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New Extension: Particle Engine
Create Powerful Particle Engines with NO Clones
https://github.com/user-attachments/assets/459d44a6-9f02-4d2a-97c5-80be29173808
https://github.com/user-attachments/assets/8d0669f7-7c75-4ab7-9bbd-71c6df2a309d
Peak!!
Two questions I have:
- Does high quality pen affect rendering quality?
- I've noticed that a lot of your extensions have gradient blocks. This looks cool, but the way you're implementing it with the patch is very weird. I think it'd be sick if we could use CSS colors and gradients as the color values for blocks instead of just hex values. How involved in the scratch-gui would it be to be able to do this?
yes
WOW! a new particle engine with no clones! that's great for performance and now overflow your projects with clones! (even if i use clones, a lot)
Two questions I have:
Does high quality pen affect rendering quality?
I've noticed that a lot of your extensions have gradient blocks. This looks cool, but the way you're implementing it with the patch is very weird. I think it'd be sick if we could use CSS colors and gradients as the color values for blocks instead of just hex values. How involved in the scratch-gui would it be to be able to do this?
-
no, this is not a "pen" canvas, to change quality, you'd need to use the set stage size block, but it comes at a cost of lower performance.
-
The gui doesn't allow gradients in blocks at all. So I can't simply just put it in the extension block code. So I have to use the patch.
Additionally, blocks in the editor are all SVGs, which means you can't color them with any html property. You have do what I do and make SVG gradients or patterns.
Two questions I have:
- Does high quality pen affect rendering quality?
- I've noticed that a lot of your extensions have gradient blocks. This looks cool, but the way you're implementing it with the patch is very weird. I think it'd be sick if we could use CSS colors and gradients as the color values for blocks instead of just hex values. How involved in the scratch-gui would it be to be able to do this?
well, i just ~~stole~~ borrowed code for you to use the patch:
function add2Body() {
var svg = document.createElement("div");
svg.innerHTML = \`<svg><defs>
<linearGradient x1="100" y1="0" x2="100" y2="200" id="SPpartEngine-GRAD1" gradientUnits="userSpaceOnUse"><stop offset="0" stop-color="#0090ff"></stop><stop offset="50%" stop-color="#0000ff"></stop></linearGradient>
</defs></svg>`;
document.body.appendChild(svg);
}
if (Scratch.gui) Scratch.gui.getBlockly().then((SB) => {
add2Body();
if (!SB?.SPgradients?.patched) { // Gradient Patch by 0znzw & SharkPool
SB.SPgradients = {gradientUrls: {}, patched: false};
const BSP = SB.BlockSvg.prototype, BSPR = BSP.render;
BSP.render = function(...args) {
const res = BSPR.apply(this, args);
let category;
if (this?.svgPath_ && this?.category_ && (category = this.type.slice(0, this.type.indexOf("_"))) && SB.SPgradients.gradientUrls[category]) {
const urls = SB.SPgradients.gradientUrls[category];
if (urls) this.svgPath_.setAttribute("fill", urls[0]);
}
return res;
}
SB.SPgradients.patched = true;
}
SB.SPgradients.gradientUrls["SPpartEngine"] = ["url(#SPpartEngine-GRAD1)"];
});
Two questions I have:
- Does high quality pen affect rendering quality?
- I've noticed that a lot of your extensions have gradient blocks. This looks cool, but the way you're implementing it with the patch is very weird. I think it'd be sick if we could use CSS colors and gradients as the color values for blocks instead of just hex values. How involved in the scratch-gui would it be to be able to do this?
well, i just ~stole~ borrowed code for you to use the patch:
function add2Body() { var svg = document.createElement("div"); svg.innerHTML =
<svg><defs> <linearGradient x1="100" y1="0" x2="100" y2="200" id="SPpartEngine-GRAD1" gradientUnits="userSpaceOnUse"><stop offset="0" stop-color="#0090ff"></stop><stop offset="50%" stop-color="#0000ff"></stop></linearGradient> </defs></svg>; document.body.appendChild(svg); } if (Scratch.gui) Scratch.gui.getBlockly().then((SB) => { add2Body(); if (!SB?.SPgradients?.patched) { // Gradient Patch by 0znzw & SharkPool SB.SPgradients = {gradientUrls: {}, patched: false}; const BSP = SB.BlockSvg.prototype, BSPR = BSP.render; BSP.render = function(...args) { const res = BSPR.apply(this, args); let category; if (this?.svgPath_ && this?.category_ && (category = this.type.slice(0, this.type.indexOf(""))) && SB.SPgradients.gradientUrls[category]) { const urls = SB.SPgradients.gradientUrls[category]; if (urls) this.svgPath.setAttribute("fill", urls[0]); } return res; } SB.SPgradients.patched = true; } SB.SPgradients.gradientUrls["SPpartEngine"] = ["url(#SPpartEngine-GRAD1)"]; });
I've already looked at the code, but I don't intend to use it for my extensions. Thank you anyway though.
Two questions I have:
- Does high quality pen affect rendering quality?
- I've noticed that a lot of your extensions have gradient blocks. This looks cool, but the way you're implementing it with the patch is very weird. I think it'd be sick if we could use CSS colors and gradients as the color values for blocks instead of just hex values. How involved in the scratch-gui would it be to be able to do this?
- no, this is not a "pen" canvas, to change quality, you'd need to use the set stage size block, but it comes at a cost of lower performance.
- The gui doesn't allow gradients in blocks at all. So I can't simply just put it in the extension block code. So I have to use the patch.
Additionally, blocks in the editor are all SVGs, which means you can't color them with any html property. You have do what I do and make SVG gradients or patterns.
Interesting. I was just curious as to if we could change the scratch-gui repo to add some sort of functionality for gradients and CSS colors in the block color APIs, but I guess not - It didn't occur to me that the SVGs can't use CSS gradients. Maybe we could use this patch though, and manually inject the colors into the patch? IDK, it's just an idea. Probably won't be done though. What might be more possible is expanding the customizable block colors addon to allow for gradients.
Theres now an interpolation option! :)
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Rewritten in WebGL! This is now much faster and efficient :)
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blending blocks!
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No offense but I genuinely don't think this will ever get merged Still a peak extension, though
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@SharkPool-SP okay I'll review when I can
Basically just remove the text from the banner then I guess we're good to merge this peak
Basically just remove the text from the banner then I guess we're good to merge this peak
I think documentation can be saved for another time, the blocks are in order of usability. So it should be easy to pickup. It works closely to the geometry dash particle engine as well.
We can always go back and add it if need be
Basically just remove the text from the banner then I guess we're good to merge this peak
I think documentation can be saved for another time, the blocks are in order of usability. So it should be easy to pickup. It works closely to the geometry dash particle engine as well.
We can always go back and add it if need be
In my testing it didn't take me long to figure out but I couldn't get engines working on sprites, only the stage? Maybe I was doing something wrong
Basically just remove the text from the banner then I guess we're good to merge this peak
I think documentation can be saved for another time, the blocks are in order of usability. So it should be easy to pickup. It works closely to the geometry dash particle engine as well.
We can always go back and add it if need be
In my testing it didn't take me long to figure out but I couldn't get engines working on sprites, only the stage? Maybe I was doing something wrong
Wdym. The engines don't follow sprites, they're just attached to them
Wdym. The engines don't follow sprites, they're just attached to them
No, I meant I for some reason couldn't get them working when attached to a sprite, I rushed through it so I must've done something wrong
Wdym. The engines don't follow sprites, they're just attached to them
No, I meant I for some reason couldn't get them working when attached to a sprite, I rushed through it so I must've done something wrong
Maybe you didn't make an emitter for that engine?
Maybe you didn't make an emitter for that engine?
Oops I got it working sorry
Yeah just change the banner and we should be good to go
Is that a gradient for the block colors? Looks really nice.