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https://github.com/Ttanasart-pt/Pixel-Composer.git
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66 lines
2.2 KiB
Text
66 lines
2.2 KiB
Text
/// @func BBMOD_MixVec2OverTimeModule([_property[, _from[, _to[, _duration]]]])
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///
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/// @extends BBMOD_ParticleModule
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///
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/// @desc A universal particle module that mixes values of particles' two
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/// consecutive properties between two values based on their time alive.
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///
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/// @param {Real} [_property] The first of the two consecutive properties. Use
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/// values from {@link BBMOD_EParticle}. Defaults to `undefined`.
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/// @param {Struct.BBMOD_Vec2} [_from] The value when the particle has full health.
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/// Defaults to `(0.0, 0.0)`.
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/// @param {Struct.BBMOD_Vec2} [_to] The value when the particle has no health left.
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/// Defaults to `_from`.
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/// @param {Real} [_duration] How long in seconds it takes to mix between the
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/// two values. Defaults to 1.0.
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///
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/// @see BBMOD_EParticle
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function BBMOD_MixVec2OverTimeModule(
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_property=undefined,
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_from=new BBMOD_Vec2(),
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_to=_from.Clone(),
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_duration=1.0
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) : BBMOD_ParticleModule() constructor
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{
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BBMOD_CLASS_GENERATED_BODY;
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/// @var {Real} The first of the two consecutive properties. Use values from
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/// {@link BBMOD_EParticle}. Default value is `undefined`.
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Property = _property;
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/// @var {Struct.BBMOD_Vec2} The value when the particle has full health.
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/// Default value is `(0.0, 0.0)`.
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From = _from;
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/// @var {Struct.BBMOD_Vec2} The value when the particle has no health left.
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/// Default value is the same as {@link BBMOD_MixVec2OverTimeModule.From}.
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To = _to;
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/// @var {Real} How long in seconds it takes to mix between the two values.
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/// Default value is 1.0.
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Duration = _duration;
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static on_update = function (_emitter, _deltaTime) {
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var _property = Property;
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if (_property != undefined)
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{
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var _to = To;
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var _toX = _to.X;
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var _toY = _to.Y;
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var _from = From;
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var _fromX = _from.X;
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var _fromY = _from.Y;
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var _particles = _emitter.Particles;
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var _duration = Duration;
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var _particleIndex = 0;
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repeat (_emitter.ParticlesAlive)
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{
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var _factor = clamp(_particles[# BBMOD_EParticle.TimeAlive, _particleIndex] / _duration, 0.0, 1.0);
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_particles[# _property, _particleIndex] = lerp(_toX, _fromX, _factor);
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_particles[# _property + 1, _particleIndex] = lerp(_toY, _fromY, _factor);
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++_particleIndex;
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}
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}
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};
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}
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