mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
355 lines
No EOL
9.4 KiB
Text
355 lines
No EOL
9.4 KiB
Text
function Node_MK_Fall(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "MK Fall";
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update_on_frame = true;
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newInput(0, nodeValue_Surface("Background", self));
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newInput(1, nodeValue_Dimension(self));
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newInput(2, nodeValueSeed(self));
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newInput(3, nodeValue_Area("Area", self, DEF_AREA));
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newInput(4, nodeValue_Int("Amount", self, 10));
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newInput(5, nodeValue_Float("Gravity", self, 0));
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newInput(6, nodeValue_Range("X Swing", self, [ 1, 1 ], { linked : true }));
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newInput(7, nodeValue_Range("Y Swing", self, [ 0.25, 0.25 ], { linked : true }));
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newInput(8, nodeValue_Range("Swing frequency", self, [ 1, 1 ], { linked : true }));
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newInput(9, nodeValue_Vec2("Size", self, [ 4, 2 ]));
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newInput(10, nodeValue_Range("Speed", self, [ 1, 1 ], { linked : true }));
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newInput(11, nodeValue_Range("X Momentum", self, [ 0, 0 ], { linked : true }));
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newInput(12, nodeValue_Vec2("Wind", self, [ 0, 0 ]));
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newInput(13, nodeValue_Gradient("Color", self, new gradientObject(cola(c_white))))
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newInput(14, nodeValue_Curve("Alpha", self, CURVE_DEF_11));
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newInput(15, nodeValue_Bool("Ground", self, false));
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newInput(16, nodeValue_Range("Ground levels", self, [ DEF_SURF_H / 2, DEF_SURF_H ]));
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newInput(17, nodeValue_Range("Y Momentum", self, [ 0, 0 ], { linked : true }));
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newInput(18, nodeValue_Bool("Twist", self, false));
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newInput(19, nodeValue_Float("Twist Rate", self, 0.1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(20, nodeValue_Range("Twist Speed", self, [ 5, 10 ]));
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newInput(21, nodeValue_Range("Scale", self, [ 1, 1 ], { linked : true }));
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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) ]));
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newInput(23, nodeValue_Float("Twist Radius", self, 0.7))
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.setDisplay(VALUE_DISPLAY.slider);
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newOutput(0, nodeValue_Output("Output", self, VALUE_TYPE.surface, noone));
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input_display_list = [ new Inspector_Sprite(s_MKFX), 2,
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["Dimension", false], 0, 1,
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["Spawn", false], 3, 4,
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["Physics", false], 10, 5, 12,
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["Swing", false], 8, 6, 7, 11, 17,
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["Render", false], 22, 9, 21, 13, 14,
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["Ground", true, 15], 16,
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["Twist", true, 18], 19, 20, 23,
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];
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_gravity = 0;
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_speed = [ 0, 0 ];
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_xswing = [ 0, 0 ];
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_xswinn = [ 0, 0 ];
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_yswing = [ 0, 0 ];
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_yswinn = [ 0, 0 ];
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_fswing = [ 0, 0 ];
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_wind = [ 0, 0 ];
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_twist = false;
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_twistr = 0.01;
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_twists = [ 0, 0 ];
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_ground = noone;
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_scale = [ 0, 0 ];
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traj = [];
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traj_index = 0;
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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draw_set_color(COLORS._main_accent);
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for( var i = 0, n = array_length(traj); i < n; i++ ) {
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var _tj = traj[i];
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var ox, oy, nx, ny;
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for( var j = 0, m = array_length(_tj); j < m; j++ ) {
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nx = _x + _tj[j][0] * _s;
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ny = _y + _tj[j][1] * _s;
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if(j) {
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draw_set_color(_tj[j - 1][2] != 0? c_red : COLORS._main_accent);
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draw_line(ox, oy, nx, ny);
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}
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ox = nx;
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oy = ny;
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}
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}
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var _hov = false;
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var hv = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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if(getInputData(15)) {
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var _gr = getInputData(16);
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var _y0 = _y + _gr[0] * _s;
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var _y1 = _y + _gr[1] * _s;
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draw_set_color(COLORS._main_accent);
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draw_line(0, _y0, 999999, _y0);
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draw_line(0, _y1, 999999, _y1);
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}
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return _hov;
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}
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static getPosition = function(ind, t, _area) { #region
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random_set_seed(ind);
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var _px = _area[0], _py = _area[1];
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if(_area[4] == 0) {
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_px = irandom_range(_area[0] - _area[2], _area[0] + _area[2]);
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_py = irandom_range(_area[1] - _area[3], _area[1] + _area[3]);
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} else if(_area[4] == 1) {
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var _dir = random(360);
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_px = _area[0] + lengthdir_x(_area[2], _dir);
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_py = _area[1] + lengthdir_y(_area[3], _dir);
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}
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var _sg = choose(1, -1);
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var _sx = random_range(_xswing[0], _xswing[1]);
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var _nx = random_range(_xswinn[0], _xswinn[1]);
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var _sy = random_range(_yswing[0], _yswing[1]);
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var _ny = random_range(_yswinn[0], _yswinn[1]);
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var _sw = random_range(_fswing[0], _fswing[1]);
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var _sp = random_range(_speed [0], _speed [1]);
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var _td = _twistd;
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var _tr = _twistr;
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var _curving = 0;
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var _curved = false;
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var _cvds = 0;
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var _cvdr = 0;
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var _cvrr = 0;
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var _cv_x = 0;
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var _cv_y = 0;
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var _gr = _ground == noone? 999999 : random_range(_ground[0], _ground[1]);
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var _vx = 0;
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var _vy = _sp;
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var _vvx = _vx;
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var _vvy = _vy;
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var _p0 = [ 0, 0 ];
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var _p1 = [ _px, _py ];
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var _frc = 1;
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var life = 0;
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_sx *= _sw * _sg;
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_sy *= _sw;
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var _swp = _sw * _sp;
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var _sp2 = _sp * _sp;
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var poss = array_create(t + 2);
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var _vds = point_distance(0, 0, _vx, _vy);
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var _vdr = point_direction(0, 0, _vx, _vy);
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for(var i = -2; i < t; i++) {
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if(_curving != 0) {
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_cvdr += _curving;
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_vx = lengthdir_x(_cvrr, _cvdr);
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_vy = lengthdir_y(_cvrr, _cvdr);
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_cvrr *= _td;
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_curving = clamp(_curving * 1.05, -45, 45);
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if(abs(_cvdr - _cvds) > 360) {
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_curving = 0;
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_vx = _cv_x;
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_vy = _cv_y;
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}
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} else {
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var _i = life / 30 * pi * 4;
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_vx -= cos(_swp * _i) * _sx * (1 + life / 30 * _nx) * _sp2;
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_vy += sin(_swp * _i * 2) * _sy * (1 + life / 30 * _ny) * _sp2;
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if(life > 2 && _twist && random(1) < (_tr * clamp(life / 30, 0, 1))) {
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_curving = random_range(_twists[0], _twists[1]) * sign(_vx);
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_cvds = point_direction(0, 0, _vx, _vy);
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_cvdr = _cvds;
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_cvrr = point_distance(0, 0, _vx, _vy) * 2;
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_curved = true;
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_cv_x = _vx;
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_cv_y = _vy;
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if(abs(_curving) <= 1) _curving = 0;
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}
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life++;
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}
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poss[i + 2] = [ _px, _py, _curving ];
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var __vvds = point_distance(0, 0, _vx, _vy);
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var __vvdr = point_direction(0, 0, _vx, _vy);
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_vds = lerp( _vds, __vvds, 0.5);
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_vdr = lerp_float_angle(_vdr, __vvdr, 0.5);
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var _vvx = lengthdir_x(_vds, _vdr);
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var _vvy = lengthdir_y(_vds, _vdr);
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if(_frc >= 0.2) {
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_p0[0] = _p1[0];
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_p1[0] = _px;
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_px += (_vvx + _wind[0] * _sp) * _frc;
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}
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_p0[1] = _p1[1];
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_p1[1] = _py;
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_py += (_vvy + _wind[1] * _sp) * _frc;
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if(_py > _gr)
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_frc *= 0.5;
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_vy += _gravity * _sp;
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}
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if(traj_index < 16) traj[traj_index] = poss;
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return [ _p0, _p1, [ _px, _py ] ];
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} #endregion
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static step = function() { #region
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var _typ = getInputData(22);
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inputs[9].setVisible(_typ == 0);
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} #endregion
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static update = function() { #region
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var _surf = getInputData(0);
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var _dim = getInputData(1);
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var _seed = getInputData(2);
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var _area = getInputData(3);
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var _amou = getInputData(4);
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_gravity = getInputData(5);
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_xswing = getInputData(6);
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_yswing = getInputData(7);
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_fswing = getInputData(8);
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var _size = getInputData(9);
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_speed = getInputData(10);
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_xswinn = getInputData(11);
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_wind = getInputData(12);
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var _colr = getInputData(13);
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var _alph = getInputData(14);
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_ground = getInputData(15)? getInputData(16) : noone;
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_yswinn = getInputData(17);
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_twist = getInputData(18);
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_twistr = getInputData(19);
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_twists = getInputData(20);
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_scale = getInputData(21);
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var _rtyp = getInputData(22);
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_twistd = getInputData(23); _twistd = power(_twistd, 0.2);
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_twistr = _twistr * _twistr * _twistr;
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var _sed = _seed;
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if(is_surface(_surf)) _dim = surface_get_dimension(_surf);
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var _outSurf = outputs[0].getValue();
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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outputs[0].setValue(_outSurf);
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE
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draw_surface_safe(_surf);
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BLEND_ALPHA_MULP
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traj_index = 0;
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traj = array_create(min(16, _amou));
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shader_set(sh_draw_divide);
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for( var i = 0; i < _amou; i++ ) {
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_sed += 100;
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var _ind = random_seed(1, _sed + 5);
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var _lifs = irandom_seed(TOTAL_FRAMES, _sed);
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var _lif = (_lifs + CURRENT_FRAME) % TOTAL_FRAMES;
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var _pos = getPosition(_sed, _lif, _area);
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var _p0 = _pos[0];
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var _p1 = _pos[1];
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var _p2 = _pos[2];
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var _sc = random_range_seed(_scale[0], _scale[1], _sed + 20);
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var _sx = _size[0] * _sc;
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var _sy = _size[1] * _sc;
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var _cc = _colr.eval(_ind);
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var _aa = eval_curve_x(_alph, _lif / TOTAL_FRAMES);
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draw_set_color(_cc);
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draw_set_alpha(_aa);
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if(_rtyp == 0) {
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var _dr0 = point_direction(_p1[0], _p1[1], _p0[0], _p0[1]);
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var _dr2 = point_direction(_p1[0], _p1[1], _p2[0], _p2[1]);
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var _p11 = [ _p1[0] + lengthdir_x(_sy, _dr0 + 90),
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_p1[1] + lengthdir_y(_sy, _dr0 + 90) ];
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var _p12 = [ _p1[0] + lengthdir_x(_sy, _dr0 - 90),
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_p1[1] + lengthdir_y(_sy, _dr0 - 90) ];
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var _p00 = [ _p1[0] + lengthdir_x(_sx, _dr0),
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_p1[1] + lengthdir_y(_sx, _dr0) ];
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var _p22 = [ _p1[0] + lengthdir_x(_sx, _dr2),
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_p1[1] + lengthdir_y(_sx, _dr2) ];
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draw_primitive_begin(pr_trianglestrip);
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draw_vertex(_p00[0], _p00[1]);
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draw_vertex(_p11[0], _p11[1]);
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draw_vertex(_p12[0], _p12[1]);
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draw_vertex(_p22[0], _p22[1]);
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draw_primitive_end();
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} else if(_rtyp == 1) {
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draw_circle_prec(_p0[0], _p0[1], _sc, false, 16);
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}
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draw_set_alpha(1);
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traj_index++;
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}
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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} #endregion
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} |