Created
December 31, 2021 11:35
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pygame smoke effect
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# ispired by: https://www.youtube.com/watch?v=n-tLlBNgS3g | |
import random | |
import sys | |
from contextlib import contextmanager | |
import pygame | |
Vec2 = pygame.math.Vector2 | |
FPS = 60 | |
GREY = (128, 128, 128) | |
WHITE = (255, 255, 255) | |
BLACK = (0, 0, 0) | |
def smooth_stop(t, power): | |
def flip(x): | |
return 1 - x | |
def dumb_pow(x, p): | |
res = 1.0 | |
while p > 0: | |
res *= x | |
p -= 1 | |
return res | |
return flip(dumb_pow(flip(t), power)) | |
@contextmanager | |
def managed_pygame(*args, **kwargs): | |
width = kwargs.get("width", 500) | |
height = kwargs.get("height", 500) | |
caption = kwargs.get("caption", "pygame window") | |
pygame.init() | |
screen = pygame.display.set_mode((width, height)) | |
pygame.display.set_caption(caption) | |
clock = pygame.time.Clock() | |
try: | |
yield screen, clock | |
finally: | |
pygame.quit() | |
sys.exit() | |
class Mover: | |
def __init__(self) -> None: | |
self.position = Vec2(0, 0) | |
self.velocity = Vec2(0, 0) | |
self.acceleration = Vec2(0, 0) | |
def apply_force(self, force: Vec2) -> None: | |
self.acceleration += force | |
def update(self) -> None: | |
self.velocity += self.acceleration | |
self.position += self.velocity | |
self.acceleration = Vec2(0, 0) | |
SMOKE = pygame.image.load("/Users/tomowarkar/Downloads/smoke.png") | |
class Bullet(pygame.sprite.Sprite, Mover): | |
def __init__(self): | |
super().__init__() | |
self.surf = SMOKE | |
self.surf = pygame.transform.scale(self.surf, (30, 30)) | |
self.rect = self.surf.get_rect() | |
Mover.__init__(self) | |
self.lifetime = 300 | |
self.angle = 0 | |
self.scale = 1 | |
def update(self): | |
self.apply_force(self.velocity * -0.02) | |
Mover.update(self) | |
self.rect.center = self.position | |
self.angle += self.velocity.magnitude() | |
self.scale += 10 / 300 | |
if self.lifetime < 0: | |
self.kill() | |
else: | |
self.lifetime -= 1 | |
def draw(self, surface: pygame.Surface): | |
rotated = pygame.transform.rotozoom(self.surf, self.angle, self.scale) | |
rect = rotated.get_rect(center=self.rect.center) | |
surface.blit(rotated, rect) | |
class Cannon: | |
def __init__(self) -> None: | |
self.position = Vec2(100, 250) | |
self.direction = Vec2(1, 0) | |
self.length = 20 | |
self.color = BLACK | |
self.width = 1 | |
@property | |
def dest(self): | |
return self.direction * self.length + self.position | |
def update(self): | |
mouse = pygame.mouse.get_pos() | |
dir = Vec2(mouse) - self.position | |
self.direction = dir.normalize() | |
def draw(self, surface: pygame.Surface): | |
pygame.draw.line(surface, self.color, self.position, self.dest, self.width) | |
with managed_pygame() as (screen, clock): | |
pygame.key.set_repeat(100) | |
c = Cannon() | |
bullets = pygame.sprite.Group() | |
font = pygame.font.SysFont(None, 20) | |
running = True | |
while running: | |
for event in pygame.event.get(): | |
if event.type == pygame.QUIT: | |
running = False | |
if event.type == pygame.KEYDOWN: | |
if event.key == pygame.K_SPACE: | |
b = Bullet() | |
b.position = c.dest | |
b.apply_force(c.direction * (4 + random.random())) | |
bullets.add(b) | |
screen.fill(WHITE) | |
c.update() | |
c.draw(screen) | |
for bullet in bullets: | |
bullet.update() | |
bullet.draw(screen) | |
clock.tick(FPS) | |
screen.blit( | |
font.render( | |
"FPS: %.2f, bullets: %d" % (clock.get_fps(), len(bullets)), | |
True, | |
BLACK, | |
), | |
(0, 0), | |
) | |
pygame.display.update() |
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