Particle System - Fireworks#

particle_fireworks.py#
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Particle Fireworks
Use a fireworks display to demonstrate "real-world" uses of Emitters and Particles
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.particle_fireworks
"""
import arcade
from arcade import Point, Vector
from arcade.utils import _Vec2 # bring in "private" class
import os
import random
import pyglet
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Particle based fireworks"
LAUNCH_INTERVAL_MIN = 1.5
LAUNCH_INTERVAL_MAX = 2.5
TEXTURE = "images/pool_cue_ball.png"
RAINBOW_COLORS = (
arcade.color.ELECTRIC_CRIMSON,
arcade.color.FLUORESCENT_ORANGE,
arcade.color.ELECTRIC_YELLOW,
arcade.color.ELECTRIC_GREEN,
arcade.color.ELECTRIC_CYAN,
arcade.color.MEDIUM_ELECTRIC_BLUE,
arcade.color.ELECTRIC_INDIGO,
arcade.color.ELECTRIC_PURPLE,
)
SPARK_TEXTURES = [arcade.make_circle_texture(8, clr) for clr in RAINBOW_COLORS]
SPARK_PAIRS = [
[SPARK_TEXTURES[0], SPARK_TEXTURES[3]],
[SPARK_TEXTURES[1], SPARK_TEXTURES[5]],
[SPARK_TEXTURES[7], SPARK_TEXTURES[2]],
]
ROCKET_SMOKE_TEXTURE = arcade.make_soft_circle_texture(15, arcade.color.GRAY)
PUFF_TEXTURE = arcade.make_soft_circle_texture(80, (40, 40, 40))
FLASH_TEXTURE = arcade.make_soft_circle_texture(70, (128, 128, 90))
CLOUD_TEXTURES = [
arcade.make_soft_circle_texture(50, arcade.color.WHITE),
arcade.make_soft_circle_texture(50, arcade.color.LIGHT_GRAY),
arcade.make_soft_circle_texture(50, arcade.color.LIGHT_BLUE),
]
STAR_TEXTURES = [
arcade.make_soft_circle_texture(8, arcade.color.WHITE),
arcade.make_soft_circle_texture(8, arcade.color.PASTEL_YELLOW),
]
SPINNER_HEIGHT = 75
def make_spinner():
spinner = arcade.Emitter(
center_xy=(SCREEN_WIDTH / 2, SPINNER_HEIGHT - 5),
emit_controller=arcade.EmitterIntervalWithTime(0.025, 2.0),
particle_factory=lambda emitter: arcade.FadeParticle(
filename_or_texture=random.choice(STAR_TEXTURES),
change_xy=(0, 6.0),
lifetime=0.2
)
)
spinner.change_angle = 16.28
return spinner
def make_rocket(emit_done_cb):
"""Emitter that displays the smoke trail as the firework shell climbs into the sky"""
rocket = RocketEmitter(
center_xy=(random.uniform(100, SCREEN_WIDTH - 100), 25),
emit_controller=arcade.EmitterIntervalWithTime(0.04, 2.0),
particle_factory=lambda emitter: arcade.FadeParticle(
filename_or_texture=ROCKET_SMOKE_TEXTURE,
change_xy=arcade.rand_in_circle((0.0, 0.0), 0.08),
scale=0.5,
lifetime=random.uniform(1.0, 1.5),
start_alpha=100,
end_alpha=0,
mutation_callback=rocket_smoke_mutator
),
emit_done_cb=emit_done_cb
)
rocket.change_x = random.uniform(-1.0, 1.0)
rocket.change_y = random.uniform(5.0, 7.25)
return rocket
def make_flash(prev_emitter):
"""Return emitter that displays the brief flash when a firework shell explodes"""
return arcade.Emitter(
center_xy=prev_emitter.get_pos(),
emit_controller=arcade.EmitBurst(3),
particle_factory=lambda emitter: arcade.FadeParticle(
filename_or_texture=FLASH_TEXTURE,
change_xy=arcade.rand_in_circle((0.0, 0.0), 3.5),
lifetime=0.15
)
)
def make_puff(prev_emitter):
"""Return emitter that generates the subtle smoke cloud left after a firework shell explodes"""
return arcade.Emitter(
center_xy=prev_emitter.get_pos(),
emit_controller=arcade.EmitBurst(4),
particle_factory=lambda emitter: arcade.FadeParticle(
filename_or_texture=PUFF_TEXTURE,
change_xy=(_Vec2(arcade.rand_in_circle((0.0, 0.0), 0.4)) + _Vec2(0.3, 0.0)).as_tuple(),
lifetime=4.0
)
)
class AnimatedAlphaParticle(arcade.LifetimeParticle):
"""A custom particle that animates between three different alpha levels"""
def __init__(
self,
filename_or_texture: arcade.FilenameOrTexture,
change_xy: Vector,
start_alpha: int = 0,
duration1: float = 1.0,
mid_alpha: int = 255,
duration2: float = 1.0,
end_alpha: int = 0,
center_xy: Point = (0.0, 0.0),
angle: float = 0,
change_angle: float = 0,
scale: float = 1.0,
mutation_callback=None,
):
super().__init__(filename_or_texture,
change_xy,
duration1 + duration2,
center_xy,
angle,
change_angle,
scale,
start_alpha,
mutation_callback)
self.start_alpha = start_alpha
self.in_duration = duration1
self.mid_alpha = mid_alpha
self.out_duration = duration2
self.end_alpha = end_alpha
def update(self):
super().update()
if self.lifetime_elapsed <= self.in_duration:
u = self.lifetime_elapsed / self.in_duration
self.alpha = arcade.clamp(arcade.lerp(self.start_alpha, self.mid_alpha, u), 0, 255)
else:
u = (self.lifetime_elapsed - self.in_duration) / self.out_duration
self.alpha = arcade.clamp(arcade.lerp(self.mid_alpha, self.end_alpha, u), 0, 255)
class RocketEmitter(arcade.Emitter):
"""Custom emitter class to add gravity to the emitter to represent gravity on the firework shell"""
def update(self):
super().update()
# gravity
self.change_y += -0.05
class FireworksApp(arcade.Window):
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
arcade.set_background_color(arcade.color.BLACK)
self.emitters = []
self.launch_firework(0)
arcade.schedule(self.launch_spinner, 4.0)
stars = arcade.Emitter(
center_xy=(0.0, 0.0),
emit_controller=arcade.EmitMaintainCount(20),
particle_factory=lambda emitter: AnimatedAlphaParticle(
filename_or_texture=random.choice(STAR_TEXTURES),
change_xy=(0.0, 0.0),
start_alpha=0,
duration1=random.uniform(2.0, 6.0),
mid_alpha=128,
duration2=random.uniform(2.0, 6.0),
end_alpha=0,
center_xy=arcade.rand_in_rect((0.0, 0.0), SCREEN_WIDTH, SCREEN_HEIGHT)
)
)
self.emitters.append(stars)
self.cloud = arcade.Emitter(
center_xy=(50, 500),
change_xy=(0.15, 0),
emit_controller=arcade.EmitMaintainCount(60),
particle_factory=lambda emitter: AnimatedAlphaParticle(
filename_or_texture=random.choice(CLOUD_TEXTURES),
change_xy=(_Vec2(arcade.rand_in_circle((0.0, 0.0), 0.04)) + _Vec2(0.1, 0)).as_tuple(),
start_alpha=0,
duration1=random.uniform(5.0, 10.0),
mid_alpha=255,
duration2=random.uniform(5.0, 10.0),
end_alpha=0,
center_xy=arcade.rand_in_circle((0.0, 0.0), 50)
)
)
self.emitters.append(self.cloud)
def launch_firework(self, delta_time):
launchers = (
self.launch_random_firework,
self.launch_ringed_firework,
self.launch_sparkle_firework,
)
random.choice(launchers)(delta_time)
pyglet.clock.schedule_once(self.launch_firework, random.uniform(LAUNCH_INTERVAL_MIN, LAUNCH_INTERVAL_MAX))
def launch_random_firework(self, _delta_time):
"""Simple firework that explodes in a random color"""
rocket = make_rocket(self.explode_firework)
self.emitters.append(rocket)
def launch_ringed_firework(self, _delta_time):
""""Firework that has a basic explosion and a ring of sparks of a different color"""
rocket = make_rocket(self.explode_ringed_firework)
self.emitters.append(rocket)
def launch_sparkle_firework(self, _delta_time):
"""Firework which has sparks that sparkle"""
rocket = make_rocket(self.explode_sparkle_firework)
self.emitters.append(rocket)
def launch_spinner(self, _delta_time):
"""Start the spinner that throws sparks"""
spinner1 = make_spinner()
spinner2 = make_spinner()
spinner2.angle = 180
self.emitters.append(spinner1)
self.emitters.append(spinner2)
def explode_firework(self, prev_emitter):
"""Actions that happen when a firework shell explodes, resulting in a typical firework"""
self.emitters.append(make_puff(prev_emitter))
self.emitters.append(make_flash(prev_emitter))
spark_texture = random.choice(SPARK_TEXTURES)
sparks = arcade.Emitter(
center_xy=prev_emitter.get_pos(),
emit_controller=arcade.EmitBurst(random.randint(30, 40)),
particle_factory=lambda emitter: arcade.FadeParticle(
filename_or_texture=spark_texture,
change_xy=arcade.rand_in_circle((0.0, 0.0), 9.0),
lifetime=random.uniform(0.5, 1.2),
mutation_callback=firework_spark_mutator
)
)
self.emitters.append(sparks)
def explode_ringed_firework(self, prev_emitter):
"""Actions that happen when a firework shell explodes, resulting in a ringed firework"""
self.emitters.append(make_puff(prev_emitter))
self.emitters.append(make_flash(prev_emitter))
spark_texture, ring_texture = random.choice(SPARK_PAIRS)
sparks = arcade.Emitter(
center_xy=prev_emitter.get_pos(),
emit_controller=arcade.EmitBurst(25),
particle_factory=lambda emitter: arcade.FadeParticle(
filename_or_texture=spark_texture,
change_xy=arcade.rand_in_circle((0.0, 0.0), 8.0),
lifetime=random.uniform(0.55, 0.8),
mutation_callback=firework_spark_mutator
)
)
self.emitters.append(sparks)
ring = arcade.Emitter(
center_xy=prev_emitter.get_pos(),
emit_controller=arcade.EmitBurst(20),
particle_factory=lambda emitter: arcade.FadeParticle(
filename_or_texture=ring_texture,
change_xy=arcade.rand_on_circle((0.0, 0.0), 5.0) + arcade.rand_in_circle((0.0, 0.0), 0.25),
lifetime=random.uniform(1.0, 1.6),
mutation_callback=firework_spark_mutator
)
)
self.emitters.append(ring)
def explode_sparkle_firework(self, prev_emitter):
"""Actions that happen when a firework shell explodes, resulting in a sparkling firework"""
self.emitters.append(make_puff(prev_emitter))
self.emitters.append(make_flash(prev_emitter))
spark_texture = random.choice(SPARK_TEXTURES)
sparks = arcade.Emitter(
center_xy=prev_emitter.get_pos(),
emit_controller=arcade.EmitBurst(random.randint(30, 40)),
particle_factory=lambda emitter: AnimatedAlphaParticle(
filename_or_texture=spark_texture,
change_xy=arcade.rand_in_circle((0.0, 0.0), 9.0),
start_alpha=255,
duration1=random.uniform(0.6, 1.0),
mid_alpha=0,
duration2=random.uniform(0.1, 0.2),
end_alpha=255,
mutation_callback=firework_spark_mutator
)
)
self.emitters.append(sparks)
def update(self, delta_time):
# prevent list from being mutated (often by callbacks) while iterating over it
emitters_to_update = self.emitters.copy()
# update cloud
if self.cloud.center_x > SCREEN_WIDTH:
self.cloud.center_x = 0
# update
for e in emitters_to_update:
e.update()
# remove emitters that can be reaped
to_del = [e for e in emitters_to_update if e.can_reap()]
for e in to_del:
self.emitters.remove(e)
def on_draw(self):
self.clear()
for e in self.emitters:
e.draw()
arcade.draw_lrtb_rectangle_filled(0, SCREEN_WIDTH, 25, 0, arcade.color.DARK_GREEN)
mid = SCREEN_WIDTH / 2
arcade.draw_lrtb_rectangle_filled(mid - 2, mid + 2, SPINNER_HEIGHT, 10, arcade.color.DARK_BROWN)
def on_key_press(self, key, modifiers):
if key == arcade.key.ESCAPE:
arcade.close_window()
def firework_spark_mutator(particle: arcade.FadeParticle):
"""mutation_callback shared by all fireworks sparks"""
# gravity
particle.change_y += -0.03
# drag
particle.change_x *= 0.92
particle.change_y *= 0.92
def rocket_smoke_mutator(particle: arcade.LifetimeParticle):
particle.scale = arcade.lerp(0.5, 3.0, particle.lifetime_elapsed / particle.lifetime_original)
if __name__ == "__main__":
app = FireworksApp()
arcade.run()
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