function Node_MK_Fall(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "MK Fall"; update_on_frame = true; newInput(0, nodeValue_Surface("Background", self)); newInput(1, nodeValue_Dimension(self)); newInput(2, nodeValue_Int("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[2].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); newInput(3, nodeValue_Area("Area", self, DEF_AREA)); newInput(4, nodeValue_Int("Amount", self, 10)); newInput(5, nodeValue_Float("Gravity", self, 0)); newInput(6, nodeValue_Range("X Swing", self, [ 1, 1 ], { linked : true })); newInput(7, nodeValue_Range("Y Swing", self, [ 0.25, 0.25 ], { linked : true })); newInput(8, nodeValue_Range("Swing frequency", self, [ 1, 1 ], { linked : true })); newInput(9, nodeValue_Vec2("Size", self, [ 4, 2 ])); newInput(10, nodeValue_Range("Speed", self, [ 1, 1 ], { linked : true })); newInput(11, nodeValue_Range("X Momentum", self, [ 0, 0 ], { linked : true })); newInput(12, nodeValue_Vec2("Wind", self, [ 0, 0 ])); newInput(13, nodeValue_Gradient("Color", self, new gradientObject(cola(c_white)))) newInput(14, nodeValue_Curve("Alpha", self, CURVE_DEF_11)); newInput(15, nodeValue_Bool("Ground", self, false)); newInput(16, nodeValue_Range("Ground levels", self, [ DEF_SURF_H / 2, DEF_SURF_H ])); newInput(17, nodeValue_Range("Y Momentum", self, [ 0, 0 ], { linked : true })); newInput(18, nodeValue_Bool("Twist", self, false)); newInput(19, nodeValue_Float("Twist Rate", self, 0.1)) .setDisplay(VALUE_DISPLAY.slider); newInput(20, nodeValue_Range("Twist Speed", self, [ 5, 10 ])); newInput(21, nodeValue_Range("Scale", self, [ 1, 1 ], { linked : true })); newInput(22, nodeValue_Enum_Scroll("Render Type", self, 0, [ new scrollItem("Leaf", s_node_shape_leaf, 0), new scrollItem("Circle", s_node_shape_circle, 0) ])); newInput(23, nodeValue_Float("Twist Radius", self, 0.7)) .setDisplay(VALUE_DISPLAY.slider); newOutput(0, nodeValue_Output("Output", self, VALUE_TYPE.surface, noone)); input_display_list = [ new Inspector_Sprite(s_MKFX), 2, ["Dimension", false], 0, 1, ["Spawn", false], 3, 4, ["Physics", false], 10, 5, 12, ["Swing", false], 8, 6, 7, 11, 17, ["Render", false], 22, 9, 21, 13, 14, ["Ground", true, 15], 16, ["Twist", true, 18], 19, 20, 23, ]; _gravity = 0; _speed = [ 0, 0 ]; _xswing = [ 0, 0 ]; _xswinn = [ 0, 0 ]; _yswing = [ 0, 0 ]; _yswinn = [ 0, 0 ]; _fswing = [ 0, 0 ]; _wind = [ 0, 0 ]; _twist = false; _twistr = 0.01; _twists = [ 0, 0 ]; _ground = noone; _scale = [ 0, 0 ]; traj = []; traj_index = 0; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { draw_set_color(COLORS._main_accent); for( var i = 0, n = array_length(traj); i < n; i++ ) { var _tj = traj[i]; var ox, oy, nx, ny; for( var j = 0, m = array_length(_tj); j < m; j++ ) { nx = _x + _tj[j][0] * _s; ny = _y + _tj[j][1] * _s; if(j) { draw_set_color(_tj[j - 1][2] != 0? c_red : COLORS._main_accent); draw_line(ox, oy, nx, ny); } ox = nx; oy = ny; } } var _hov = false; var hv = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; if(getInputData(15)) { var _gr = getInputData(16); var _y0 = _y + _gr[0] * _s; var _y1 = _y + _gr[1] * _s; draw_set_color(COLORS._main_accent); draw_line(0, _y0, 999999, _y0); draw_line(0, _y1, 999999, _y1); } return _hov; } static getPosition = function(ind, t, _area) { #region random_set_seed(ind); var _px = _area[0], _py = _area[1]; if(_area[4] == 0) { _px = irandom_range(_area[0] - _area[2], _area[0] + _area[2]); _py = irandom_range(_area[1] - _area[3], _area[1] + _area[3]); } else if(_area[4] == 1) { var _dir = random(360); _px = _area[0] + lengthdir_x(_area[2], _dir); _py = _area[1] + lengthdir_y(_area[3], _dir); } var _sg = choose(1, -1); var _sx = random_range(_xswing[0], _xswing[1]); var _nx = random_range(_xswinn[0], _xswinn[1]); var _sy = random_range(_yswing[0], _yswing[1]); var _ny = random_range(_yswinn[0], _yswinn[1]); var _sw = random_range(_fswing[0], _fswing[1]); var _sp = random_range(_speed [0], _speed [1]); var _td = _twistd; var _tr = _twistr; var _curving = 0; var _curved = false; var _cvds = 0; var _cvdr = 0; var _cvrr = 0; var _cv_x = 0; var _cv_y = 0; var _gr = _ground == noone? 999999 : random_range(_ground[0], _ground[1]); var _vx = 0; var _vy = _sp; var _vvx = _vx; var _vvy = _vy; var _p0 = [ 0, 0 ]; var _p1 = [ _px, _py ]; var _frc = 1; var life = 0; _sx *= _sw * _sg; _sy *= _sw; var _swp = _sw * _sp; var _sp2 = _sp * _sp; var poss = array_create(t + 2); var _vds = point_distance(0, 0, _vx, _vy); var _vdr = point_direction(0, 0, _vx, _vy); for(var i = -2; i < t; i++) { if(_curving != 0) { _cvdr += _curving; _vx = lengthdir_x(_cvrr, _cvdr); _vy = lengthdir_y(_cvrr, _cvdr); _cvrr *= _td; _curving = clamp(_curving * 1.05, -45, 45); if(abs(_cvdr - _cvds) > 360) { _curving = 0; _vx = _cv_x; _vy = _cv_y; } } else { var _i = life / 30 * pi * 4; _vx -= cos(_swp * _i) * _sx * (1 + life / 30 * _nx) * _sp2; _vy += sin(_swp * _i * 2) * _sy * (1 + life / 30 * _ny) * _sp2; if(life > 2 && _twist && random(1) < (_tr * clamp(life / 30, 0, 1))) { _curving = random_range(_twists[0], _twists[1]) * sign(_vx); _cvds = point_direction(0, 0, _vx, _vy); _cvdr = _cvds; _cvrr = point_distance(0, 0, _vx, _vy) * 2; _curved = true; _cv_x = _vx; _cv_y = _vy; if(abs(_curving) <= 1) _curving = 0; } life++; } poss[i + 2] = [ _px, _py, _curving ]; var __vvds = point_distance(0, 0, _vx, _vy); var __vvdr = point_direction(0, 0, _vx, _vy); _vds = lerp( _vds, __vvds, 0.5); _vdr = lerp_float_angle(_vdr, __vvdr, 0.5); var _vvx = lengthdir_x(_vds, _vdr); var _vvy = lengthdir_y(_vds, _vdr); if(_frc >= 0.2) { _p0[0] = _p1[0]; _p1[0] = _px; _px += (_vvx + _wind[0] * _sp) * _frc; } _p0[1] = _p1[1]; _p1[1] = _py; _py += (_vvy + _wind[1] * _sp) * _frc; if(_py > _gr) _frc *= 0.5; _vy += _gravity * _sp; } if(traj_index < 16) traj[traj_index] = poss; return [ _p0, _p1, [ _px, _py ] ]; } #endregion static step = function() { #region var _typ = getInputData(22); inputs[9].setVisible(_typ == 0); } #endregion static update = function() { #region var _surf = getInputData(0); var _dim = getInputData(1); var _seed = getInputData(2); var _area = getInputData(3); var _amou = getInputData(4); _gravity = getInputData(5); _xswing = getInputData(6); _yswing = getInputData(7); _fswing = getInputData(8); var _size = getInputData(9); _speed = getInputData(10); _xswinn = getInputData(11); _wind = getInputData(12); var _colr = getInputData(13); var _alph = getInputData(14); _ground = getInputData(15)? getInputData(16) : noone; _yswinn = getInputData(17); _twist = getInputData(18); _twistr = getInputData(19); _twists = getInputData(20); _scale = getInputData(21); var _rtyp = getInputData(22); _twistd = getInputData(23); _twistd = power(_twistd, 0.2); _twistr = _twistr * _twistr * _twistr; var _sed = _seed; if(is_surface(_surf)) _dim = surface_get_dimension(_surf); var _outSurf = outputs[0].getValue(); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); outputs[0].setValue(_outSurf); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE draw_surface_safe(_surf); BLEND_ALPHA_MULP traj_index = 0; traj = array_create(min(16, _amou)); shader_set(sh_draw_divide); for( var i = 0; i < _amou; i++ ) { _sed += 100; var _ind = random_seed(1, _sed + 5); var _lifs = irandom_seed(TOTAL_FRAMES, _sed); var _lif = (_lifs + CURRENT_FRAME) % TOTAL_FRAMES; var _pos = getPosition(_sed, _lif, _area); var _p0 = _pos[0]; var _p1 = _pos[1]; var _p2 = _pos[2]; var _sc = random_range_seed(_scale[0], _scale[1], _sed + 20); var _sx = _size[0] * _sc; var _sy = _size[1] * _sc; var _cc = _colr.eval(_ind); var _aa = eval_curve_x(_alph, _lif / TOTAL_FRAMES); draw_set_color(_cc); draw_set_alpha(_aa); if(_rtyp == 0) { var _dr0 = point_direction(_p1[0], _p1[1], _p0[0], _p0[1]); var _dr2 = point_direction(_p1[0], _p1[1], _p2[0], _p2[1]); var _p11 = [ _p1[0] + lengthdir_x(_sy, _dr0 + 90), _p1[1] + lengthdir_y(_sy, _dr0 + 90) ]; var _p12 = [ _p1[0] + lengthdir_x(_sy, _dr0 - 90), _p1[1] + lengthdir_y(_sy, _dr0 - 90) ]; var _p00 = [ _p1[0] + lengthdir_x(_sx, _dr0), _p1[1] + lengthdir_y(_sx, _dr0) ]; var _p22 = [ _p1[0] + lengthdir_x(_sx, _dr2), _p1[1] + lengthdir_y(_sx, _dr2) ]; draw_primitive_begin(pr_trianglestrip); draw_vertex(_p00[0], _p00[1]); draw_vertex(_p11[0], _p11[1]); draw_vertex(_p12[0], _p12[1]); draw_vertex(_p22[0], _p22[1]); draw_primitive_end(); } else if(_rtyp == 1) { draw_circle_prec(_p0[0], _p0[1], _sc, false, 16); } draw_set_alpha(1); traj_index++; } shader_reset(); BLEND_NORMAL surface_reset_target(); } #endregion }