############################################ # Created on 1-10-2013. Miguel Angel Astor # ############################################ import math import random import pygame 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): 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.position = position self.velocity = [initial_vel[0] * (1.0 / frame_rate), initial_vel[1] * (1.0 / frame_rate)] # Pixels per frame. self.size = (int(float(texture.get_width()) * scale), int(float(texture.get_height()) * scale)) self.alive = True self.frame_rate = frame_rate self.then = pygame.time.get_ticks() self.image = pygame.transform.smoothscale(texture, self.size) self.rect = self.image.get_rect() self.rect.center = (self.position[0], self.position[1]) def is_alive(self): return self.alive def kill(self): self.alive = False def set_gravity(self, gravity): self.gravity = list(gravity) def update(self): if self.age >= self.lifespan: self.alive = False return None now = pygame.time.get_ticks() delta_t = now - self.then 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.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 def draw(self, canvas): 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): self.id = id self.name = name self.lifespan = lifespan self.max_particles = max_particles self.ppms = float(parts_per_second) / 1000.0 # Particles per milisecond. self.mspp = float(1000.0 / parts_per_second) # Miliseconds per particle. self.angle = angle 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.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.frame_rate = 60.0 random.seed(None) def is_working(self): return self.working def start(self): self.working = True def stop(self): self.working = False def update(self): # Calculate the time delta. now = pygame.time.get_ticks() delta_t = now - self.then # Eliminate dead particles. remove_set = set() for particle in self.particles: 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: max_parts = self.max_particles - len(self.particles) self.part_creation_accum += (self.ppms * delta_t) parts_needed = int(self.part_creation_accum // 1) if parts_needed >= 1: for i in range(parts_needed): particle = Particle( self.lifespan, random.random(), self.texture, self.gravity, self.position, self.initial_velocity, self.frame_rate) self.particles.add(particle) self.part_creation_accum = 0.0 # Update every particle. for particle in self.particles: particle.update() # Restart the time counter. if self.miliseconds_left >= 0: self.miliseconds_left = 1000 self.then = now def draw(self, canvas): for particle in self.particles: particle.draw(canvas)