Sprite Explosions Particles#

sprite_explosion_particles.py#
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Sprite Explosion
Simple program to show creating explosions with particles
Artwork from https://kenney.nl
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.sprite_explosion_particles
"""
import random
import math
import arcade
SPRITE_SCALING_PLAYER = 0.5
SPRITE_SCALING_COIN = 0.3
SPRITE_SCALING_LASER = 0.8
COIN_COUNT = 50
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Sprite Explosion Example"
BULLET_SPEED = 5
# --- Explosion Particles Related
# How fast the particle will accelerate down. Make 0 if not desired
PARTICLE_GRAVITY = 0.05
# How fast to fade the particle
PARTICLE_FADE_RATE = 8
# How fast the particle moves. Range is from 2.5 <--> 5 with 2.5 and 2.5 set.
PARTICLE_MIN_SPEED = 2.5
PARTICLE_SPEED_RANGE = 2.5
# How many particles per explosion
PARTICLE_COUNT = 20
# How big the particle
PARTICLE_RADIUS = 3
# Possible particle colors
PARTICLE_COLORS = [arcade.color.ALIZARIN_CRIMSON,
arcade.color.COQUELICOT,
arcade.color.LAVA,
arcade.color.KU_CRIMSON,
arcade.color.DARK_TANGERINE]
# Chance we'll flip the texture to white and make it 'sparkle'
PARTICLE_SPARKLE_CHANCE = 0.02
# --- Smoke
# Note: Adding smoke trails makes for a lot of sprites and can slow things
# down. If you want a lot, it will be necessary to move processing to GPU
# using transform feedback. If to slow, just get rid of smoke.
# Start scale of smoke, and how fast is scales up
SMOKE_START_SCALE = 0.25
SMOKE_EXPANSION_RATE = 0.03
# Rate smoke fades, and rises
SMOKE_FADE_RATE = 7
SMOKE_RISE_RATE = 0.5
# Chance we leave smoke trail
SMOKE_CHANCE = 0.25
class Smoke(arcade.SpriteCircle):
""" This represents a puff of smoke """
def __init__(self, size):
super().__init__(size, arcade.color.LIGHT_GRAY, soft=True)
self.change_y = SMOKE_RISE_RATE
self.scale = SMOKE_START_SCALE
def update(self):
""" Update this particle """
if self.alpha <= PARTICLE_FADE_RATE:
# Remove faded out particles
self.remove_from_sprite_lists()
else:
# Update values
self.alpha -= SMOKE_FADE_RATE
self.center_x += self.change_x
self.center_y += self.change_y
self.scale += SMOKE_EXPANSION_RATE
class Particle(arcade.SpriteCircle):
""" Explosion particle """
def __init__(self, my_list):
# Choose a random color
color = random.choice(PARTICLE_COLORS)
# Make the particle
super().__init__(PARTICLE_RADIUS, color)
# Track normal particle texture, so we can 'flip' when we sparkle.
self.normal_texture = self.texture
# Keep track of the list we are in, so we can add a smoke trail
self.my_list = my_list
# Set direction/speed
speed = random.random() * PARTICLE_SPEED_RANGE + PARTICLE_MIN_SPEED
direction = random.randrange(360)
self.change_x = math.sin(math.radians(direction)) * speed
self.change_y = math.cos(math.radians(direction)) * speed
# Track original alpha. Used as part of 'sparkle' where we temp set the
# alpha back to 255
self.my_alpha = 255
# What list do we add smoke particles to?
self.my_list = my_list
def update(self):
""" Update the particle """
if self.my_alpha <= PARTICLE_FADE_RATE:
# Faded out, remove
self.remove_from_sprite_lists()
else:
# Update
self.my_alpha -= PARTICLE_FADE_RATE
self.alpha = self.my_alpha
self.center_x += self.change_x
self.center_y += self.change_y
self.change_y -= PARTICLE_GRAVITY
# Should we sparkle this?
if random.random() <= PARTICLE_SPARKLE_CHANCE:
self.alpha = 255
self.texture = arcade.make_circle_texture(int(self.width),
arcade.color.WHITE)
else:
self.texture = self.normal_texture
# Leave a smoke particle?
if random.random() <= SMOKE_CHANCE:
smoke = Smoke(5)
smoke.position = self.position
self.my_list.append(smoke)
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
""" Initializer """
# Call the parent class initializer
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Variables that will hold sprite lists
self.player_list = None
self.coin_list = None
self.bullet_list = None
self.explosions_list = None
# Set up the player info
self.player_sprite = None
self.score = 0
# Don't show the mouse cursor
self.set_mouse_visible(False)
# Load sounds. Sounds from kenney.nl
self.gun_sound = arcade.sound.load_sound(":resources:sounds/laser2.wav")
self.hit_sound = arcade.sound.load_sound(":resources:sounds/explosion2.wav")
arcade.set_background_color(arcade.color.BLACK)
def setup(self):
""" Set up the game and initialize the variables. """
# Sprite lists
self.player_list = arcade.SpriteList()
self.coin_list = arcade.SpriteList()
self.bullet_list = arcade.SpriteList()
self.explosions_list = arcade.SpriteList()
# Set up the player
self.score = 0
# Image from kenney.nl
self.player_sprite = arcade.Sprite(":resources:images/space_shooter/playerShip2_orange.png",
SPRITE_SCALING_PLAYER)
self.player_sprite.center_x = 50
self.player_sprite.center_y = 70
self.player_list.append(self.player_sprite)
# Create the coins
for coin_index in range(COIN_COUNT):
# Create the coin instance
# Coin image from kenney.nl
coin = arcade.Sprite(":resources:images/space_shooter/playerShip1_green.png",
SPRITE_SCALING_COIN)
coin.angle = 180
# Position the coin
coin.center_x = random.randrange(SCREEN_WIDTH)
coin.center_y = random.randrange(150, SCREEN_HEIGHT)
# Add the coin to the lists
self.coin_list.append(coin)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
self.clear()
# Draw all the sprites.
self.coin_list.draw()
self.bullet_list.draw()
self.player_list.draw()
self.explosions_list.draw()
# Render the text
arcade.draw_text(f"Score: {self.score}", 10, 20, arcade.color.WHITE, 14)
def on_mouse_motion(self, x, y, dx, dy):
"""
Called whenever the mouse moves.
"""
self.player_sprite.center_x = x
def on_mouse_press(self, x, y, button, modifiers):
"""
Called whenever the mouse button is clicked.
"""
# Gunshot sound
arcade.sound.play_sound(self.gun_sound)
# Create a bullet
bullet = arcade.Sprite(":resources:images/space_shooter/laserBlue01.png", SPRITE_SCALING_LASER)
# The image points to the right, and we want it to point up. So
# rotate it.
bullet.angle = 90
# Give it a speed
bullet.change_y = BULLET_SPEED
# Position the bullet
bullet.center_x = self.player_sprite.center_x
bullet.bottom = self.player_sprite.top
# Add the bullet to the appropriate lists
self.bullet_list.append(bullet)
def on_update(self, delta_time):
""" Movement and game logic """
# Call update on bullet sprites
self.bullet_list.update()
self.explosions_list.update()
# Loop through each bullet
for bullet in self.bullet_list:
# Check this bullet to see if it hit a coin
hit_list = arcade.check_for_collision_with_list(bullet, self.coin_list)
# If it did...
if len(hit_list) > 0:
# Get rid of the bullet
bullet.remove_from_sprite_lists()
# For every coin we hit, add to the score and remove the coin
for coin in hit_list:
# Make an explosion
for i in range(PARTICLE_COUNT):
particle = Particle(self.explosions_list)
particle.position = coin.position
self.explosions_list.append(particle)
smoke = Smoke(50)
smoke.position = coin.position
self.explosions_list.append(smoke)
coin.remove_from_sprite_lists()
self.score += 1
# Hit Sound
arcade.sound.play_sound(self.hit_sound)
# If the bullet flies off-screen, remove it.
if bullet.bottom > SCREEN_HEIGHT:
bullet.remove_from_sprite_lists()
def main():
window = MyGame()
window.center_window()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
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