-
Notifications
You must be signed in to change notification settings - Fork 1
/
firew.py
219 lines (171 loc) · 6.79 KB
/
firew.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
import pygame
from random import randint, uniform, choice
import math
vector = pygame.math.Vector2
gravity = vector(0, 0.3)
DISPLAY_WIDTH = DISPLAY_HEIGHT = 800
trail_colours = [(45, 45, 45), (60, 60, 60), (75, 75, 75), (125, 125, 125), (150, 150, 150)]
dynamic_offset = 1
static_offset = 5
class Firework:
def __init__(self):
self.colour = (randint(0, 255), randint(0, 255), randint(0, 255))
self.colours = (
(randint(0, 255), randint(0, 255), randint(0, 255)), (randint(0, 255), randint(0, 255), randint(0, 255)),
(randint(0, 255), randint(0, 255), randint(0, 255)))
self.firework = Particle(randint(0, DISPLAY_WIDTH), DISPLAY_HEIGHT, True,
self.colour) # Creates the firework particle
self.exploded = False
self.particles = []
self.min_max_particles = vector(100, 225)
def update(self, win): # called every frame
if not self.exploded:
self.firework.apply_force(gravity)
self.firework.move()
for tf in self.firework.trails:
tf.show(win)
self.show(win)
if self.firework.vel.y >= 0:
self.exploded = True
self.explode()
else:
for particle in self.particles:
particle.apply_force(vector(gravity.x + uniform(-1, 1) / 20, gravity.y / 2 + (randint(1, 8) / 100)))
particle.move()
for t in particle.trails:
t.show(win)
particle.show(win)
def explode(self):
amount = randint(self.min_max_particles.x, self.min_max_particles.y)
for i in range(amount):
self.particles.append(Particle(self.firework.pos.x, self.firework.pos.y, False, self.colours))
def show(self, win):
pygame.draw.circle(win, self.colour, (int(self.firework.pos.x), int(self.firework.pos.y)), self.firework.size)
def remove(self):
if self.exploded:
for p in self.particles:
if p.remove is True:
self.particles.remove(p)
if len(self.particles) == 0:
return True
else:
return False
class Particle:
def __init__(self, x, y, firework, colour):
self.firework = firework
self.pos = vector(x, y)
self.origin = vector(x, y)
self.radius = 20
self.remove = False
self.explosion_radius = randint(5, 18)
self.life = 0
self.acc = vector(0, 0)
# trail variables
self.trails = [] # stores the particles trail objects
self.prev_posx = [-10] * 10 # stores the 10 last positions
self.prev_posy = [-10] * 10 # stores the 10 last positions
if self.firework:
self.vel = vector(0, -randint(17, 20))
self.size = 5
self.colour = colour
for i in range(5):
self.trails.append(Trail(i, self.size, True))
else:
self.vel = vector(uniform(-1, 1), uniform(-1, 1))
self.vel.x *= randint(7, self.explosion_radius + 2)
self.vel.y *= randint(7, self.explosion_radius + 2)
self.size = randint(2, 4)
self.colour = choice(colour)
for i in range(5):
self.trails.append(Trail(i, self.size, False))
def apply_force(self, force):
self.acc += force
def move(self):
if not self.firework:
self.vel.x *= 0.8
self.vel.y *= 0.8
self.vel += self.acc
self.pos += self.vel
self.acc *= 0
if self.life == 0 and not self.firework: # check if particle is outside explosion radius
distance = math.sqrt((self.pos.x - self.origin.x) ** 2 + (self.pos.y - self.origin.y) ** 2)
if distance > self.explosion_radius:
self.remove = True
self.decay()
self.trail_update()
self.life += 1
def show(self, win):
pygame.draw.circle(win, (self.colour[0], self.colour[1], self.colour[2], 0), (int(self.pos.x), int(self.pos.y)),
self.size)
def decay(self): # random decay of the particles
if 50 > self.life > 10: # early stage their is a small chance of decay
ran = randint(0, 30)
if ran == 0:
self.remove = True
elif self.life > 50:
ran = randint(0, 5)
if ran == 0:
self.remove = True
def trail_update(self):
self.prev_posx.pop()
self.prev_posx.insert(0, int(self.pos.x))
self.prev_posy.pop()
self.prev_posy.insert(0, int(self.pos.y))
for n, t in enumerate(self.trails):
if t.dynamic:
t.get_pos(self.prev_posx[n + dynamic_offset], self.prev_posy[n + dynamic_offset])
else:
t.get_pos(self.prev_posx[n + static_offset], self.prev_posy[n + static_offset])
class Trail:
def __init__(self, n, size, dynamic):
self.pos_in_line = n
self.pos = vector(-10, -10)
self.dynamic = dynamic
if self.dynamic:
self.colour = trail_colours[n]
self.size = int(size - n / 2)
else:
self.colour = (255, 255, 200)
self.size = size - 2
if self.size < 0:
self.size = 0
def get_pos(self, x, y):
self.pos = vector(x, y)
def show(self, win):
pygame.draw.circle(win, self.colour, (int(self.pos.x), int(self.pos.y)), self.size)
def update(win, fireworks):
for fw in fireworks:
fw.update(win)
if fw.remove():
fireworks.remove(fw)
pygame.display.update()
def main():
pygame.init()
pygame.display.set_caption("Fireworks in Pygame")
win = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))
clock = pygame.time.Clock()
fireworks = [Firework() for i in range(2)] # create the first fireworks
running = True
while running:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN: # Change game speed with number keys
if event.key == pygame.K_1:
fireworks.append(Firework())
if event.key == pygame.K_2:
for i in range(10):
fireworks.append(Firework())
win.fill((20, 20, 30)) # draw background
if randint(0, 20) == 1: # create new firework
fireworks.append(Firework())
update(win, fireworks)
# stats for fun
# total_particles = 0
# for f in fireworks:
# total_particles += len(f.particles)
# print(f"Fireworks: {len(fireworks)}\nParticles: {total_particles}\n\n")
pygame.quit()
quit()
main()