function Node_VFX_Spawner(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "Spawner"; inputs[| 0] = nodeValue(0, "Particle sprite", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0) .setDisplay(noone, "particles"); inputs[| 1] = nodeValue(1, "Spawn delay", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4); inputs[| 2] = nodeValue(2, "Spawn amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2); inputs[| 3] = nodeValue(3, "Spawn area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, AREA_SHAPE.rectangle ]) .setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 1].getValue(); }); inputs[| 4] = nodeValue(4, "Spawn distribution", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Area", "Border" ]); inputs[| 5] = nodeValue(5, "Lifespan", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 20, 30 ]) .setDisplay(VALUE_DISPLAY.range); inputs[| 6] = nodeValue(6, "Spawn direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 45, 135 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 7] = nodeValue(7, "Acceleration", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.range); inputs[| 8] = nodeValue(8, "Orientation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 9] = nodeValue(9, "Rotational speed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.range); inputs[| 10] = nodeValue(10, "Spawn scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1, 1 ] ) .setDisplay(VALUE_DISPLAY.vector_range); inputs[| 11] = nodeValue(11, "Scaling speed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 12] = nodeValue(12, "Color over lifetime", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white) .setDisplay(VALUE_DISPLAY.gradient); inputs[| 13] = nodeValue(13, "Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.range); inputs[| 14] = nodeValue(14, "Alpha over time", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, [1, 1, 1, 1]); inputs[| 15] = nodeValue(15, "Rotate by direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 16] = nodeValue(16, "Spawn type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Stream", "Burst" ]); inputs[| 17] = nodeValue(17, "Spawn size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ] ) .setDisplay(VALUE_DISPLAY.range); inputs[| 18] = nodeValue(18, "Spawn velocity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 2] ) .setDisplay(VALUE_DISPLAY.range); inputs[| 19] = nodeValue(19, "Gravity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ); inputs[| 20] = nodeValue(20, "Wiggle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ); inputs[| 21] = nodeValue(21, "Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true ); inputs[| 22] = nodeValue(22, "Surface array", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Random", "Order", "Animation" ]) .setVisible(false); inputs[| 23] = nodeValue(23, "Animation speed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 ) .setVisible(false); inputs[| 24] = nodeValue(24, "Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Random", "Data" ]); inputs[| 25] = nodeValue(25, "Boundary data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, []) .setVisible(false, true); inputs[| 26] = nodeValue(26, "On animation end", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, ANIM_END_ACTION.loop) .setDisplay(VALUE_DISPLAY.enum_button, [ "Loop", "Ping pong", "Destroy" ]) .setVisible(false); input_display_list = [ ["Sprite", false], 0, 22, 23, 26, ["Spawn", true], 16, 1, 2, 3, 4, 24, 25, 5, ["Movement", true], 6, 18, 7, ["Physics", true], 19, 20, ["Rotation", true], 15, 8, 9, ["Scale", true], 10, 17, 11, ["Color", true], 12, 13, 14, ["Render", true], 21 ]; parts = ds_list_create(); outputs[| 0] = nodeValue(0, "Particles", self, JUNCTION_CONNECT.output, VALUE_TYPE.object, parts ); seed_origin = irandom(9999999); seed = seed_origin; spawn_index = 0; def_surface = -1; for(var i = 0; i < PREF_MAP[? "part_max_amount"]; i++) ds_list_add(parts, new __part()); static spawn = function(_time = ANIMATOR.current_frame) { random_set_seed(seed++); var _inSurf = inputs[| 0].getValue(_time); if(_inSurf == 0) { if(def_surface == -1 || !surface_exists(def_surface)) { def_surface = PIXEL_SURFACE; surface_set_target(def_surface); draw_clear(c_white); surface_reset_target(); } _inSurf = def_surface; } var _spawn_amount = inputs[| 2].getValue(_time); var _amo = _spawn_amount; var _spawn_area = inputs[| 3].getValue(_time); var _distrib = inputs[| 4].getValue(_time); var _scatter = inputs[| 24].getValue(_time); var _life = inputs[| 5].getValue(_time); var _direction = inputs[| 6].getValue(_time); var _velocity = inputs[| 18].getValue(_time); var _accel = inputs[| 7].getValue(_time); var _grav = inputs[| 19].getValue(_time); var _wigg = inputs[| 20].getValue(_time); var _follow = inputs[| 15].getValue(_time); var _rotation = inputs[| 8].getValue(_time); var _rotation_speed = inputs[| 9].getValue(_time); var _scale = inputs[| 10].getValue(_time); var _size = inputs[| 17].getValue(_time); var _scale_speed = inputs[| 11].getValue(_time); var _color = inputs[| 12].getValue(_time); var _alpha = inputs[| 13].getValue(_time); var _fade = inputs[| 14].getValue(_time); var _arr_type = inputs[| 22].getValue(_time); var _anim_speed = inputs[| 23].getValue(_time); var _anim_end = inputs[| 26].getValue(_time); if(_rotation[1] < _rotation[0]) _rotation[1] += 360; for(var i = 0; i < PREF_MAP[? "part_max_amount"]; i++) { if(!parts[| i].active) { var _spr = _inSurf, _index = 0; if(is_array(_inSurf)) { if(_arr_type == 0) { _index = irandom(array_length(_inSurf) - 1); _spr = _inSurf[_index]; } else if(_arr_type == 1) { _index = safe_mod(spawn_index, array_length(_inSurf)); _spr = _inSurf[_index]; } else if(_arr_type == 2) _spr = _inSurf; } var xx = 0; var yy = 0; if(_scatter == 2) { var _b_data = inputs[| 25].getValue(_time); if(!is_array(_b_data) || array_length(_b_data) <= 0) return; var _b = _b_data[safe_mod(_index, array_length(_b_data))]; if(!is_array(_b) || array_length(_b) != 4) return; xx = array_safe_get(_spawn_area, 0) - array_safe_get(_spawn_area, 2); yy = array_safe_get(_spawn_area, 1) - array_safe_get(_spawn_area, 3); parts[| i].boundary_data = _b; } else { var sp = area_get_random_point(_spawn_area, _distrib, _scatter, spawn_index, _spawn_amount); xx = sp[0]; yy = sp[1]; parts[| i].boundary_data = -1; } var _lif = random_range(_life[0], _life[1]); var _rot = random_range(_rotation[0], _rotation[1]); var _rot_spd = random_range(_rotation_speed[0], _rotation_speed[1]); var _dirr = random_range(_direction[0], _direction[1]); var _velo = random_range(_velocity[0], _velocity[1]); var _vx = lengthdir_x(_velo, _dirr); var _vy = lengthdir_y(_velo, _dirr); var _acc = random_range(_accel[0], _accel[1]); var _ss = random_range(_size[0], _size[1]); var _scx = random_range(_scale[0], _scale[1]) * _ss; var _scy = random_range(_scale[2], _scale[3]) * _ss; var _alp = random_range(_alpha[0], _alpha[1]); parts[| i].create(_spr, xx, yy, _lif); parts[| i].anim_speed = _anim_speed; parts[| i].anim_end = _anim_end; parts[| i].setPhysic(_vx, _vy, _acc, _grav, _wigg); parts[| i].setTransform(_scx, _scy, _scale_speed[0], _scale_speed[1], _rot, _rot_spd, _follow); parts[| i].setDraw(_color, _alp, _fade); spawn_index = safe_mod(spawn_index + 1, PREF_MAP[? "part_max_amount"]); if(--_amo <= 0) return; } } } function reset() { spawn_index = 0; for(var i = 0; i < PREF_MAP[? "part_max_amount"]; i++) { parts[| i].kill(); } render(); seed = seed_origin; var _loop = inputs[| 21].getValue(); if(!_loop) return; for(var i = 0; i < ANIMATOR.frames_total; i++) runFrame(i); seed = seed_origin; } function checkPartPool() { var _part_amo = PREF_MAP[? "part_max_amount"]; var _curr_amo = ds_list_size(parts); if(_part_amo > _curr_amo) { repeat(_part_amo - _curr_amo) ds_list_add(parts, new __part()); } else if(_part_amo < _curr_amo) { repeat(_curr_amo - _part_amo) ds_list_delete(parts, 0); } } static runFrame = function(_time = ANIMATOR.current_frame) { var _spawn_delay = inputs[| 1].getValue(_time); var _spawn_type = inputs[| 16].getValue(_time); switch(_spawn_type) { case 0 : if(safe_mod(_time, _spawn_delay) == 0) spawn(_time); break; case 1 : if(_time == _spawn_delay) spawn(_time); break; } for(var i = 0; i < ds_list_size(parts); i++) parts[| i].step(); triggerRender(); render(_time); } static step = function() { var _inSurf = inputs[| 0].getValue(); var _scatt = inputs[| 24].getValue(); var _loop = inputs[| 21].getValue(); inputs[| 22].setVisible(false); inputs[| 23].setVisible(false); inputs[| 25].setVisible(_scatt == 2); if(is_array(_inSurf)) { inputs[| 22].setVisible(true); var _type = inputs[| 22].getValue(); if(_type == 2) { inputs[| 23].setVisible(true); inputs[| 26].setVisible(true); } } checkPartPool(); var _spawn_type = inputs[| 16].getValue(); if(_spawn_type == 0) inputs[| 1].name = "Spawn delay"; else inputs[| 1].name = "Spawn frame"; onStep(); } static onStep = function() { if(!ANIMATOR.frame_progress) return; if(!ANIMATOR.is_playing) return; if(ANIMATOR.current_frame == 0) reset(); runFrame(ANIMATOR.current_frame); } static drawOverlay = function(active, _x, _y, _s, _mx, _my) { inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my); if(onDrawOverlay != -1) onDrawOverlay(active, _x, _y, _s, _mx, _my); } static onDrawOverlay = -1; static update = function() {} static render = function() {} }