Added particle system to IntroState. Fixed image points in BaseActor.
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6
actor.py
6
actor.py
@@ -82,10 +82,8 @@ class BaseActor(pygame.sprite.Sprite):
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if point < 0 or point > len(self.image_points):
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return (0, 0)
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else:
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return self.image_points[point]
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def set_image_point_tuple(self, point):
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self.image_points.append(point)
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im_point = [self.image_points[point][0] + self.rect.left, self.image_points[point][1] + self.rect.top]
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return im_point
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def set_image_point_xy(self, point_x, point_y):
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self.image_points.append((point_x, point_y))
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12
intro.py
12
intro.py
@@ -13,6 +13,7 @@ except ImportError:
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from state import BaseState, VALID_STATES
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import actor
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import game
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import particle
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class IntroState(BaseState):
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def __init__(self):
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@@ -35,10 +36,14 @@ class IntroState(BaseState):
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image2 = pygame.image.load('gfx/submarino1.png')
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self.submarine = actor.BaseActor(1, image2, "Submarine", True, True, False)
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self.submarine.set_image_point_tuple((117, 284))
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self.submarine.set_image_point_xy(117, 284)
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# Instert second animation frame of the subamrine.
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# Create the particle system.
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self.particle_system = particle.ParticleSystem(0, "Bubbles", 'gfx/burbuja.png', 1000, 1000, 1, -130.0)
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self.particle_system.set_friction(1.0)
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self.particle_system.set_gravity([0.0, -60.0])
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self.particle_system.set_max_velocity(5.0)
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self.particle_system.start()
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if game.DEBUG:
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print "Velocity: " + str(self.sine_movement.get_velocity())
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@@ -66,6 +71,8 @@ class IntroState(BaseState):
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self.sine_movement.update()
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sm_position = self.sine_movement.get_position()
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self.submarine.set_position([sm_position[0], self.screen_vertical_half + math.sin(0.05 * float(sm_position[0])) * 42.0])
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self.particle_system.set_position(self.submarine.get_image_point(0))
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self.particle_system.update()
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if game.DEBUG:
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print
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@@ -84,3 +91,4 @@ class IntroState(BaseState):
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def render(self, canvas):
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canvas.fill(self.background_color)
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self.submarine.draw(canvas)
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self.particle_system.draw(canvas)
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13
particle.py
13
particle.py
@@ -7,7 +7,6 @@ import random
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import pygame
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import math_utils
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import game
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class Particle(pygame.sprite.Sprite):
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def __init__(self, lifespan, scale, texture, gravity = [0.0, 9.8], position = [0,0], initial_vel = [100.0, 100.0], friction = 1.0, frame_rate = 60.0):
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@@ -91,9 +90,10 @@ class ParticleSystem:
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self.part_creation_accum = 0.0
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self.then = pygame.time.get_ticks()
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self.gravity = [0.0, -60.0]
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self.gravity = [0.0, 9.8]
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self.position = [pygame.display.Info().current_w / 2, pygame.display.Info().current_h / 2]
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self.initial_velocity_max = 50 # Pixels per second.
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self.friction = 0.99
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self.frame_rate = 60.0
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self.rectangle = pygame.Rect(0, 0, 25, 25)
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@@ -122,6 +122,9 @@ class ParticleSystem:
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def set_angle(self, angle):
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self.angle = angle
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def set_friction(self, friction):
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self.friction = friction
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def update(self):
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# Calculate the time delta.
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now = pygame.time.get_ticks()
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@@ -146,12 +149,12 @@ class ParticleSystem:
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float(random.randrange(-self.initial_velocity_max, self.initial_velocity_max))]
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particle = Particle(
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int(self.lifespan),
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random.random(),
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max(min(random.random(), 1.0), 0.5),
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self.texture,
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list(self.gravity),
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list(self.position),
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velocity,
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0.99,
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self.friction,
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int(self.frame_rate))
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self.particles.add(particle)
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self.part_creation_accum = 0.0
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@@ -164,7 +167,5 @@ class ParticleSystem:
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self.then = now
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def draw(self, canvas):
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if game.DEBUG:
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pygame.draw.rect(canvas, (255, 255, 0), self.rectangle)
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for particle in self.particles:
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particle.draw(canvas)
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