Pixel-Composer/scripts/BBMOD_MixVec2FromSpeedModule/bbmod_mixvec2fromspeedmodule.gml
2023-04-23 16:47:33 +02:00

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/// @func BBMOD_MixVec2FromSpeedModule([_property[, _from[, _to[, _min[, _max]]]]])
///
/// @extends BBMOD_ParticleModule
///
/// @desc A universal particle module that mixes values of particles' two
/// consecutive properties between two values based on the magnitude of their
/// velocity vector.
///
/// @param {Real} [_property] The first of the two consecutive properties. Use
/// values from {@link BBMOD_EParticle}. Defaults to `undefined`.
/// @param {Struct.BBMOD_Vec2} [_from] The value when the particle has full health.
/// Defaults to `(0.0, 0.0)`.
/// @param {Struct.BBMOD_Vec2} [_to] The value when the particle has no health left.
/// Defaults to `_from`.
/// @param {Real} [_min] If the particles' speed is less than this, then the
/// property is equal to `_from`. Defaults to 0.0.
/// @param {Real} [_max] If the particles' speed is greater than this, then the
/// property is equal to `_to`. Defaults to 1.0.
///
/// @see BBMOD_EParticle
function BBMOD_MixVec2FromSpeedModule(
_property=undefined,
_from=new BBMOD_Vec2(),
_to=_from.Clone(),
_min=0.0,
_max=1.0
) : BBMOD_ParticleModule() constructor
{
BBMOD_CLASS_GENERATED_BODY;
/// @var {Real} The first of the two consecutive properties. Use values from
/// {@link BBMOD_EParticle}. Default value is `undefined`.
Property = _property;
/// @var {Struct.BBMOD_Vec2} The value when the particle has full health.
/// Default value is `(0.0, 0.0)`.
From = _from;
/// @var {Struct.BBMOD_Vec2} The value when the particle has no health left.
/// Default value is the same as {@link BBMOD_MixVec2FromSpeedModule.From}.
To = _to;
/// @var {Real} If the particles' speed is less than this, then the property
/// is equal to {@link BBMOD_MixVec2FromSpeedModule.From}. Default value is 0.0.
Min = _min;
/// @var {Real} If the particles' speed is greater than this, then the property
/// is equal to {@link BBMOD_MixVec2FromSpeedModule.To}. Default value is 1.0.
Max = _max;
static on_update = function (_emitter, _deltaTime) {
var _property = Property;
if (_property != undefined)
{
var _to = To;
var _toX = _to.X;
var _toY = _to.Y;
var _from = From;
var _fromX = _from.X;
var _fromY = _from.Y;
var _particles = _emitter.Particles;
var _min = Min;
var _max = Max;
var _div = _max - _min;
var _particleIndex = 0;
repeat (_emitter.ParticlesAlive)
{
var _velX = _particles[# BBMOD_EParticle.VelocityX, _particleIndex];
var _velY = _particles[# BBMOD_EParticle.VelocityY, _particleIndex];
var _velZ = _particles[# BBMOD_EParticle.VelocityZ, _particleIndex];
var _speed = sqrt((_velX * _velX) + (_velY + _velY) + (_velZ * _velZ));
var _factor = clamp((_speed - _min) / _div, 0.0, 1.0);
_particles[# _property, _particleIndex] = lerp(_toX, _fromX, _factor);
_particles[# _property + 1, _particleIndex] = lerp(_toY, _fromY, _factor);
++_particleIndex;
}
}
};
}