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distfx

distortion effects script module for AGS, based on Earthbound battle effects.

Usage

In a room script, link before fade in and repeatedly execute, and try the example below.

DistFX fx; // somewhere with the same lifetime as the output surface while distorted
Overlay* ovr;
DynamicSprite* spr;

function room_RepExec()
{
  fx.Update(Room.GetDrawingSurfaceForBackground(), spr.GetDrawingSurface(), 2 /* effect */);
  ovr.Graphic = spr.Graphic;
}

function room_Load()
{
  if(ovr == null) {
    spr = DynamicSprite.CreateFromBackground();
    ovr = Overlay.CreateGraphical(0, 0, spr.Graphic, true);
  }
}

Original Earthbound effects used a per pixel approach, but due to how AGS Script drawing performs and works, this module use a tile based approach.

Script API

DistFX.Update

void DistFX.Update(DrawingSurface* source, DrawingSurface* dest, int effect);

Draws from a source surface to a destination surface using a distortion effect.

DistFX.Reset

void DistFX.Reset();

Reset internal state, use on state change.

DistFX.DrawingTransparency

attribute int DistFX.DrawingTransparency;

Drawing Transparency, use for blurring the effects. Default is 0, range from 0 to 99.

DistFX.TileWidth

attribute int DistFX.TileWidth;

Distortion Tile Width, factor of source width, bigger is less resource intensive. Default is 64 pixels.

DistFX.TileHeight

attribute int DistFX.TileHeight;

Distortion Tile Height, factor of source height, bigger is less resource intensive. Default is 1 pixel.

License

This code is licensed with MIT LICENSE.

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