function Node_MK_Brownian(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "MK Brownian"; update_on_frame = true; inputs[| 0] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Sprite", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 10); inputs[| 3] = nodeValue("Area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, AREA_DEF) .setDisplay(VALUE_DISPLAY.area); inputs[| 4] = nodeValue("Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 45, 135, 0, 0 ] ) .setDisplay(VALUE_DISPLAY.rotation_random); inputs[| 5] = nodeValue("Speed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.range); inputs[| 6] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white)); inputs[| 7] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11); inputs[| 8] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random()); inputs[| 9] = nodeValue("Angular speed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -45, 45 ]) .setDisplay(VALUE_DISPLAY.range); inputs[| 10] = nodeValue("Angular acceleration", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -2, 2 ]) .setDisplay(VALUE_DISPLAY.range); inputs[| 11] = nodeValue("Turn", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 12] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 13] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.range, { linked : true }); outputs[| 0] = nodeValue("Output", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ new Inspector_Sprite(s_MKFX), 8, ["Dimension", false], 0, 12, ["Particles", false], 1, ["Spawn", false], 3, 2, ["Movement", false], 5, 4, 9, ["Smooth turn", true, 11], 10, ["Render", false], 13, 6, 7, ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static getPosition = function(ind, t, _area, _sped, _dire, _dirs, _turn, _dira) { #region random_set_seed(ind); var _px = irandom_range(_area[0] - _area[2], _area[0] + _area[2]); var _py = irandom_range(_area[1] - _area[3], _area[1] + _area[3]); var spd = random_range(_sped[0], _sped[1]); var dir = angle_random_eval(_dire); var dis = random_range(_dirs[0], _dirs[1]); var dia = random_range(_dira[0], _dira[1]); repeat(t) { _px += lengthdir_x(spd, dir); _py += lengthdir_y(spd, dir); if(_turn) { var a = random_range(_dira[0], _dira[1]); dis += a; } else { dis = random_range(_dirs[0], _dirs[1]); } dir += dis; } return [ _px, _py ]; } #endregion static update = function() { #region var _surf = getInputData(0); var _sprt = getInputData(1); var _amou = getInputData(2); var _area = getInputData(3); var _dire = getInputData(4); var _sped = getInputData(5); var _colr = getInputData(6); var _alph = getInputData(7); var _seed = getInputData(8); var _dirs = getInputData(9); var _dira = getInputData(10); var _turn = getInputData(11); var _dim = getInputData(12); var _size = getInputData(13); 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 shader_set(sh_draw_divide); for( var i = 0; i < _amou; i++ ) { _sed += 100; var _lifs = irandom_seed(TOTAL_FRAMES, _sed); var _lif = (_lifs + CURRENT_FRAME) % TOTAL_FRAMES; var _pos = getPosition(_sed, _lif, _area, _sped, _dire, _dirs, _turn, _dira); var _cc = _colr.eval(_lifs / TOTAL_FRAMES); var _aa = eval_curve_x(_alph, _lif / TOTAL_FRAMES); random_set_seed(_sed + 50); var _ss = random_range(_size[0], _size[1]); if(_sprt == noone) { draw_set_color(_cc); draw_set_alpha(_aa); dynaSurf_circle_fill(_pos[0], _pos[1], round(_ss)); draw_set_alpha(1); } else { var _p = _sprt; if(is_array(_p)) _p = array_safe_get(_p, irandom(array_length(_p) - 1)); draw_surface_ext_safe(_p, _pos[0], _pos[1], _ss, _ss, 0, _cc, _aa); } } shader_reset(); BLEND_NORMAL surface_reset_target(); } #endregion }