(instance_exists(object[i])) instance_destroy(object[i]); } object = []; var _sids = getInputData(0); for( var i = 0; i < 4; i++ ) if(_sids & (1 << i)) array_push(object, spawn(i)); } #endregion static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); var _sids = getInputData(0); var spr = s_rigid_walls; var ss = min(bbox.w / sprite_get_width(spr), bbox.h / sprite_get_height(spr)); draw_sprite_ext(spr, 0, bbox.xc, bbox.yc, ss, ss, 0, c_white, 1); if(_sids & (1 << 0)) draw_sprite_ext(spr, 1, bbox.xc, bbox.yc, ss, ss, 180, c_white, 1); if(_sids & (1 << 1)) draw_sprite_ext(spr, 1, bbox.xc, bbox.yc, ss, ss, 0, c_white, 1); if(_sids & (1 << 2)) draw_sprite_ext(spr, 1, bbox.xc, bbox.yc, ss, ss, 270, c_white, 1); if(_sids & (1 << 3)) draw_sprite_ext(spr, 1, bbox.xc, bbox.yc, ss, ss, 90, c_white, 1); } }