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ParticleClass.py
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176 lines (146 loc) · 4.81 KB
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import pygame
import math
from OpenGL.GL import *
from OpenGL.GLU import *
WHITE = (255, 255, 255)
GREEN = (0, 128, 0)
BLUE = (0, 0, 255)
AQUA = (0, 255, 255)#CYAN
BLACK = (0, 0, 0)
FUCHSIA = (255, 0, 255)
GRAY = (128, 128, 128)
LIME = (0, 255, 0)
MAROON = (128, 0, 0)
NAVYBLUE = (0, 0, 128)
OLIVE = (128, 128, 0)
PURPLE = (128, 0, 128)
RED = (255, 0, 0)
SILVER = (192, 192, 192)
TEAL = (0, 128, 128)
WHITE = (255, 255, 255)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
CYAN = (0, 255, 255) #AQUA
HOTPINK = (255, 105, 180)
speedNum = False #If True, particle speeds appear near particles (Pixles per frame)
def addVectors(angle1, length1, angle2, length2):
x = math.sin(angle1) * length1 + math.sin(angle2) * length2
y = math.cos(angle1) * length1 + math.cos(angle2) * length2
angle = 0.5 * math.pi - math.atan2(y, x)
length = math.hypot(x, y)
return (angle, length)
def adjustcolor(color, r, g, b):
if color[0] + r <= 255:
color[0] += r
else:
color[0] = color[0]+ r - 255#255
if color[1] + g <= 255:
color[1] += g
else:
color[1] = color[1]+ g - 255#255
if color[2] + b <= 255:
color[2] += b
else:
color[2] = color[2]+ b - 255#255
return color
class Particle():
slices = 40
stacks = 40
def __init__(self, x, y, size, color, density = 1, air_mass = 0.0):
self.x = x
self.y = y
self.position = (x, y, 0)
self.size = size
self.shrink = True
self.density = density
self.mass = density*size**2
self.drag = (self.mass/(self.mass + air_mass)) ** self.size
self.elasticity = 0.75 #Percent of speed remaining after a collision
self.color = color
self.thickness = 0
self.speed = 0
self.angle = 0
self.selected = False
self.moveable = True
self.set_rect()
self.quadratic = gluNewQuadric()
def get_x(self):
return int(self.x)
def get_y(self):
return int(self.y)
def get_mass(self):
return self.mass
def get_density(self):
return self.density
def get_size(self):
return self.size
def get_color(self):
return self.color
def get_rect(self):
return self.rect
def get_selected(self):
return self.selected
def get_moveable(self):
return self.moveable
def set_rect(self):
#print(self.x)
#print(self.size)
self.rect = pygame.Rect(self.x-self.size, self.y-self.size, self.size*2, self.size*2)
def set_color(self, color):
self.color = color
def set_speed(self, speed):
self.speed = speed
def set_moveable(self):
if self.moveable:
self.moveable = False
self.speed = 0
self.angle = 0
else:
self.moveable = True
def set_coordinates(self, x, y):
self.x = x
self.y = y
def set_selected(self):
if self.selected:
self.selected = False
else:
self.selected = True
def delete(self, particleList):
particleList.remove(self)
def display(self, display):
glPushMatrix()
glTranslatef(*self.position)
glMaterialfv(GL_FRONT, GL_DIFFUSE, self.color)
gluSphere(self.quadratic, self.radius, Sphere.slices, Sphere.stacks)
glPopMatrix()
if self.selected:
pygame.draw.circle(display, WHITE, (int(self.x), int(self.y)), self.size - 2, self.thickness)
if speedNum:
partText = gameFont.render(str(int(self.speed)), True, WHITE)
screen.blit(partText, (self.x,self.y))
def move(self, gravity = [math.pi, 0.000]):
if self.moveable:
(self.angle, self.speed) = addVectors(self.angle, self.speed, gravity[0], gravity[1])
self.x += math.sin(self.angle) * self.speed
self.y -= math.cos(self.angle) * self.speed
self.speed *= self.drag
else:
self.speed = 0
self.angle = 0
def bounce(self, display_width, display_height):
if self.x > display_width - self.size:
self.x = 2*(display_width - self.size) - self.x
self.angle = - self.angle
self.speed *= self.elasticity
elif self.x < self.size:
self.x = 2*self.size - self.x
self.angle = - self.angle
self.speed *= self.elasticity
if self.y > display_height - self.size:
self.y = 2*(display_height - self.size) - self.y
self.angle = math.pi - self.angle
self.speed *= self.elasticity
elif self.y < self.size:
self.y = 2*self.size - self.y
self.angle = math.pi - self.angle
self.speed *= self.elasticity