Finished the particle system.

This commit is contained in:
2013-01-10 13:52:22 -04:30
parent 8602798c14
commit 5482a508ff
3 changed files with 69 additions and 32 deletions

View File

@@ -1,6 +1,7 @@
###########################################
# Created on 1-9-2013. Miguel Angel Astor #
###########################################
import math
def angle_to_vector(angle):
return [math.cos(angle), math.sin(angle)]

View File

@@ -6,15 +6,19 @@ import random
import pygame
import math_utils
import game
class Particle(pygame.sprite.Sprite):
def __init__(self, lifespan, scale, texture, gravity = [0.0, 9.8], position = [0,0], initial_vel = [100.0, 100.0], frame_rate = 60.0):
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):
pygame.sprite.Sprite.__init__(self)
self.age = 0
self.lifespan = lifespan
self.gravity = [gravity[0] * (1.0 / frame_rate), gravity[1] * (1.0 / frame_rate)]
self.gravity = [gravity[0] / frame_rate, gravity[1] / frame_rate]
self.position = position
self.velocity = [initial_vel[0] * (1.0 / frame_rate), initial_vel[1] * (1.0 / frame_rate)] # Pixels per frame.
self.velocity = [float(initial_vel[0]) / frame_rate, float(initial_vel[1]) / frame_rate] # Pixels per frame.
self.friction = friction
self.size = (int(float(texture.get_width()) * scale), int(float(texture.get_height()) * scale))
self.alive = True
self.frame_rate = frame_rate
@@ -23,9 +27,11 @@ class Particle(pygame.sprite.Sprite):
self.image = pygame.transform.smoothscale(texture, self.size)
self.rect = self.image.get_rect()
self.rect.center = (self.position[0], self.position[1])
self.screen_w = pygame.display.Info().current_w
self.screen_h = pygame.display.Info().current_h
def is_alive(self):
return self.alive
@@ -36,30 +42,42 @@ class Particle(pygame.sprite.Sprite):
self.gravity = list(gravity)
def update(self):
if self.age >= self.lifespan:
self.alive = False
return None
if self.alive:
if self.age >= self.lifespan:
self.alive = False
return None
now = pygame.time.get_ticks()
delta_t = now - self.then
now = pygame.time.get_ticks()
delta_t = now - self.then
self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000.0)
self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000.0)
self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000)
self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000)
self.velocity[0] *= self.friction
self.velocity[1] *= self.friction
self.position[0] += (self.gravity[0] * delta_t) * (self.frame_rate / 1000)
self.position[1] += (self.gravity[1] * delta_t) * (self.frame_rate / 1000)
self.rect.center = (self.position[0], self.position[1])
self.age += 1
self.position[0] += (self.gravity[0] * delta_t) * (self.frame_rate / 1000.0)
self.position[1] += (self.gravity[1] * delta_t) * (self.frame_rate / 1000.0)
self.rect.center = (self.position[0], self.position[1])
self.age += 1
self.then = now
if self.rect.center[0] < 0 - self.rect.width or self.rect.center[0] > self.screen_w + self.rect.width:
self.kill()
return None
if self.rect.center[1] < 0 - self.rect.height or self.rect.center[1] > self.screen_h + self.rect.height:
self.kill()
return None
def draw(self, canvas):
canvas.blit(self.image, self.rect)
if self.alive:
canvas.blit(self.image, self.rect)
class ParticleSystem:
def __init__(self, id, name, texture_filename, lifespan = 100, max_particles = 1000, parts_per_second = 25, angle = 0):
def __init__(self, id, name, texture_filename, lifespan = 1000, max_particles = 1000, parts_per_second = 25, angle = 0):
self.id = id
self.name = name
self.lifespan = lifespan
@@ -70,15 +88,17 @@ class ParticleSystem:
self.working = False
self.particles = set()
self.texture = pygame.image.load(texture_filename)
self.miliseconds_left = 1000
self.part_creation_accum = 0.0
self.then = pygame.time.get_ticks()
self.gravity = [0.0, 9.8]
self.gravity = [0.0, -60.0]
self.position = [pygame.display.Info().current_w / 2, pygame.display.Info().current_h / 2]
self.initial_velocity = [float(random.randrange(-10, 10)), float(random.randrange(-10, 10))] # Pixels per second.
self.initial_velocity_max = 50 # Pixels per second.
self.frame_rate = 60.0
self.rectangle = pygame.Rect(0, 0, 25, 25)
self.rectangle.center = (self.position[0], self.position[1])
random.seed(None)
def is_working(self):
@@ -90,6 +110,18 @@ class ParticleSystem:
def stop(self):
self.working = False
def set_position(self, position):
self.position = list(position)
def set_gravity(self, gravity):
self.gravity = list(gravity)
def set_max_velocity(self, max_vel):
self.initial_velocity_max = max_vel
def set_angle(self, angle):
self.angle = angle
def update(self):
# Calculate the time delta.
now = pygame.time.get_ticks()
@@ -101,7 +133,7 @@ class ParticleSystem:
if not particle.is_alive():
remove_set.add(particle)
self.particles.difference_update(remove_set)
if self.working:
# Create new particles if possible.
if len(self.particles) < self.max_particles:
@@ -110,14 +142,17 @@ class ParticleSystem:
parts_needed = int(self.part_creation_accum // 1)
if parts_needed >= 1:
for i in range(parts_needed):
velocity = [float(random.randrange(-self.initial_velocity_max, self.initial_velocity_max)),
float(random.randrange(-self.initial_velocity_max, self.initial_velocity_max))]
particle = Particle(
self.lifespan,
int(self.lifespan),
random.random(),
self.texture,
self.gravity,
self.position,
self.initial_velocity,
self.frame_rate)
list(self.gravity),
list(self.position),
velocity,
0.99,
int(self.frame_rate))
self.particles.add(particle)
self.part_creation_accum = 0.0
@@ -126,10 +161,10 @@ class ParticleSystem:
particle.update()
# Restart the time counter.
if self.miliseconds_left >= 0:
self.miliseconds_left = 1000
self.then = now
def draw(self, canvas):
if game.DEBUG:
pygame.draw.rect(canvas, (255, 255, 0), self.rectangle)
for particle in self.particles:
particle.draw(canvas)

View File

@@ -7,13 +7,13 @@ from particle import ParticleSystem
def main():
pygame.init()
pantalla = pygame.display.set_mode([600,400])
screen = pygame.display.set_mode([600,400])
done = False
clock = pygame.time.Clock()
white = (255,255,255)
ps = ParticleSystem(0, "Test", 'gfx/burbuja.png')
ps = ParticleSystem(0, "Test", 'gfx/burbuja.png', 1000, 1000, 4, -190.0)
ps.start()
while not done:
@@ -30,6 +30,7 @@ def main():
ps.draw(screen)
pygame.display.update()
pygame.display.set_caption("Test :: FPS " + str(int(clock.get_fps())))
clock.tick(60)
pygame.quit()