Wave Filter

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Started by biud436 48 posts Page 1 of 3 View original ↗

  1. Wave Filter 1.5.10
    by Biud436




    Introduction
    This plugin applies the wave effect to the sprite by using the Fragment Shader.


    Features
    - This only works in WebGL mode.


    - You can use four properties called wave_amp and wave_length and wave_speed and wave_phase on Sprite. the sprite object can set these properties or return their properties.


    Screenshots / Video

    Spoiler
    oyXZZTK.gif








    How to Use

    Spoiler
    • Sprite
    Create a sprite by loading the bitmap image and set the wave to true. The following code applies the wave effect to Sprite.

    // Create Sprite
    var bitmap = ImageManager.loadSvEnemy('Death');
    var sprite = new Sprite(bitmap);
    SceneManager._scene.addChild(sprite);

    // Enable Wave
    sprite.wave = true;

    It is possible to use the Sprite Wave Properties like RPG Maker VX Ace.

    wave : The default value is false.
    wave_amp : You must set the the value is a floating point number between 0 and 1
    wave_length
    : You must set the value is a number between 0 and max-height of the sprite.
    wave_speed : The default value is to 0.25
    wave_phase :
    The default value is to 360


    • Picture

    This plugin command would activate the wave effect to your picture:

    PictureWave Start picture_id wave_speed wave_amp​
    - picture_id : Specify the id of the game picture.
    - wave_speed : The speed of the wave effect. if the value is to 0, the wave speed will slow down, if the value is 1, it will make a speed is the fastest. The available value is the number between 0 and 1. The default value is to 0.25
    - wave_amp : Amplitude of the wave. if you are set the Amp value with the large value, The image may not be visible. So you must set it to the appropriate value. Likewise, The available value is the number between 0 and 1. The default value is to 0.05

    This plugin command would deactivate the wave effect of your picture:

    PictureWave Stop picture_id
    - picture_id : Specify the id of the game picture.​



    • Tilemap

    The following plugin commands apply the wave effect to Tilemap. This plugin contains these six types them.

    This plugin commands allow you to enable or disable the wave effect.


    Tilemap_Wave Enable
    Tilemap_Wave Disable

    This plugin command allows you to set the speed of the wave effect. the x is a floating-point number between 0 and 1. Default value is to 0.25



    Tilemap_Wave waveSpeed x

    This plugin command allows you to set the amplitude of the wave effect. the x is a floating-point number between 0 and 1. Default value is to 0.02



    Tilemap_Wave waveFrequency x

    This plugin command allows you to set the UV speed of the wave effect. the x is a floating-point number between 0 and 1. Default value is to 0.25



    Tilemap_Wave UVSpeed x


    • Event Notetags

    Note tags :

    These note tags allow you to enable or disable the wave effect.
    <WAVE true>
    <WAVE false>

    This note tag allows you to set the amplitude of the wave effect.
    the x is a floating-point number between 0 and 1.
    the default value is to 0.02

    <WAVE_AMP x>

    This note tag allows you to set the speed of the wave effect.
    the x is a floating-point number between 0 and 1.
    the default value is to 0.25

    <WAVE_SPEED x>

    • Battle Notetag
    These note tags allow you to set the wave effect.
    You have to put the note tags in the note area of the map properties.

    <BATTLEBACK_WAVE : x y>

    These values must replace by a real value such as 0.02
    - x : the x value is the same as a waveFrequency.
    - y : the y value is the same as a waveSpeed.

    For Example :
    <BATTLEBACK_WAVE : 0.02 0.25>

    When using Yanfly's Action Sequence Pack 1, you can enable its filter too.
    This function has the pointer of the Spriteset_Battle and easy to use.

    eval: $gameTemp.setBattleBackWaveEffect(cond, waveAmp, waveSpeed);
    - cond : Specify true or false whether the wave effect is used.
    - waveAmp : the default value is to 0.02
    - waveSpeed : the default value is to 0.25


    Plugin

    Github RAW - Save button appears when you right-click on the link.
    Download (ZIP file) - DownGit

    Change Log

    Spoiler
    2016.01.14 (v1.0.0) - First Release.
    2016.01.16 (v1.0.1) - Added the function to remove the filter.
    2016.01.18 (v1.1.0) - Added the plugin command.
    2016.01.22 (v1.2.0) - Fixed the Save and Load bug
    2016.02.16 (v1.3.0) - Fixed Bug (After the player came back to Menu, you had to set the wave effect again)
    2016.02.26 (v1.3.1) - Fixed the default padding value of the sprite. (default value is to 512)
    2016.03.03 (v1.3.2) - Added new Sprite Properties (wave_amp, wave_speed, wave_length, wave_phase)
    2016.08.17 (v1.4.0) - Fixed the issue that is not working in RMMV 1.3.0
    2016.08.18 (v1.5.0) - supports a wave filter in ShaderTilemap.
    2016.10.20 (v1.5.1) - Fixed the issue that is not working in RMMV 1.3.2
    2016.11.10 (v1.5.2) - Fixed the issue that is not working in Orange Overlay plugin.
    2016.11.18 (v1.5.3) - Fixed an issue where the original tilemap is rendered when using Orange Overlay plugin.
    2016.11.26 (v1.5.4) - Added certain code to remove the texture from memory.
    2016.11.30 (v1.5.5) - Fixed the issue that has the black border lines in a filter area.
    2017.12.10 (v1.5.6) - Added the plugin command called 'PictureWave' (it is tested on 1.6.0 beta version)
    2018.04.12 (v1.5.7) - Fixed a cutting issue (added filterArea..)
    2018.04.13 (v1.5.7c) - Added the event note tags that can have the wave effect directly for an event graphic.
    2018.04.15 (v1.5.7e) - Added a new feature that can apply the wave filter in the battle background images
    2018.04.25 (v1.5.7f) - Fixed the note tag error in Battle Test.
    2018.05.09 (v1.5.8) - Fixed the bug that is not working the wave filter for the battleback image.
    2018.11.01 (v1.5.9) :
    - Fixed the issue that the wave filter is not working in the game picture.
    - Fixed the issue that the wave effect do a horizontal looping likes as Tiling Sprite.
    2018.11.29 (v1.5.10) :
    - Fixed the bug that causes an error when calling Erase Event event command.



    Credit and Thanks
    - Biud436


    Terms of Use
    Free for commercial and non-commercial use.
  2. 1.4.0 Updated : 


    Fixed the issue that is not working in RMMV 1.3.0 


    But this wave filter does not support for the time being in Tilemap. 


    That's because now I'm difficult to write the rendering code of low-level in ShaderTilemap class.
  3. 1.5.0 Updated :


    Supports a wave filter in ShaderTilemap.

  4. This is pretty cool!


    Good for like other detentions or dream states on maps


    for sprites can be like ghosts or gods.


    keep up the good work!
  5. Anyway to fix the filter getting cut off based on view port? 
  6. Anisoft said:
    Anyway to fix the filter getting cut off based on view port? 



    I think that the texture size might not be appropriate. That is because a size of the render texture to contain the map field of an inner viewport is 816 X 624 and this filter has directly been applying to that texture. However, I've already been aware that issue before this plugin is updated and I'm still searching how to resolve it.
  7. Awesome! Good luck! 
  8. I cant get this plugin to work, anyone help? I made an event with the plugin command but nothing happens
  9. lonewolph said:
    I cant get this plugin to work, anyone help? I made an event with the plugin command but nothing happens



    You have to check what your game was executed in WebGL mode.
  10. how do I do that?
  11. lonewolph said:
    how do I do that?



    If you press the F2 button, the currently mode will be displayed on the upper left side of the screen. Or you should notify me its error logs by checking the error logs of your game console. They have got an useful information that the error of some classes can be fixed via the console logs.
  12. WebGL mode is on, but I get this error /C:/Users/Stephen/Desktop/Game%20Project/js/plugins/RS_WaveFilter.js:78 Uncaught TypeError: Cannot read property 'isWebGLSupported' of undefined, and the plugin doesn't work.
  13. lonewolph said:
    WebGL mode is on, but I get this error /C:/Users/Stephen/Desktop/Game%20Project/js/plugins/RS_WaveFilter.js:78 Uncaught TypeError: Cannot read property 'isWebGLSupported' of undefined, and the plugin doesn't work.



    Your Pixi library version seems to be probably v2.2.9.


    In this case, this plugin does not work on your project. 


    Please download the compatible version for RMMV 1.2.0 at the following link.


    Link : https://github.com/biud436/MV/raw/MV/RS_WaveFilter.js
  14. that fixed it but would there be any way you could make this compatible with Orange Overlay?
  15. lonewolph said:
    that fixed it but would there be any way you could make this compatible with Orange Overlay?



    I've updated it. It works now.


    But It has a problem that is applying its effects even in all character and all picture sprites. So I will have to fix it as soon.
  16. Thank you!
  17. Do you have a download link for it?
  18. @lonewolph, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    the download link is in the first post
  19. 1.5.5 Updated :
    Fixed the issue that has the black border lines in a filter area.

    1.5.6 Fixed :
    Added PictureWave commands
  20. Hey, I'd really love to use the filter, but as video shows, it "cuts" pictures at the edges if "waved" area extends picture's bounds, whereas in 2k3 it was extended as needed. Unless this is issues has been/will be fixed, this plugin is quite unfortunately useless for me. Great work, though.