treasurehunting2/PySDL2-0.9.5/examples/particles.py
2017-05-13 11:00:53 +02:00

235 lines
9.7 KiB
Python

"""Particle simulation"""
import sys
import random
import sdl2
import sdl2.ext
import sdl2.ext.particles
# Create a resource, so we have easy access to the example images.
RESOURCES = sdl2.ext.Resources(__file__, "resources")
# The Particle class offered by sdl2.ext.particles only contains the life
# time information of the particle, which will be decreased by one each
# time the particle engine processes it, as well as a x- and
# y-coordinate. This is not enough for us, since we want them to have a
# velocity as well to make moving them around easier. Also, each
# particle can look different for us, so we also store some information
# about the image to display on rendering in ptype.
#
# If particles run out of life, we want to remove them, since we do not
# want to flood our world with unused entities. Thus, we store a
# reference to the entity, the particle belongs to, too. This allows use
# to remove them easily later on.
class CParticle(sdl2.ext.particles.Particle):
def __init__(self, entity, x, y, vx, vy, ptype, life):
super(CParticle, self).__init__(x, y, life)
self.entity = entity
self.type = ptype
self.vx = vx
self.vy = vy
# A simple Entity class, that contains the particle information. This
# represents our living particle object.
class EParticle(sdl2.ext.Entity):
def __init__(self, world, x, y, vx, vy, ptype, life):
self.cparticle = CParticle(self, x, y, vx, vy, ptype, life)
# A callback function for creating new particles. It is needed by the
# ParticleEngine and the requirements are explained below.
def createparticles(world, deadones, count=None):
if deadones is not None:
count = len(deadones)
# Create a replacement for each particle that died. The particle
# will be created at the current mouse cursor position (explained
# below) with a random velocity, life time, and image to be
# displayed.
for c in range(count):
x = world.mousex
y = world.mousey
vx = random.random() * 3 - 1
vy = random.random() * 3 - 1
life = random.randint(20, 100)
ptype = random.randint(0, 2) # 0-2 denote the image to be used
# We do not need to assign the particle to a variable, since it
# will be added to the World and we do not need to do perform
# any post-creation operations.
EParticle(world, x, y, vx, vy, ptype, life)
# A callback function for updating particles. It is needed by the
# ParticleEngine and the requirements are explained below.
def updateparticles(world, particles):
# For each existing, living particle, move it to a new location,
# based on its velocity.
for p in particles:
p.x += p.vx
p.y += p.vy
# A callback function for deleting particles. It is needed by the
# ParticleEngine and the requirements are explained below.
def deleteparticles(world, deadones):
# As written in the comment for the CParticle class, we will use the
# stored entity reference of the dead particle components to delete
# the dead particles from the world.
world.delete_entities(p.entity for p in deadones)
# Create a simple rendering system for particles. This is somewhat
# similar to the TextureSprinteRenderSystem from sdl2.ext. Since we operate on
# particles rather than sprites, we need to provide our own rendering logic.
class ParticleRenderSystem(sdl2.ext.System):
def __init__(self, renderer, images):
# Create a new particle renderer. The surface argument will be
# the targets surface to do the rendering on. images is a set of
# images to be used for rendering the particles.
super(ParticleRenderSystem, self).__init__()
# Define, what component instances are processed by the
# ParticleRenderer.
self.componenttypes = (CParticle,)
self.renderer = renderer
self.images = images
def process(self, world, components):
# Processing code that will render all existing CParticle
# components that currently exist in the world. We have a 1:1
# mapping between the created particle entities and associated
# particle components; that said, we render all created
# particles here.
# We deal with quite a set of items, so we create some shortcuts
# to save Python the time to look things up.
#
# The SDL_Rect is used for the blit operation below and is used
# as destination position for rendering the particle.
r = sdl2.SDL_Rect()
# The SDL2 blit function to use. This will take an image
# (SDL_Texture) as source and copies it on the target.
dorender = sdl2.SDL_RenderCopy
# And some more shortcuts.
sdlrenderer = self.renderer.sdlrenderer
images = self.images
# Before rendering all particles, make sure the old ones are
# removed from the window by filling it with a black color.
self.renderer.clear(0x0)
# Render all particles.
for particle in components:
# Set the correct destination position for the particle
r.x = int(particle.x)
r.y = int(particle.y)
# Select the correct image for the particle.
img = images[particle.type]
r.w, r.h = img.size
# Render (or blit) the particle by using the designated image.
dorender(sdlrenderer, img.texture, None, r)
self.renderer.present()
def run():
# Create the environment, in which our particles will exist.
world = sdl2.ext.World()
# Set up the globally available information about the current mouse
# position. We use that information to determine the emitter
# location for new particles.
world.mousex = 400
world.mousey = 300
# Create the particle engine. It is just a simple System that uses
# callback functions to update a set of components.
engine = sdl2.ext.particles.ParticleEngine()
# Bind the callback functions to the particle engine. The engine
# does the following on processing:
# 1) reduce the life time of each particle by one
# 2) create a list of particles, which's life time is 0 or below.
# 3) call createfunc() with the world passed to process() and
# the list of dead particles
# 4) call updatefunc() with the world passed to process() and the
# set of particles, which still are alive.
# 5) call deletefunc() with the world passed to process() and the
# list of dead particles. deletefunc() is respsonible for
# removing the dead particles from the world.
engine.createfunc = createparticles
engine.updatefunc = updateparticles
engine.deletefunc = deleteparticles
world.add_system(engine)
# We create all particles at once before starting the processing.
# We also could create them in chunks to have a visually more
# appealing effect, but let's keep it simple.
createparticles(world, None, 300)
# Initialize the video subsystem, create a window and make it visible.
sdl2.ext.init()
window = sdl2.ext.Window("Particles", size=(800, 600))
window.show()
# Create a hardware-accelerated sprite factory. The sprite factory requires
# a rendering context, which enables it to create the underlying textures
# that serve as the visual parts for the sprites.
renderer = sdl2.ext.Renderer(window)
factory = sdl2.ext.SpriteFactory(sdl2.ext.TEXTURE, renderer=renderer)
# Create a set of images to be used as particles on rendering. The
# images are used by the ParticleRenderer created below.
images = (factory.from_image(RESOURCES.get_path("circle.png")),
factory.from_image(RESOURCES.get_path("square.png")),
factory.from_image(RESOURCES.get_path("star.png"))
)
# Center the mouse on the window. We use the SDL2 functions directly
# here. Since the SDL2 functions do not know anything about the
# sdl2.ext.Window class, we have to pass the window's SDL_Window to it.
sdl2.SDL_WarpMouseInWindow(window.window, world.mousex, world.mousey)
# Hide the mouse cursor, so it does not show up - just show the
# particles.
sdl2.SDL_ShowCursor(0)
# Create the rendering system for the particles. This is somewhat
# similar to the SoftSpriteRenderSystem, but since we only operate with
# hundreds of particles (and not sprites with all their overhead),
# we need an own rendering system.
particlerenderer = ParticleRenderSystem(renderer, images)
world.add_system(particlerenderer)
# The almighty event loop. You already know several parts of it.
running = True
while running:
for event in sdl2.ext.get_events():
if event.type == sdl2.SDL_QUIT:
running = False
break
if event.type == sdl2.SDL_MOUSEMOTION:
# Take care of the mouse motions here. Every time the
# mouse is moved, we will make that information globally
# available to our application environment by updating
# the world attributes created earlier.
world.mousex = event.motion.x
world.mousey = event.motion.y
# We updated the mouse coordinates once, ditch all the
# other ones. Since world.process() might take several
# milliseconds, new motion events can occur on the event
# queue (10ths to 100ths!), and we do not want to handle
# each of them. For this example, it is enough to handle
# one per update cycle.
sdl2.SDL_FlushEvent(sdl2.SDL_MOUSEMOTION)
break
world.process()
sdl2.SDL_Delay(1)
sdl2.ext.quit()
return 0
if __name__ == "__main__":
sys.exit(run())