White Fireworks

In the spirit of the new year, this program tries to mimic white fireworks exploding in the night sky.

The first example The second example The third example


# Python 2.7.7 Code
# Pygame 1.9.1 (for Python 2.7.7)
# Jonathan Frech 3rd of October, 2015
#         edited 1st of January, 2016

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

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

# node class
class node():
	def __init__(self):
		#self.pos = [main.WIDTH/2, main.HEIGHT/2]
		self.pos = [random.randint(0, main.WIDTH), random.randint(0, main.HEIGHT)]
		self.radius = 100
		self.density = 100

	def tick(self):
		#self.pos[random.randint(0, 1)] += random.randint(-1, 1)
		self.radius += random.randint(-1, 1)
		self.density += random.randint(-1, 1)

		for _ in range(0, 2):
			if self.pos[_] < 0:
				self.pos[_] = 0
			elif self.pos[_] > main.SIZE[_]:
				self.pos[_] = main.SIZE[_]

		if self.radius < 1:
			self.radius = 1
		if self.density < 1:
			self.desity = 1

	def render(self, _surface):
		for _ in range(0, self.density):
			p = getCirclePos(self.pos, self.radius, 360./self.density*_)
			pygame.draw.circle(_surface, [255, 255, 255], intpos(p), 3)
			pygame.draw.line(_surface, [255, 255, 255], p, self.pos)

""" FUNCTIONS """
# gets the position on a circle
# circle center                           : '_pos'
# circle radius                           : '_radius'
# angle from center to point on the circle: '_angle'
def getCirclePos(_pos, _radius, _angle):
	return [
				_pos[0] + _radius * math.cos(math.radians(_angle)),
				_pos[1] + _radius * math.sin(math.radians(_angle))
			]

# returns an integer version of given positon
def intpos(_pos):
	return [int(_pos[0]), int(_pos[1])]

# takes a screenshot
def screenshot():
	path = os.getcwd() + "/out/"
	
	try:
		if not os.path.isdir(path):
			os.mkdir(path)
		
		name = "img" + str(len(os.listdir(path))) + ".png"
		pygame.image.save(main.SURF, path + name)
	except:
		pass

# quits the program
def quit():
	sys.exit()

""" TICK; RENDER """
# tick function
def tick():
	# handle events
	for event in pygame.event.get():
		# quit
		if event.type == pygame.QUIT:
			quit()

		# keydown
		if event.type == pygame.KEYDOWN:
			if event.key == pygame.K_SPACE:
				screenshot()
	
	# tick nodes
	for _ in main.NODES:
		for __ in range(0, 100):
			_.tick()

# render function
def render():
	# fill
	main.SURF.fill(main.COLOR)
	
	# render nodes
	for _ in main.NODES:
		_.render(main.SURF)

	# blit and flip
	main.SCREEN.blit(main.SURF, [0, 0])
	pygame.display.flip()

""" INIT """
# initialize program
def init():
	main.WIDTH, main.HEIGHT = 1080, 720
	main.SIZE = [main.WIDTH, main.HEIGHT]
	main.CENTER = [main.WIDTH / 2., main.HEIGHT / 2.]
	main.SCREEN = pygame.display.set_mode(main.SIZE)
	main.SURF = pygame.Surface(main.SIZE)
	
	main.CAPTION = "White Fireworks"
	main.COLOR = [0, 0, 0]
	main.TICKS = 0
	main.KEYSDOWN = []

	main.NODES = []
	for _ in range(0, 20):
		main.NODES.append(node())
	
	# functions
	pygame.display.set_caption(main.CAPTION)

""" RUN """
# 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

# main variable
main = dummy()
init()

# start program
run()
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