Yotsuba Games
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Stagger

stagger

Makes many things move one after another with a small delay โ€” grass swaying from one end, parts following a beat behind. Set how many things and the delay between neighbours; it outputs a list of per-element delays to use with list_map.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
่ฆ็ด ๆ•ฐ
count_in
Int
่ฆ็ด ใฎๆ•ฐใ‚’ๅค–ใ‹ใ‚‰ๆฑบใ‚ใŸใ„ใจใใซ็น‹ใŽใพใ™(ใƒชใ‚นใƒˆใฎ้•ทใ•ใชใฉ)ใ€‚ๆœชๆŽฅ็ถšใชใ‚‰ไธ‹ใฎใ€Œ่ฆ็ด ๆ•ฐใ€ใƒ‘ใƒฉใƒกใƒผใ‚ฟใ‚’ไฝฟใ„ใพใ™

Output Ports

NameTypeDescription
ใšใ‚‰ใ—ๅˆ—
offsets
List<Float>
่ฆ็ด ใ”ใจใฎ้…ใ‚Œใƒ•ใƒฌใƒผใƒ ใฎใƒชใ‚นใƒˆใงใ™(1ๅ€‹็›ฎ=0ใ€2ๅ€‹็›ฎ=ใšใ‚‰ใ—ๅน…1ๅ€‹ๅˆ†ใ€3ๅ€‹็›ฎ=2ๅ€‹ๅˆ†โ€ฆ)ใ€‚motion ใฎใ€Œใšใ‚‰ใ—(ใƒ•ใƒฌใƒผใƒ )ใ€ใซ็น‹ใŽใพใ™
้€ฒ่กŒๅบฆๅˆ—
progress
List<Float>
้…ใ‚Œใ‚’ๅๆ˜ ใ—ใŸใ€่ฆ็ด ใ”ใจใฎใ€Œใ‚ขใƒ‹ใƒกใฎ้€ฒใฟๅ…ทๅˆใ€(0ใ€œ1)ใฎใƒชใ‚นใƒˆใงใ™ใ€‚motion ใฎๅ…ฅๅŠ›ใซ็น‹ใŽใพใ™
่ฆ็ด ๆ•ฐ
count
Int
ๅฎŸ้š›ใซไฝฟใ‚ใ‚ŒใŸ่ฆ็ด ใฎๆ•ฐใงใ™(ๅ…ฅๅŠ›ใƒ”ใƒณใŒใ‚ใ‚Œใฐใใกใ‚‰ๅ„ชๅ…ˆ)

Parameters

NameTypeDefaultRangeDescription / Options
่ฆ็ด ๆ•ฐ
count
Int
41โ€“256

้ †็•ชใซๅ‹•ใ‹ใ™ใ‚‚ใฎใฎๆ•ฐใงใ™(่‰8ๆœฌใชใ‚‰8)

ใšใ‚‰ใ—ๅน…(ใƒ•ใƒฌใƒผใƒ )
shift_frames
Float
1-120โ€“120 / step 0.5

้šฃใฎใ‚‚ใฎใŒไฝ•ใƒ•ใƒฌใƒผใƒ ้…ใ‚Œใฆๅ‹•ใๅ‡บใ™ใ‹ใงใ™ใ€‚ๅคงใใ„ใปใฉใ€Œ้ †็•ชใซๅ‹•ใ„ใฆใ„ใ‚‹ใ€ๆ„Ÿใ˜ใŒๅผทใใชใ‚Šใพใ™

้‡ใชใ‚Š
edge
Enum
Noneโ€”

้…ใ‚Œใฎไป˜ใๆ–นใงใ™ใ€‚ใ€Œใใฎใพใพใ€ใชใ‚‰็ญ‰้–“้š”ใ€‚ใปใ‹ใ‚’้ธใถใจๆœ€ๅˆใฎๆ–นใ ใ‘ใปใผๅŒๆ™‚ใซๅ‹•ใใƒปๆœ€ๅพŒใฎๆ–นใŒ่ฉฐใพใ‚‹็ญ‰ใ€ๆณขใฎๅฝขใŒๅค‰ใ‚ใ‚Šใพใ™

  • ใใฎใพใพNone
  • ๅ…ˆ้ ญใ‚’ๅฏ†ใซEaseIn
  • ๆœซๅฐพใ‚’ๅฏ†ใซEaseOut
  • ไธญๅคฎใ‚’็–ŽใซEaseInOut

Overview

Hands out staggered timing to N elements: a list of per-element frame shifts and a list of shifted loop-progress values. Delaying the same motion slightly per element makes grass sway in sequence, coins hop one after another, and parts follow through โ€” instant organic feel.

Usage tips

  • The standard use is offsets โ†’ motion's Shift (frames), distributed per element with list_map: the same motion runs delayed by shift frames per element.
  • progress โ†’ motion's input drives each element's shifted loop progress (0-1) directly (advanced).
  • The count input pin can follow a list's length.
  • Edge changes the distribution: "Ease In" clusters the first elements together and spreads out the tail.

Common pitfalls

  • Everything moves at once: the offsets are not being distributed โ€” map the matching offset to each element via list_map.
  • Seam mismatch on loop: if shift ร— count exceeds the total frames, progress wraps and the visual order shuffles. Reduce the shift or increase total frames.

Related nodes

  • motion โ€” consumes the shift and produces the actual motion
  • list_map โ€” distributes per-element shifts
  • sprite_motion โ€” moves a single image with its own Shift (frames) parameter
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Stagger โ€” PixPipeline Node Reference