Esempio n. 1
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    def __init__(self, x, y, direction):
        self.x, self.y = (x, y)
        self.direction = direction
        if direction < 0: self.speed = -800
        else: self.speed = 800

        self.emitter = emitter.StaticEmitter(
          rate=300,
          template=Particle(
              position=(x, y, 0),
              velocity=(0, 0, 0),
              color=(1, 1, 0, 0.5),
              size=(8, 8, 0),
              # rotation?
              # up?
          ),
          velocity=Disc((0,0,0), (0,0,1), 200),
          time_to_live=self.duration,
        )
        self.fader = controller.Fader(start_alpha=1,fade_out_start=0,fade_out_end=.5,end_alpha=0)

        self.group = ParticleGroup(
            controllers=[
                self.emitter,
                controller.Gravity((0, -100, 0)),
                controller.Movement(),
                self.fader,
                controller.Lifetime(1),
            ],
            renderer=Render('zap-star.png'),
        )
        self.emitter.emit(1, self.group)
Esempio n. 2
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 def test_Lifetime_controller(self):
     from lepton import controller, Particle, ParticleGroup
     g = ParticleGroup()
     g.new(Particle(age=0))
     g.new(Particle(age=0.8))
     g.new(Particle(age=1.0))
     g.new(Particle(age=0.75))
     lifetime = controller.Lifetime(max_age=0.75)
     g.update(0)
     lifetime(0, g)
     p = list(g)
     self.assertEqual(len(g), 2)
     self.assertFloatEqiv(p[0].age, 0.0)
     self.assertFloatEqiv(p[1].age, 0.75)
Esempio n. 3
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 def particle_splash(self, pos, vel):
     img = self.load_sprite('sprites/drip')
     img.anchor_x = img.width / 2
     img.anchor_y = img.height / 2
     e = StaticEmitter(position=domain.Disc((pos.x, SEA_LEVEL, 0),
                                            (0, 0, 1), 50),
                       velocity=domain.Disc((vel.x, vel.y, 0), (0, 0, 1),
                                            200),
                       size=[(64.0, 64.0, 0), (80.0, 80.0, 0),
                             (100.0, 100.0, 0)],
                       template=Particle(color=(1.0, 1.0, 1.0, 1.0), ),
                       rate=100,
                       time_to_live=0.3)
     self.splash_group = ParticleGroup(controllers=[
         controller.Movement(),
         controller.Gravity((0, -900, 0)),
         controller.Lifetime(max_age=2), e
     ],
                                       renderer=Renderer(img),
                                       system=self.particles)
Esempio n. 4
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 def __init__(self, x, y, size):
     self.emitter = emitter.StaticEmitter(
         template = Particle(
             position=(x, y, 0),
             color=(1, 1, 1, .01),
             velocity=(0, 0, 0),
             size=(64, 64, 0),
         ),
         velocity=Disc((0,0,0), (0,0,1), 400),
     )
     self.group = ParticleGroup(
         controllers=[
             self.emitter,
             controller.Growth(50),
             controller.Movement(),
             controller.Fader(start_alpha=1,fade_out_start=0,fade_out_end=.7,end_alpha=0),
             controller.Lifetime(.7),
         ],
         renderer = Render('point64.png'),
     )
     self.emitter.emit(50, self.group)
Esempio n. 5
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 def load(cls):
     super(Rocket, cls).load()
     img = loader.image('data/sprites/rocket-spark.png')
     cls.particle_texture = img
     w = img.width
     h = img.height
     img.anchor_x = w * 0.5
     img.anchor_y = h * 0.5
     cls.particle_controllers = [
         controller.Movement(),
         controller.Lifetime(max_age=2),
         controller.Growth(30.0),
         controller.ColorBlender([
             (0, (1.0, 0.9, 0.0, 1.0)),
             (1, (0.0, 0.0, 0.0, 0.2)),
             (3, (0.0, 0.0, 0.0, 0.0)),
         ]),
         controller.Bounce(domain=domain.Plane((0, SEA_LEVEL, 0),
                                               (0, 1, 0)),
                           bounce=0.02)
     ]
     cls.particle_renderer = Renderer(cls.particle_texture)
Esempio n. 6
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 def __init__(self, rect, scale=1):
     x, y = rect.center
     self.emitter = emitter.StaticEmitter(
         rate = 20,
         template = Particle(
             position=(x, y, 0),
             color=(1, 1, 1, .5),
             velocity=(0, 0, 0),
             size=(8, 8, 0),
         ),
         velocity=Disc((0,0,0), (0,0,1), rect.width*.75*scale),
     )
     self.group = ParticleGroup(
         controllers=[
             self.emitter,
             controller.Movement(),
             controller.Clumper(50),
             controller.Fader(start_alpha=1,fade_out_start=0,fade_out_end=1,end_alpha=0),
             controller.Lifetime(1),
         ],
         renderer = Render(self.filename),
     )
     self.emitter.emit(1, self.group)
Esempio n. 7
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 def __init__(self, x1, y1, x2, y2):
     self.emitter = emitter.StaticEmitter(
         rate = (x2-x1) // 5,
         template = Particle(
             position=(x1, y1, 0),
             color=(1, 1, 1, .5),
             velocity=(0, 0, 0),
             size=(32, 32, 0),
         ),
         position=Line((x1, y1, 0), (x2, y1, 0)),
         velocity=AABox((-100, -50, 0), (100, -200, 1)),
     )
     self.group = ParticleGroup(
         controllers=[
             self.emitter,
             controller.Movement(),
             controller.Growth(100),
             controller.Gravity((0, -50, 0)),
             controller.Fader(start_alpha=1,fade_out_start=0,fade_out_end=1,end_alpha=0),
             controller.Lifetime(2),
         ],
         renderer = Render('black-bubble.png'),
     )
     self.emitter.emit(1, self.group)
Esempio n. 8
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# The global particle system
# Groups within here will be renderer
# Actors should define emitters; the world will spawn these
particles = ParticleSystemNode()


def load(name):
    return pyglet.resource.texture(name)


wake_particles = particles.create_group(
    controllers=[
        #        Drag(0.1, 0.0, (0, 0, 0)),
        controller.Movement(),
        controller.Lifetime(5),
        controller.Fader(start_alpha=0.0,
                         max_alpha=0.3,
                         end_alpha=0.0,
                         fade_in_end=0.2,
                         fade_out_start=0.3,
                         fade_out_end=5.0)
    ],
    texture=load('foam.png'))

smoke_particles = particles.create_group(controllers=[
    controller.Movement(),
    controller.Lifetime(8),
    controller.Fader(start_alpha=0.0,
                     max_alpha=0.2,
                     end_alpha=0.0,
Esempio n. 9
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    SpriteTexturizer = Mock()
    particle_system = Mock()
    load_texture = Mock()
else:
    import pyglet.resource
    load_texture = pyglet.resource.texture
    particle_system = lepton.default_system

# We should now be able to define all the particle engine stuff
# without code changes to the rest of the game
exhaust = load_texture('exhaust.png')

exhaust_particles = ParticleGroup(
    controllers=[
        controller.Movement(),
        controller.Lifetime(1),
        controller.ColorBlender([
            (0.0, (1.0, 0.3, 0.3, 0.3)),
            (0.2, (1.0, 0.8, 0.3, 0.3)),
            (0.5, (1.0, 1.0, 1.0, 0.2)),
            (1.0, (1.0, 1.0, 1.0, 0.0)),
        ]),
        controller.Growth(-3)
    ],
    renderer=BillboardRenderer(SpriteTexturizer(exhaust.id)),
)

explosion_particles = ParticleGroup(
    controllers=[
        controller.Movement(),
        controller.Lifetime(2),