Pixel-Composer/scripts/node_mk_fall/node_mk_fall.gml
2024-11-07 13:59:04 +07:00

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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, nodeValueSeed(self));
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
}