This commit is contained in:
OusmBlueNinja 2025-02-21 13:38:59 -06:00
parent 345478e6e9
commit b422cd4621
3 changed files with 109 additions and 78 deletions

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95
main.py
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@ -3,59 +3,74 @@ import random
from particle import Particle
pygame.init()
# Set up display and clock.
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Particle Test")
pygame.display.set_caption("Fireplace Simulation")
clock = pygame.time.Clock()
particles = []
# Define the fireplace area (a simple rectangle to simulate a brick fireplace)
fireplace_rect = pygame.Rect(300, 400, 200, 200) # x, y, width, height
running = True
while running:
dt = clock.tick(60) / 1000.0 # Delta time in seconds.
dt = clock.tick() / 1000.0 # Delta time in seconds
# Event loop: quit on window close or spawn new particles on mouse click.
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
# Create several particles at the mouse position.
for _ in range(10):
pos = pygame.mouse.get_pos()
vel = (random.uniform(-100, 100), random.uniform(-100, 100))
p = Particle(
pos=pos,
vel=vel,
acceleration=(0, 0),
lifetime=2.0,
decay_rate=1,
color=(
random.randint(100, 255),
random.randint(100, 255),
random.randint(100, 255)
),
size=5,
size_decay=2,
glow=True,
glow_intensity=1.0,
friction=0.1,
gravity=50,
bounce=True,
bounce_damping=0.7,
random_spread=10,
spin=0,
spin_rate=random.uniform(-180, 180),
spin_decay=0.5,
trail=True,
trail_length=15,
fade=True,
shape='circle'
)
particles.append(p)
# Clear the screen.
screen.fill((0, 0, 0))
# Draw the fireplace background:
# Fill with a dark brick color and draw a border to simulate the fireplace frame.
# pygame.draw.rect(screen, (70, 20, 20), fireplace_rect) # Fireplace interior
# pygame.draw.rect(screen, (150, 50, 50), fireplace_rect, 5) # Fireplace border
# Determine a random fire origin along the bottom edge inside the fireplace.
# Spawn fire particles from the fire origin.
particles_to_spawn = (16000 - len(particles))
for _ in range(particles_to_spawn):
fire_origin = (
random.uniform(0, 800),
600
)
fire_particle = Particle(
pos=(fire_origin[0] + random.uniform(-5, 5), fire_origin[1] + random.uniform(-2, 2)),
vel=(random.uniform(-20, 20), random.uniform(-80, -120)), # Upward motion
lifetime=1.5,
decay_rate=1,
size=random.uniform(5, 8),
size_decay=5,
glow=True,
glow_intensity=1.0,
friction=0.05,
gravity=-30, # Negative gravity makes the particle rise
fade=True,
particle_type="fire"
)
particles.append(fire_particle)
# smoke_particle = Particle(
# pos=(fire_origin[0] + random.uniform(-10, 10), fire_origin[1] + random.uniform(-2, 2)),
# vel=(random.uniform(-10, 10), random.uniform(-40, -60)), # Slower upward motion
# lifetime=2.5,
# decay_rate=0.8,
# size=random.uniform(8, 12),
# size_decay=1,
# glow=False,
# friction=0.02,
# gravity=-10,
# fade=True,
# particle_type="smoke"
# )
# particles.append(smoke_particle)
# Update and draw each particle.
for particle in particles[:]:
@ -63,7 +78,7 @@ while running:
particle.draw(screen)
if particle.is_dead():
particles.remove(particle)
pygame.display.flip()
pygame.quit()

View File

@ -1,6 +1,5 @@
import pygame
import random
import math
class Particle:
def __init__(
@ -8,15 +7,15 @@ class Particle:
pos,
vel=(0, 0),
acceleration=(0, 0),
lifetime=2.0, # seconds the particle lives
decay_rate=1, # how fast the lifetime decreases
lifetime=1.0, # seconds the particle lives
decay_rate=1.0, # how fast the lifetime decreases
color=(255, 255, 255),
size=5,
size_decay=0, # rate at which the size decreases
size_decay=5, # rate at which the size decreases
glow=False,
glow_intensity=0, # multiplier for glow radius
friction=0, # slows down velocity over time
gravity=0, # constant acceleration downward
friction=0.05, # slows down velocity over time
gravity=0, # constant acceleration (negative makes it rise)
bounce=False,
bounce_damping=0.5, # energy loss when bouncing off boundaries
random_spread=0, # randomness added to velocity each update
@ -25,20 +24,19 @@ class Particle:
spin_decay=0, # how spin_rate slows down
trail=False,
trail_length=10, # how many previous positions to store
fade=False, # if True, the particle will fade (alpha decreases)
shape='circle' # could be 'circle' or 'square'
fade=True, # if True, the particle will fade (alpha decreases)
shape='circle', # could be 'circle' or 'square'
particle_type="generic" # "fire" or "smoke"
):
# Position, velocity, and acceleration are stored as vectors.
# Position, velocity, and acceleration as vectors.
self.pos = pygame.math.Vector2(pos)
self.vel = pygame.math.Vector2(vel)
self.acceleration = pygame.math.Vector2(acceleration)
# Lifetime and decay
self.lifetime = lifetime
self.initial_lifetime = lifetime
self.decay_rate = decay_rate
# Appearance settings
self.color = color
self.size = size
self.initial_size = size
@ -46,7 +44,6 @@ class Particle:
self.fade = fade
self.alpha = 255
# Effects options
self.glow = glow
self.glow_intensity = glow_intensity
self.friction = friction
@ -55,44 +52,61 @@ class Particle:
self.bounce_damping = bounce_damping
self.random_spread = random_spread
# Spin (if using rotated images or shapes)
self.spin = spin
self.spin_rate = spin_rate
self.spin_decay = spin_decay
# Trail settings: stores previous positions to create a trailing effect
self.trail = trail
self.trail_length = trail_length
self.positions = [self.pos.copy()] if trail else []
# Shape of the particle ('circle' or 'square')
self.shape = shape
# Particle type for specialized behavior.
self.particle_type = particle_type
def update(self, dt, screen_rect):
"""
dt: Delta time in seconds.
screen_rect: The rectangle representing screen boundaries (for bounce).
"""
# Decrease lifetime
# Decrease lifetime.
self.lifetime -= self.decay_rate * dt
if self.lifetime < 0:
self.lifetime = 0
# Add random variation to velocity if enabled.
# Compute life ratio (1 at birth, 0 at death).
life_ratio = self.lifetime / self.initial_lifetime if self.initial_lifetime else 0
# Update color based on particle type.
if self.particle_type == "fire":
# Realistic fire uses a multi-stage color gradient:
# At birth: bright white-yellow, mid-life: vivid orange, end: dark red.
if life_ratio > 0.5:
factor = (life_ratio - 0.5) / 0.5 # factor from 1 to 0 as life_ratio goes from 1 -> 0.5
r = 255
g = int(255 * factor + 180 * (1 - factor))
b = int(240 * factor + 50 * (1 - factor))
else:
factor = life_ratio / 0.5 # factor from 1 to 0 as life_ratio goes from 0.5 -> 0
r = int(255 * factor + 150 * (1 - factor))
g = int(180 * factor)
b = int(50 * factor)
self.color = (r, g, b)
elif self.particle_type == "smoke":
# Smoke transitions from a semi-transparent dark gray to a light gray.
start_shade = 100
end_shade = 230
shade = int(start_shade * life_ratio + end_shade * (1 - life_ratio))
self.color = (shade, shade, shade)
# Optionally add random spread.
if self.random_spread:
self.vel.x += random.uniform(-self.random_spread, self.random_spread) * dt
self.vel.y += random.uniform(-self.random_spread, self.random_spread) * dt
# Apply gravity (as an extra acceleration on the y-axis)
# Apply gravity (negative gravity makes particles rise).
self.acceleration.y += self.gravity
# Update velocity using acceleration.
# Update velocity and position.
self.vel += self.acceleration * dt
# Apply friction to slow the particle over time.
self.vel *= (1 - self.friction * dt)
# Update the position based on velocity.
self.pos += self.vel * dt
# Bounce off screen edges if enabled.
@ -110,55 +124,57 @@ class Particle:
elif self.pos.y + self.size > screen_rect.bottom:
self.pos.y = screen_rect.bottom - self.size
# Update spin
# Update spin.
self.spin += self.spin_rate * dt
self.spin_rate *= (1 - self.spin_decay * dt)
# Decrease size if size_decay is set.
# Decrease size.
if self.size_decay:
self.size = max(0, self.size - self.size_decay * dt)
# Fade out by decreasing alpha based on lifetime.
# Fade out by adjusting alpha.
if self.fade:
self.alpha = int(255 * (self.lifetime / self.initial_lifetime))
self.alpha = int(255 * life_ratio)
if self.alpha < 0:
self.alpha = 0
# Update trail history.
# Update trail positions if enabled.
if self.trail:
self.positions.append(self.pos.copy())
if len(self.positions) > self.trail_length:
self.positions.pop(0)
# Reset acceleration for next update.
self.acceleration = pygame.math.Vector2(0, 0)
def draw(self, surface):
# Set drawing color with alpha if fading.
# Apply alpha to color if fading.
if self.fade:
draw_color = (*self.color, self.alpha)
else:
draw_color = self.color
# Draw the particle's trail if enabled.
# Optionally draw a trail.
if self.trail and len(self.positions) > 1:
for i in range(1, len(self.positions)):
start = self.positions[i - 1]
end = self.positions[i]
pygame.draw.line(surface, draw_color, start, end, int(self.size))
# Draw glow effect if enabled.
# Optionally draw glow.
if self.glow:
glow_radius = int(self.size * (1 + self.glow_intensity))
glow_color = (*self.color, self.alpha) if self.fade else self.color
glow_color = (*self.color, self.alpha)
glow_surface = pygame.Surface((glow_radius * 2, glow_radius * 2), pygame.SRCALPHA)
pygame.draw.circle(glow_surface, glow_color, (glow_radius, glow_radius), glow_radius)
surface.blit(glow_surface, (self.pos.x - glow_radius, self.pos.y - glow_radius), special_flags=pygame.BLEND_ADD)
# Draw the particle shape.
# Draw the particle (default is circle).
if self.shape == 'circle':
pygame.draw.circle(surface, draw_color, (int(self.pos.x), int(self.pos.y)), int(self.size))
elif self.shape == 'square':
rect = pygame.Rect(self.pos.x - self.size, self.pos.y - self.size, self.size * 2, self.size * 2)
pygame.draw.rect(surface, draw_color, rect)
# Additional shapes (e.g., triangles, rotated images) can be added here.
def is_dead(self):
"""Return True if the particle should be removed."""