Files
Super-HUGS-Revolution-98/particle.py

136 lines
4.7 KiB
Python

############################################
# 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)