├── LICENSE ├── README.md ├── button.py ├── fountainBase.py ├── fountainParticles.py ├── main.py ├── particle.py ├── particlenode.py ├── root.py ├── sounds └── wav │ ├── Explosion+4.wav │ ├── Explosion+6.wav │ ├── Explosion+8.wav │ ├── Fireball+1.wav │ ├── Fireball+3.wav │ ├── Missile+2 (1).wav │ ├── Missile+2.wav │ ├── fire.wav │ └── fire2.wav ├── spinner.py ├── spinnerParticle.py ├── subnode.py ├── thrust.py └── utility.py /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Fireworks_Pygame_Python 2 | start with `main.py` 3 | ## Demo 4 | https://github.com/ra-raptor/Fireworks_Pygame_Python/assets/54475223/2ce1ea14-a500-4e8d-8ff8-a4622a72066f 5 | ## Description 6 | - #### Made using Python and Pygame Library 7 | - #### 5 diffrent types of Fire Crackers 8 | - Normal Rockets 9 | - Rockets that generate few smaller rockets after bursting 10 | - Rockets that generate Ring like shape after bursting 11 | - Fountain Cracker ( FlowerPot / Aanaar ) 12 | - Ground Spinner ( Chakri ) 13 | - #### Physics and Sound Effects 14 | - #### Everything simulated only with circles 15 | 16 | ## Prerequisites 17 | - #### Python 18 | - #### pygame 19 | ```sh 20 | pip install pygame 21 | ``` 22 | ## Contributing 23 | Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change. 24 | 25 | ## License 26 | [GNU] See `LICENSE` for more information. 27 | 28 | ## Contact 29 | 30 | Vikas Kumar Saw - [``Vikas Kumar Saw``](https://instagram.com/vikas.kumar.saw) - vikasvks0112@gmail.com 31 | 32 | Project Link: [https://github.com/VikasKumarSaw/Fireworks_Pygame_Python](https://github.com/VikasKumarSaw/Fireworks_Pygame_Python) 33 | -------------------------------------------------------------------------------- /button.py: -------------------------------------------------------------------------------- 1 | import pygame 2 | vec = pygame.math.Vector2 3 | from utility import * 4 | 5 | class Button: 6 | def __init__(self,main,surface,x,y,w,h,colour,text): 7 | self.surface = surface 8 | self.position = vec(x,y) 9 | self.width = w 10 | self.height = h 11 | self.main = main 12 | self.colour = BUTTONS #from utility 13 | self.currentColour = self.colour[0] 14 | self.fontColor = self.colour[1] 15 | self.text = text 16 | self.ishover = False 17 | self.clicked = False 18 | 19 | def draw(self): 20 | #draw diffrent style based on current state 21 | if self.ishover: 22 | self.currentColour = self.colour[1] 23 | self.fontColor = self.colour[0] 24 | if self.clicked: 25 | self.currentColour = self.colour[2] 26 | self.fontColor = self.colour[1] 27 | pygame.draw.rect(self.surface,self.currentColour,(self.position.x,self.position.y,self.width,self.height),0) 28 | #draw text on btn 29 | if self.text != "": 30 | font = pygame.font.SysFont('Calibri',28) 31 | text = font.render(self.text,1,self.fontColor) 32 | self.surface.blit(text,(self.position.x+self.width/2-46,self.position.y+self.height/2-7)) 33 | 34 | def update(self): 35 | # check for hover when mouse pointer is nearby 36 | x,y = pygame.mouse.get_pos() 37 | if y > self.position.y and y < self.position.y + self.height: 38 | if x > self.position.x and x < self.position.x + self.width: 39 | self.ishover = True 40 | 41 | 42 | -------------------------------------------------------------------------------- /fountainBase.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | from math import sqrt 4 | vec = pygame.math.Vector2 5 | from fountainParticles import * 6 | 7 | class FountainBase(): 8 | def __init__(self,main,x): 9 | self.main = main 10 | self.position = vec(x,self.main.canvasHeight) 11 | self.particle_count = 30 12 | self.colour = random.choice(GRADIENDTS) 13 | self.time = pygame.time.get_ticks() 14 | self.lifespan = 6000 15 | #play sound 16 | EXPLOSION_SOUNDS[0].play() 17 | 18 | def draw(self): 19 | pygame.draw.circle(self.main.screen,self.colour[0],(int(self.position.x),int(self.position.y)),4) 20 | 21 | def update(self): 22 | #die when lifespan is over 23 | now = pygame.time.get_ticks() 24 | if now - self.time > self.lifespan: 25 | self.main.FountainParticles.remove(self) 26 | #continious burst 27 | self.burst() 28 | 29 | def burst(self): 30 | for i in range(self.particle_count): 31 | t = FountainParticle(self.main,self.position.x,self.position.y,self.colour) 32 | self.main.FountainParticles.append(t) -------------------------------------------------------------------------------- /fountainParticles.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | vec = pygame.math.Vector2 4 | from particle import * 5 | 6 | class FountainParticle(Particle): 7 | def __init__(self,main,x,y,col): 8 | self.main = main 9 | self.position = vec(x,y) 10 | #random initial angle and velocity 11 | self.angle = random.randint(-1,1) 12 | self.mag = random.randint(-500,-400) 13 | self.velocity = vec(0,self.mag).rotate(0) 14 | self.acceleration = vec(0,0) 15 | self.birthTime = pygame.time.get_ticks() 16 | self.size_counter_time = pygame.time.get_ticks() 17 | #random lifespan 18 | self.activeDuration = random.choice([3000,4000,5000,6000]) 19 | self.colorCollection = col 20 | self.size = 3 21 | #posDir is a check for postive direction, half the particles will have positive x velocity half will have negetive 22 | self.posDir = False 23 | randInt = random.choice([0,1]) 24 | if randInt == 1: 25 | self.posDir = True 26 | self.XVelOffset = random.randint(0,70) 27 | 28 | def draw(self): 29 | #select random color and draw 30 | choice = random.choice(self.colorCollection) 31 | pygame.draw.circle(self.main.screen,choice,(int(self.position.x),int(self.position.y)),self.size) 32 | 33 | def update(self): 34 | #die when lifespan over 35 | now = pygame.time.get_ticks() 36 | if now-self.birthTime > self.activeDuration: 37 | self.main.FountainParticles.remove(self) 38 | #decrease size after set interval (JUST AS A TEST) 39 | if now - self.size_counter_time > 200: 40 | self.size_counter_time = now 41 | self.size-= 1 42 | if self.size < 2 : 43 | self.size = 2 44 | if self.posDir: 45 | self.position.x += self.XVelOffset*self.main.dt 46 | if not self.posDir: 47 | self.position.x -= self.XVelOffset*self.main.dt 48 | self.update_position() #From Particle class -------------------------------------------------------------------------------- /main.py: -------------------------------------------------------------------------------- 1 | import pygame,os,time,random 2 | from particle import * 3 | from utility import * 4 | from root import * 5 | from fountainBase import * 6 | from spinner import * 7 | from button import * 8 | pygame.init() 9 | 10 | class Main: 11 | ''' main class that controls the entire programm ''' 12 | def __init__(self): 13 | self.WIDTH = 600 14 | self.HEIGHT = 750 15 | self.TITLE = "Fireworks!!" 16 | #height of canvas for fireworks 17 | self.canvasHeight = 600 18 | self.FPS = 30 19 | self.screen = pygame.display.set_mode((self.WIDTH,self.HEIGHT)) 20 | pygame.display.set_caption(self.TITLE) 21 | self.clock = pygame.time.Clock() 22 | self.isRunning = True 23 | self.otp = False 24 | self.play = False 25 | #clickstate is index of current firework 26 | self.clickState = 1 27 | self.run() 28 | 29 | def run(self): 30 | self.isPlaying = True 31 | # these groups will hold add objects 32 | self.TempContainer = [] 33 | self.ParticleContainer = [] 34 | self.ThrustContainer = [] 35 | self.SubNodeContainer = [] 36 | self.FountainParticles = [] 37 | self.SpinnerParticles = [] 38 | self.Btns = [] 39 | 40 | while self.isPlaying: 41 | self.clock.tick(self.FPS) 42 | self.dt = self.clock.tick(self.FPS)/1000 43 | self.ready() 44 | self.createButtons() 45 | self.Btn1.clicked = True 46 | self.events() 47 | self.update() 48 | self.draw() 49 | 50 | def ready(self): 51 | if self.play and not self.otp: 52 | count = 1 53 | self.spwan(count) 54 | self.play = False 55 | 56 | def spwan(self,count): 57 | # spwan count number of rocket root nodes (TEST) 58 | for i in range(count): 59 | self.randt = random.randint(-250,250) 60 | self.randt2 = random.randint(-50,20) 61 | self.randv = random.randint(-50,50) 62 | self.randvy = random.randint(-50,60) 63 | temp = random.choice([4,6]) 64 | EXPLOSION_SOUNDS[temp].play() 65 | t = Root(self,self.WIDTH/2 + self.randt,self.canvasHeight+self.randt2,random.randint(100,500),"N") 66 | self.TempContainer.append(t) 67 | 68 | def spwanXY(self,count,x,y,d,t): 69 | #spawn method 70 | for i in range(count): 71 | temp = random.choice([4,6]) 72 | EXPLOSION_SOUNDS[temp].play() 73 | t = Root(self,x,y,d,t) 74 | self.TempContainer.append(t) 75 | 76 | def checkBtnState(self): 77 | # checks btn state 78 | if self.clickState==1: 79 | self.Btn1.clicked = True 80 | if self.clickState==2: 81 | self.Btn2.clicked = True 82 | if self.clickState==3: 83 | self.Btn3.clicked = True 84 | if self.clickState==4: 85 | self.Btn4.clicked = True 86 | if self.clickState==5: 87 | self.Btn5.clicked = True 88 | 89 | def resetClick(self): 90 | #resets click 91 | self.Btn1.clicked = False 92 | self.Btn2.clicked = False 93 | self.Btn3.clicked = False 94 | self.Btn4.clicked = False 95 | self.Btn5.clicked = False 96 | 97 | def createButtons(self): 98 | self.Btn1 = Button(self,self.screen,5,600,114,100,RED,"Rocket 1") 99 | self.Btn2 = Button(self,self.screen,124,600,114,100,ORANGECORAL,"Rocket 2") 100 | self.Btn3 = Button(self,self.screen,243,600,114,100,YELLOW,"Rocket 3") 101 | self.Btn4 = Button(self,self.screen,362,600,114,100,GREEN,"Fountain") 102 | self.Btn5 = Button(self,self.screen,481,600,114,100,BLUE," Spinner") 103 | 104 | def events(self): 105 | for event in pygame.event.get(): 106 | if event.type == pygame.QUIT: 107 | if self.isPlaying: 108 | self.isPlaying = False 109 | self.isRunning = False 110 | if event.type == pygame.KEYDOWN: 111 | self.play = True 112 | #mouse click event 113 | if event.type == pygame.MOUSEBUTTONDOWN and event.button== 1: 114 | mouse_x, mouse_y = event.pos 115 | #handling click for btns 116 | if mouse_y>600 and mouse_y<700: 117 | if mouse_x>5 and mouse_x<119: 118 | self.clickState =1 119 | if mouse_x>124 and mouse_x<238: 120 | self.clickState =2 121 | if mouse_x>243 and mouse_x<357: 122 | self.clickState =3 123 | if mouse_x>362 and mouse_x<476: 124 | self.clickState =4 125 | if mouse_x>481 and mouse_x<595: 126 | self.clickState =5 127 | #handling click for crackers 128 | if mouse_y < 600: 129 | if self.clickState == 1: 130 | self.spwanXY(1,mouse_x,self.WIDTH+100,self.canvasHeight-mouse_y,"N") 131 | if self.clickState == 2: 132 | self.spwanXY(1,mouse_x,self.WIDTH+100,self.canvasHeight-mouse_y,"S") 133 | if self.clickState ==3: 134 | self.spwanXY(1,mouse_x,self.WIDTH+100,self.canvasHeight-mouse_y,"B") 135 | if self.clickState == 4: 136 | t = FountainBase(self,mouse_x) 137 | self.FountainParticles.append(t) 138 | if self.clickState == 5: 139 | t = Spinner(self,mouse_x,mouse_y) 140 | self.SpinnerParticles.append(t) 141 | 142 | def update(self): 143 | #resetclick 144 | self.resetClick() 145 | #check for btn state 146 | self.checkBtnState() 147 | #update each group 148 | for i in self.TempContainer: 149 | i.update() 150 | for i in self.ParticleContainer: 151 | i.update() 152 | for i in self.ThrustContainer: 153 | i.update() 154 | for i in self.SubNodeContainer: 155 | i.update() 156 | for i in self.FountainParticles: 157 | i.update() 158 | for i in self.SpinnerParticles: 159 | i.update() 160 | # update each btn 161 | self.Btn1.update() 162 | self.Btn2.update() 163 | self.Btn3.update() 164 | self.Btn4.update() 165 | self.Btn5.update() 166 | 167 | def draw(self): 168 | self.screen.fill(BACKGROUND) 169 | #draw each groups 170 | for i in self.TempContainer: 171 | i.draw() 172 | for i in self.ParticleContainer: 173 | i.draw() 174 | for i in self.ThrustContainer: 175 | i.draw() 176 | for i in self.SubNodeContainer: 177 | i.draw() 178 | for i in self.FountainParticles: 179 | i.draw() 180 | for i in self.SpinnerParticles: 181 | i.draw() 182 | #draw background for bts 183 | pygame.draw.rect(self.screen,(25,25,25),(0,600,600,100)) 184 | # draw each btns 185 | self.Btn1.draw() 186 | self.Btn2.draw() 187 | self.Btn3.draw() 188 | self.Btn4.draw() 189 | self.Btn5.draw() 190 | pygame.display.update() 191 | 192 | if __name__ == "__main__": 193 | temp = Main() 194 | pygame.quit() 195 | pygame.display.quit() -------------------------------------------------------------------------------- /particle.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | vec = pygame.math.Vector2 4 | 5 | class Particle: 6 | "base class for all particles" 7 | def __init__(self,main,x,y): 8 | pass 9 | 10 | def update_position(self): 11 | self.acc("y",10) 12 | self.velocity += self.acceleration 13 | self.position += self.velocity*self.main.dt 14 | 15 | def draw(self): 16 | pygame.draw.circle(self.main.screen,RED,(int(self.position.x),int(self.position.y)),1) 17 | 18 | def acc(self,dir,val): 19 | if dir == "x": 20 | self.velocity.x += val 21 | if dir == "y": 22 | self.velocity.y += val -------------------------------------------------------------------------------- /particlenode.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | vec = pygame.math.Vector2 4 | from particle import * 5 | 6 | class ParticleNode(Particle): 7 | def __init__(self,main,x,y,col,nerfed=False,nerfCount=False): 8 | self.main = main 9 | self.position = vec(x,y) 10 | #random magnitude of initial velocity and angle 11 | self.angle = random.randint(-180,180) 12 | self.magVel = random.randint(-1000,0) 13 | self.velocity = vec(self.magVel,0).rotate(self.angle) 14 | self.acceleration = vec(0,0) 15 | self.birthTime = pygame.time.get_ticks() 16 | self.size_counter_time = pygame.time.get_ticks() 17 | self.activeDuration = 400 18 | self.colorCollection = col 19 | self.size = 3 20 | #will behave diffrently for Semi Bang and Ring 21 | self.nerfedforbang = False 22 | self.isRing = False 23 | if (nerfed): 24 | #when nerfed 25 | self.velocity/=5 26 | if (nerfCount): 27 | self.nerfedforbang = True 28 | self.nerfDivisor = nerfCount 29 | if nerfCount != "RING": 30 | self.velocity /= self.nerfDivisor 31 | self.waitFor = 100 32 | self.activeDuration = 450 33 | if nerfCount=="RING": 34 | self.randomNum = random.randint(500,600) 35 | self.velocity = vec(self.randomNum,0).rotate(self.angle) 36 | self.isRing = True 37 | 38 | def draw(self): 39 | #select random color and draw 40 | choice = random.choice(self.colorCollection) 41 | if (self.nerfedforbang): 42 | choice = WHITE 43 | now = pygame.time.get_ticks() 44 | if now - self.birthTime < self.waitFor: 45 | choice = random.choice(self.colorCollection) 46 | if (self.isRing) == True: 47 | choice = random.choice(self.colorCollection) 48 | pygame.draw.circle(self.main.screen,choice,(int(self.position.x),int(self.position.y)),self.size) 49 | 50 | def update(self): 51 | #die when lifespan is over 52 | now = pygame.time.get_ticks() 53 | if now-self.birthTime > self.activeDuration: 54 | self.main.ParticleContainer.remove(self) 55 | #decrease size with time (JUST AS A TEST) 56 | if now - self.size_counter_time > 200: 57 | self.size_counter_time = now 58 | self.size-= 1 59 | if self.size < 2 : 60 | self.size = 2 61 | self.update_position() #Particle Class -------------------------------------------------------------------------------- /root.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | from math import sqrt 4 | vec = pygame.math.Vector2 5 | from particle import * 6 | from particlenode import * 7 | from thrust import * 8 | from subnode import * 9 | 10 | class Root(Particle): 11 | def __init__(self,main,x,y,destination,category="N"): 12 | self.main = main 13 | self.position = vec(x,self.main.canvasHeight) 14 | #calculate required initial velocity to reach mouse pointer 15 | self.velocity_value = sqrt(60*destination*10) 16 | self.velocity = vec(0,-self.velocity_value).rotate(0) 17 | self.acceleration = vec(0,0) 18 | self.particle_count = 1000 19 | self.category = category # N : Normal , S : Sprinkler , B : Big Bang 20 | self.colour = random.choice(GRADIENDTS) 21 | if self.category == "S": 22 | self.subNodeCount = 20 23 | if self.category == "B": 24 | self.ringCol = random.choice(GRADIENDTS) 25 | 26 | def draw(self): 27 | pygame.draw.circle(self.main.screen,self.colour[0],(int(self.position.x),int(self.position.y)),6) 28 | 29 | def update(self): 30 | self.thrust() 31 | self.update_position() #from Particle class 32 | #burst at topmost point 33 | if self.velocity.y > 0: 34 | self.burst() 35 | 36 | def burst(self): 37 | #choose random sound and play 38 | temp = random.choice([2,3]) 39 | EXPLOSION_SOUNDS[temp].play() 40 | #generate particles 41 | for i in range(self.particle_count): 42 | t = ParticleNode(self.main,self.position.x,self.position.y,self.colour) 43 | self.main.ParticleContainer.append(t) 44 | #if S then also genetate subnode 45 | if self.category == "S": 46 | for i in range(self.subNodeCount): 47 | s = Subnode(self.main,self.position.x,self.position.y,self.colour) 48 | self.main.SubNodeContainer.append(s) 49 | #if b then also generate Ring 50 | if self.category == "B": 51 | for i in range(1000): 52 | t = ParticleNode(self.main,self.position.x,self.position.y,self.colour,nerfCount=3) 53 | self.main.ParticleContainer.append(t) 54 | for i in range(1000): 55 | t = ParticleNode(self.main,self.position.x,self.position.y,self.ringCol,nerfCount="RING") 56 | self.main.ParticleContainer.append(t) 57 | #remove self after bang 58 | self.main.TempContainer.remove(self) 59 | 60 | #generate thrust 61 | def thrust(self): 62 | l = sqrt(self.velocity.x**2 + self.velocity.y**2) 63 | num = l/10 64 | n = int(num) 65 | for i in range(n): 66 | v = (self.velocity.x,self.velocity.y) 67 | t = ThrustNode(self.main,v,self.position.x,self.position.y,self.colour) 68 | self.main.ThrustContainer.append(t) 69 | 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-------------------------------------------------------------------------------- /spinner.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | from math import sqrt,cos,sin,pi 4 | vec = pygame.math.Vector2 5 | from spinnerParticle import * 6 | 7 | class Spinner(): 8 | def __init__(self,main,x,y): 9 | self.main = main 10 | self.position = vec(x,y) 11 | self.velocity = vec(0,0).rotate(0) 12 | self.acceleration = vec(0,0) 13 | #number of particles emmited 14 | self.particle_count = 50 15 | #random color sequence 16 | self.colour = random.choice(GRADIENDTS) 17 | #time of birth as a reference 18 | self.birthTime = pygame.time.get_ticks() 19 | #time in millisecond to die 20 | self.lifespan = 7000 21 | #initail rotation = 0 degrees 22 | self.rotation = 0 23 | #dR is by how much degrees will the spinner be rotated each time 24 | self.dR = 16 25 | #self.size is Radius of SpinnerBody 26 | self.size=10 27 | #play sound 28 | EXPLOSION_SOUNDS[0].play() 29 | 30 | def draw(self): 31 | #draw a circle with the specified colour and radius in the given position 32 | pygame.draw.circle(self.main.screen,self.colour[0],(int(self.position.x),int(self.position.y)),self.size) 33 | 34 | def update(self): 35 | #if survived more than lifespan then kill 36 | now = pygame.time.get_ticks() 37 | if now-self.birthTime > self.lifespan: 38 | self.main.SpinnerParticles.remove(self) 39 | #rotate 40 | self.rotate() 41 | #calcuating X and Y spwan position of 4 particles each 90 degrees apart 42 | Xoffset1 = self.position.x + self.size*sin(self.rotation*pi/180) 43 | Yoffset1 = self.position.y - self.size*cos(self.rotation*pi/180) 44 | Xoffset2 = self.position.x + self.size*sin((self.rotation+180)*pi/180) 45 | Yoffset2 = self.position.y - self.size*cos((self.rotation+180)*pi/180) 46 | Xoffset3 = self.position.x + self.size*sin((self.rotation+90)*pi/180) 47 | Yoffset3 = self.position.y - self.size*cos((self.rotation+90)*pi/180) 48 | Xoffset4 = self.position.x + self.size*sin((self.rotation-90)*pi/180) 49 | Yoffset4 = self.position.y - self.size*cos((self.rotation-90)*pi/180) 50 | for i in range(self.particle_count): 51 | t1 = SpinnerParticle(self.main,Xoffset1,Yoffset1,self.colour,self.rotation) 52 | t2 = SpinnerParticle(self.main,Xoffset2,Yoffset2,self.colour,self.rotation+180) 53 | t3 = SpinnerParticle(self.main,Xoffset3,Yoffset3,self.colour,self.rotation+90) 54 | t4 = SpinnerParticle(self.main,Xoffset4,Yoffset4,self.colour,self.rotation-90) 55 | self.main.SpinnerParticles.append(t1) 56 | self.main.SpinnerParticles.append(t2) 57 | self.main.SpinnerParticles.append(t3) 58 | self.main.SpinnerParticles.append(t4) 59 | 60 | def rotate(self): 61 | #increases rotation value each frame 62 | self.rotation += self.dR 63 | 64 | -------------------------------------------------------------------------------- /spinnerParticle.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | vec = pygame.math.Vector2 4 | from random import gauss 5 | 6 | class SpinnerParticle(): 7 | def __init__(self,main,x,y,col,dir): 8 | self.main = main 9 | self.position = vec(x,y) 10 | #random magnitude of initial velocity 11 | self.magVel = self.RANDOM() 12 | self.velocity = vec(-self.magVel,0).rotate(dir) 13 | self.acceleration = vec(0,0) 14 | self.birthTime = pygame.time.get_ticks() 15 | self.activeDuration = 700 16 | self.colorCollection = col 17 | self.size = 2 18 | 19 | def draw(self): 20 | #selecting a random colour from colorCollection array and drawing a circle at the calculated position 21 | choice = random.choice(self.colorCollection) 22 | pygame.draw.circle(self.main.screen,choice,(int(self.position.x),int(self.position.y)),self.size) 23 | 24 | def update(self): 25 | #if survived more than lifespan then kill 26 | now = pygame.time.get_ticks() 27 | if now-self.birthTime > self.activeDuration: 28 | self.main.SpinnerParticles.remove(self) 29 | #motion 30 | self.velocity += self.acceleration 31 | self.position += self.velocity*self.main.dt 32 | 33 | def RANDOM(self): 34 | #return a gaussain random value 35 | ran = gauss(50,1000) 36 | if ran > 10 and ran <1000: 37 | return ran 38 | else: 39 | return self.RANDOM() -------------------------------------------------------------------------------- /subnode.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | from math import sqrt 4 | vec = pygame.math.Vector2 5 | from particle import * 6 | from particlenode import * 7 | 8 | class Subnode(Particle): 9 | def __init__(self,main,x,y,c): 10 | self.main = main 11 | self.position = vec(x,y) 12 | #random magnitude of initial velocity and angle 13 | self.angle = random.randint(-180,180) 14 | self.velMag = random.choice([300,600]) 15 | self.velocity = vec(self.velMag,0).rotate(self.angle) 16 | self.acceleration = vec(0,0) 17 | #particle count of how many particle this will emmit 18 | self.particle_count = 100 19 | self.colour = c 20 | self.timeCounter = pygame.time.get_ticks() 21 | self.lifespan = 400 22 | self.size = 4 23 | 24 | def draw(self): 25 | pygame.draw.circle(self.main.screen,self.colour[0],(int(self.position.x),int(self.position.y)),self.size) 26 | 27 | def update(self): 28 | self.update_position() #defined in Particle Class 29 | #burst when lifespan is over 30 | now = pygame.time.get_ticks() 31 | if now - self.timeCounter > self.lifespan: 32 | self.burst() 33 | 34 | def burst(self): 35 | #choose a random sound and play 36 | temp = random.choice([1,2,3,4]) 37 | EXPLOSION_SOUNDS[temp].play() 38 | #emmit particles at Burst phase 39 | for i in range(self.particle_count): 40 | t = ParticleNode(self.main,self.position.x,self.position.y,self.colour,nerfed=True) 41 | self.main.ParticleContainer.append(t) 42 | self.main.SubNodeContainer.remove(self) -------------------------------------------------------------------------------- /thrust.py: -------------------------------------------------------------------------------- 1 | from utility import * 2 | import pygame,random 3 | vec = pygame.math.Vector2 4 | from particle import * 5 | 6 | class ThrustNode(Particle): 7 | """ Thrust of rocket """ 8 | def __init__(self,main,v,x,y,col): 9 | self.main = main 10 | #X-offset at place of origin 11 | self.xoffset = random.randint(-2,2) 12 | self.position = vec(x,y) 13 | #adding x offset to spwan position 14 | self.position.x += self.xoffset 15 | #random magnitude of initial velocity and angle 16 | self.angle = random.randint(-5,5) 17 | self.magVel = random.randint(100,500) 18 | self.velocity = v 19 | self.velocity += vec(0,self.magVel).rotate(self.angle) 20 | self.acceleration = vec(0,0) 21 | #time of spwan 22 | self.birthTime = pygame.time.get_ticks() 23 | self.activeDuration = 10 24 | self.colorCollection = ORANGEFUN 25 | self.size = 2 26 | 27 | def draw(self): 28 | #selecting a random colour from colorCollection array and drawing a circle at the calculated position 29 | choice = random.choice(self.colorCollection) 30 | pygame.draw.circle(self.main.screen,choice,(int(self.position.x),int(self.position.y)),self.size) 31 | 32 | def update(self): 33 | #if survived more than lifespan then kill 34 | now = pygame.time.get_ticks() 35 | if now-self.birthTime > self.activeDuration: 36 | self.main.ThrustContainer.remove(self) 37 | self.update_position() #defined in Particle class -------------------------------------------------------------------------------- /utility.py: -------------------------------------------------------------------------------- 1 | import pygame 2 | from os import path,getcwd 3 | pygame.mixer.init() 4 | 5 | ''' COLOURS ''' 6 | 7 | WHITE = (255,255,255) 8 | BACKGROUND = (30,30,30) 9 | RED = [(255,0,0),(255,30,30), (255,60,60),(225,90,90),(255,120,120),(255,150,150)] 10 | GREEN = [(0,255,0),(30,255,30), (60,255,60),(90,255,90),(120,255,120),(150,255,150)] 11 | BLUE = [(0,0,255),(30,30,255), (60,60,255),(90,90,255),(120,120,255),(150,150,255)] 12 | YELLOW = [(255,255,0),(255,255,30), (255,255,60),(225,255,90),(255,255,120),(255,255,150)] 13 | GREENBLUE = [(0,255,255),(30,255,255), (60,255,255),(90,255,255),(120,255,255),(150,255,255)] 14 | PINK = [(255,0,255),(255,30,255), (255,60,255),(225,90,255),(255,120,255),(255,150,255)] 15 | ORANGEFUN = [(252, 74, 26),(253, 101, 19),(252, 125, 16),(251, 145, 22), (249, 165, 35),(247, 183, 51)] 16 | ORANGECORAL = [(255, 153, 102),(255, 142, 99),(255, 131, 97),(255, 119, 96),(255, 107, 96),(255, 107, 96) ] 17 | PURPINK = [(127, 0, 255),(151, 0, 255),(171, 0, 255),(191, 0, 255),(208, 0, 255),(225, 0, 255) ] 18 | TELEGRAM = [(28, 146, 210),(81, 168, 217),(122, 190, 224),(162, 211, 232),(201, 232, 241),(242, 252, 254)] 19 | ALIVE = [(203, 53, 107),(202, 53, 95),(201, 54, 83),(198, 56, 72),(194, 59, 61),(189, 63, 50)] 20 | COMPARENOW = [(239, 59, 54),(247, 92, 85),(253, 121, 115),(255, 148, 144),(255, 174, 173),(255, 200, 200)] 21 | GRANDEUR = [(0, 0, 70),(0, 38, 106),(0, 72, 140),(0, 107, 171),(0, 144, 199),(28, 181, 224)] 22 | PURPINE = [(32, 0, 44),(62, 34, 74),(95, 68, 106),(130, 103, 140),(166, 141, 175),(203, 180, 212)] 23 | GREENLAKE = [(9, 48, 40),(9, 48, 40),(14, 76, 60),(19, 91, 69),(26, 106, 78),(35, 122, 87) ] 24 | 25 | BUTTONS = [(70,70,70),(225,255,225),(30,160,30)] 26 | GRADIENDTS = [RED,GREEN,BLUE,YELLOW,GREENBLUE,PINK,ORANGEFUN,ORANGECORAL,PURPINK,TELEGRAM,ALIVE,COMPARENOW,GRANDEUR,PURPINE,GREENLAKE] 27 | 28 | ''' SOUND ''' 29 | wavFolder = path.join(getcwd(),'sounds/wav') 30 | mp3Folder = path.join(getcwd(),'sounds/mp3') 31 | EXPLOSION_SOUNDS = [ 32 | pygame.mixer.Sound(path.join(wavFolder,'fire2.wav')), 33 | pygame.mixer.Sound(path.join(wavFolder,'Explosion+4.wav')), 34 | pygame.mixer.Sound(path.join(wavFolder,'Explosion+6.wav')), 35 | pygame.mixer.Sound(path.join(wavFolder,'Explosion+8.wav')), 36 | pygame.mixer.Sound(path.join(wavFolder,'Fireball+1.wav')), 37 | pygame.mixer.Sound(path.join(wavFolder,'Fireball+3.wav')), 38 | pygame.mixer.Sound(path.join(wavFolder,'Missile+2.wav')), 39 | ] --------------------------------------------------------------------------------