Sprite Explosions Particles#

Screenshot of using sprites to shoot things
sprite_explosion_particles.py#
  1"""
  2Sprite Explosion
  3
  4Simple program to show creating explosions with particles
  5
  6Artwork from https://kenney.nl
  7
  8If Python and Arcade are installed, this example can be run from the command line with:
  9python -m arcade.examples.sprite_explosion_particles
 10"""
 11from __future__ import annotations
 12
 13import random
 14import math
 15import arcade
 16
 17SPRITE_SCALING_PLAYER = 0.5
 18SPRITE_SCALING_COIN = 0.3
 19SPRITE_SCALING_LASER = 0.8
 20COIN_COUNT = 50
 21
 22SCREEN_WIDTH = 800
 23SCREEN_HEIGHT = 600
 24SCREEN_TITLE = "Sprite Explosion Example"
 25
 26BULLET_SPEED = 5
 27
 28# --- Explosion Particles Related
 29
 30# How fast the particle will accelerate down. Make 0 if not desired
 31PARTICLE_GRAVITY = 0.05
 32
 33# How fast to fade the particle
 34PARTICLE_FADE_RATE = 8
 35
 36# How fast the particle moves. Range is from 2.5 <--> 5 with 2.5 and 2.5 set.
 37PARTICLE_MIN_SPEED = 2.5
 38PARTICLE_SPEED_RANGE = 2.5
 39
 40# How many particles per explosion
 41PARTICLE_COUNT = 20
 42
 43# How big the particle
 44PARTICLE_RADIUS = 3
 45
 46# Possible particle colors
 47PARTICLE_COLORS = [arcade.color.ALIZARIN_CRIMSON,
 48                   arcade.color.COQUELICOT,
 49                   arcade.color.LAVA,
 50                   arcade.color.KU_CRIMSON,
 51                   arcade.color.DARK_TANGERINE]
 52
 53# Chance we'll flip the texture to white and make it 'sparkle'
 54PARTICLE_SPARKLE_CHANCE = 0.02
 55
 56# --- Smoke
 57# Note: Adding smoke trails makes for a lot of sprites and can slow things
 58# down. If you want a lot, it will be necessary to move processing to GPU
 59# using transform feedback. If to slow, just get rid of smoke.
 60
 61# Start scale of smoke, and how fast is scales up
 62SMOKE_START_SCALE = 0.25
 63SMOKE_EXPANSION_RATE = 0.03
 64
 65# Rate smoke fades, and rises
 66SMOKE_FADE_RATE = 7
 67SMOKE_RISE_RATE = 0.5
 68
 69# Chance we leave smoke trail
 70SMOKE_CHANCE = 0.25
 71
 72
 73class Smoke(arcade.SpriteCircle):
 74    """ This represents a puff of smoke """
 75    def __init__(self, size):
 76        super().__init__(size, arcade.color.LIGHT_GRAY, soft=True)
 77        self.change_y = SMOKE_RISE_RATE
 78        self.scale = SMOKE_START_SCALE
 79
 80    def update(self):
 81        """ Update this particle """
 82        if self.alpha <= PARTICLE_FADE_RATE:
 83            # Remove faded out particles
 84            self.remove_from_sprite_lists()
 85        else:
 86            # Update values
 87            self.alpha -= SMOKE_FADE_RATE
 88            self.center_x += self.change_x
 89            self.center_y += self.change_y
 90            self.scale += SMOKE_EXPANSION_RATE
 91
 92
 93class Particle(arcade.SpriteCircle):
 94    """ Explosion particle """
 95    def __init__(self, my_list):
 96        # Choose a random color
 97        color = random.choice(PARTICLE_COLORS)
 98
 99        # Make the particle
100        super().__init__(PARTICLE_RADIUS, color)
101
102        # Track normal particle texture, so we can 'flip' when we sparkle.
103        self.normal_texture = self.texture
104
105        # Keep track of the list we are in, so we can add a smoke trail
106        self.my_list = my_list
107
108        # Set direction/speed
109        speed = random.random() * PARTICLE_SPEED_RANGE + PARTICLE_MIN_SPEED
110        direction = random.randrange(360)
111        self.change_x = math.sin(math.radians(direction)) * speed
112        self.change_y = math.cos(math.radians(direction)) * speed
113
114        # Track original alpha. Used as part of 'sparkle' where we temp set the
115        # alpha back to 255
116        self.my_alpha = 255
117
118        # What list do we add smoke particles to?
119        self.my_list = my_list
120
121    def update(self):
122        """ Update the particle """
123        if self.my_alpha <= PARTICLE_FADE_RATE:
124            # Faded out, remove
125            self.remove_from_sprite_lists()
126        else:
127            # Update
128            self.my_alpha -= PARTICLE_FADE_RATE
129            self.alpha = self.my_alpha
130            self.center_x += self.change_x
131            self.center_y += self.change_y
132            self.change_y -= PARTICLE_GRAVITY
133
134            # Should we sparkle this?
135            if random.random() <= PARTICLE_SPARKLE_CHANCE:
136                self.alpha = 255
137                self.texture = arcade.make_circle_texture(int(self.width),
138                                                          arcade.color.WHITE)
139            else:
140                self.texture = self.normal_texture
141
142            # Leave a smoke particle?
143            if random.random() <= SMOKE_CHANCE:
144                smoke = Smoke(5)
145                smoke.position = self.position
146                self.my_list.append(smoke)
147
148
149class MyGame(arcade.Window):
150    """ Main application class. """
151
152    def __init__(self):
153        """ Initializer """
154        # Call the parent class initializer
155        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
156
157        # Variables that will hold sprite lists
158        self.player_list = None
159        self.coin_list = None
160        self.bullet_list = None
161        self.explosions_list = None
162
163        # Set up the player info
164        self.player_sprite = None
165        self.score = 0
166
167        # Don't show the mouse cursor
168        self.set_mouse_visible(False)
169
170        # Load sounds. Sounds from kenney.nl
171        self.gun_sound = arcade.sound.load_sound(":resources:sounds/laser2.wav")
172        self.hit_sound = arcade.sound.load_sound(":resources:sounds/explosion2.wav")
173
174        self.background_color = arcade.color.BLACK
175
176    def setup(self):
177
178        """ Set up the game and initialize the variables. """
179
180        # Sprite lists
181        self.player_list = arcade.SpriteList()
182        self.coin_list = arcade.SpriteList()
183        self.bullet_list = arcade.SpriteList()
184        self.explosions_list = arcade.SpriteList()
185
186        # Set up the player
187        self.score = 0
188
189        # Image from kenney.nl
190        self.player_sprite = arcade.Sprite(":resources:images/space_shooter/playerShip2_orange.png",
191                                           scale=SPRITE_SCALING_PLAYER)
192        self.player_sprite.center_x = 50
193        self.player_sprite.center_y = 70
194        self.player_list.append(self.player_sprite)
195
196        # Create the coins
197        for coin_index in range(COIN_COUNT):
198
199            # Create the coin instance
200            # Coin image from kenney.nl
201            coin = arcade.Sprite(":resources:images/space_shooter/playerShip1_green.png",
202                                 scale=SPRITE_SCALING_COIN)
203            coin.angle = 180
204
205            # Position the coin
206            coin.center_x = random.randrange(SCREEN_WIDTH)
207            coin.center_y = random.randrange(150, SCREEN_HEIGHT)
208
209            # Add the coin to the lists
210            self.coin_list.append(coin)
211
212    def on_draw(self):
213        """
214        Render the screen.
215        """
216
217        # This command has to happen before we start drawing
218        self.clear()
219
220        # Draw all the sprites.
221        self.coin_list.draw()
222        self.bullet_list.draw()
223        self.player_list.draw()
224        self.explosions_list.draw()
225
226        # Render the text
227        arcade.draw_text(f"Score: {self.score}", 10, 20, arcade.color.WHITE, 14)
228
229    def on_mouse_motion(self, x, y, dx, dy):
230        """
231        Called whenever the mouse moves.
232        """
233        self.player_sprite.center_x = x
234
235    def on_mouse_press(self, x, y, button, modifiers):
236        """
237        Called whenever the mouse button is clicked.
238        """
239
240        # Gunshot sound
241        arcade.sound.play_sound(self.gun_sound)
242
243        # Create a bullet
244        bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", scale=SPRITE_SCALING_LASER)
245
246        # The image points to the right, and we want it to point up. So
247        # rotate it.
248        bullet.angle = 270
249
250        # Give it a speed
251        bullet.change_y = BULLET_SPEED
252
253        # Position the bullet
254        bullet.center_x = self.player_sprite.center_x
255        bullet.bottom = self.player_sprite.top
256
257        # Add the bullet to the appropriate lists
258        self.bullet_list.append(bullet)
259
260    def on_update(self, delta_time):
261        """ Movement and game logic """
262
263        # Call update on bullet sprites
264        self.bullet_list.update()
265        self.explosions_list.update()
266
267        # Loop through each bullet
268        for bullet in self.bullet_list:
269
270            # Check this bullet to see if it hit a coin
271            hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list)
272
273            # If it did...
274            if len(hit_list) > 0:
275
276                # Get rid of the bullet
277                bullet.remove_from_sprite_lists()
278
279            # For every coin we hit, add to the score and remove the coin
280            for coin in hit_list:
281                # Make an explosion
282                for i in range(PARTICLE_COUNT):
283                    particle = Particle(self.explosions_list)
284                    particle.position = coin.position
285                    self.explosions_list.append(particle)
286
287                smoke = Smoke(50)
288                smoke.position = coin.position
289                self.explosions_list.append(smoke)
290
291                coin.remove_from_sprite_lists()
292                self.score += 1
293
294                # Hit Sound
295                arcade.sound.play_sound(self.hit_sound)
296
297            # If the bullet flies off-screen, remove it.
298            if bullet.bottom > SCREEN_HEIGHT:
299                bullet.remove_from_sprite_lists()
300
301
302def main():
303    window = MyGame()
304    window.center_window()
305    window.setup()
306    arcade.run()
307
308
309if __name__ == "__main__":
310    main()