# Rain

Inspired by the current weather – my favourite weather, the rain – I made this simple simulation. There are no controls, just look at it quietly and peacefully.

``````# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 1st of May, 2015``````

``````# gets the scaled mouse position
def getMousePos():
p = pygame.mouse.get_pos()
return [
p[0] / main.SCALE, p[1] / main.SCALE
]

# gets the distance between two points
def getDistance(p1, p2):
return int(
math.sqrt((p2[0] - p1[0])**2 + (p2[1] - p1[1])**2)
)

# validates color integer
# extra feature: _min and _max implementation
def colorValid(_color, _min = 0, _max = 255):
newColor = math.fabs(_color)
n = _max - _min
if newColor > n:
if int(newColor / n) % 2 == 0:
newColor = newColor % n
else:
newColor = n - (newColor % n)

return int(newColor) + _min

# gets the position on a circle
# circle center                           : '_pos'
# angle from center to point on the circle: '_angle'
return [
]

# swaps a boolean
def boolSwap(_bool):
if _bool:
return False
else:
return True

# raindrop class
class raindrop():
def __init__(self, _pos, _velocity, _size):
self.pos = _pos
self.velocity = _velocity
self.size = _size

# render drop
def render(self, _surface):
pygame.draw.line(_surface, [0, 0, 255], [self.pos[0], self.pos[1] - (self.size/2)], [self.pos[0], self.pos[1] + (self.size/2)])

# tick drop
def tick(self):
self.pos[1] += self.velocity[1]
if self.pos[1] - (self.size / 2) > main.HEIGHT:

# tick function
def tick():
# handle events
for event in pygame.event.get():
# quit
if event.type == pygame.QUIT:
sys.exit()

# keyup
if event.type == pygame.KEYUP:
# handle 'main.KEYSDOWN'
if event.key in main.KEYSDOWN:
main.KEYSDOWN.remove(event.key)

# keydown
if event.type == pygame.KEYDOWN:
# handle 'main.KEYSDOWN'
if event.key not in main.KEYSDOWN:
main.KEYSDOWN.append(event.key)

# spawn in new drops
if main.TICKS % 1 == 0:
main.DROPS.append(raindrop([random.randint(0, main.WIDTH), 0], [0, random.randint(2, 10)], random.randint(5, 15)))

# tick drops
for _ in main.DROPS:
_.tick()
main.DROPS.remove(_)

# debug
#print "Drops: " + str(len(main.DROPS))

# render function
def render():
# fill
main.SCREEN.fill(main.BACKGROUNDCOLOR)
if main.FILL:
main.SURF.fill(main.COLOR)

# render drops
for _ in main.DROPS:
_.render(main.SURF)

# blit and flip
main.SCREEN.blit(pygame.transform.scale(main.SURF, [int(main.WIDTH * main.SCALE), int(main.HEIGHT * main.SCALE)]), [0, 0])
pygame.display.flip()

# run function (uses tick() and render())
def run():
ticksPerSecond = 60
lastTime = time.time() * 1000000000
nsPerTick =  1000000000.0 / float(ticksPerSecond)

ticks = 0
frames = 0

lastTimer = time.time() * 1000
delta = 0.0

while True:
now = time.time() * 1000000000
delta += float(now - lastTime) / float(nsPerTick)
lastTime = now
shouldRender = False

while delta >= 1:
ticks += 1
main.TICKS += 1
tick()
delta -= 1
shouldRender = True

if shouldRender:
frames += 1
render()

if time.time() * 1000 - lastTimer >= 1000:
lastTimer += 1000

# debug
print("Frames: " + str(frames) + ", ticks: " + str(ticks))

frames = 0
ticks = 0

# dummy class for global variables
class dummy():
pass

# importing needed modules
import pygame, sys, time, math, os, random

# main dummy
main = dummy()
main.TICKS = 0

main.RES = 1
main.WIDTH = 1080 / main.RES
main.HEIGHT = 720 / main.RES
main.SIZE = [main.WIDTH, main.HEIGHT]
main.CENTER = [main.WIDTH / 2, main.HEIGHT / 2]
main.CENTERFLOAT = [main.WIDTH / 2.0, main.HEIGHT / 2.0]

main.SCALE = 1 * main.RES
main.SCALEDSIZE = [int(main.WIDTH * main.SCALE), int(main.HEIGHT * main.SCALE)]
main.SCALEDSIZEFLOAT = [main.WIDTH * main.SCALE, main.HEIGHT * main.SCALE]

main.SURF = pygame.Surface(main.SIZE)

main.SCREEN = pygame.display.set_mode(main.SCALEDSIZE)
pygame.display.set_caption("Rain")

main.BACKGROUNDCOLOR = [0, 0, 0]
main.COLOR = [0, 0, 0]
main.FILL = True

main.KEYSDOWN = []
main.DROPS = []

# start program
run()``````

This site uses Akismet to reduce spam. Learn how your comment data is processed.