from scene import Scene white = 63 fire1 = 6 fire2 = 5 fire3 = 4 fire4 = 3 fire5 = 2 fire6 = 56 water1 = 31 water2 = 30 water3 = 29 water4 = 28 fireGradient = [white, white, fire1, fire1, fire2, fire3, fire4, fire3, fire4, fire5, fire6, fire6, fire6] waterGradient = [white, white, water1, water2, water3, water4, water4] class Particle: def __init__(self, x, y, velX, velY): self.x = x self.y = y self.velX = velX self.velY = velY self.c = fireGradient[0] self.size = 5 class Palette(Scene): def __init__(self): super().__init__() def update(self): pass def draw(self): clear(0) for i in range(8): for j in range(8): rectangle(10 + (i * 20), 10 + (j * 20), 18, 18, (j * 8 + i)) text(str(j * 8 + i), 11 + (i * 20), 10 + (j * 20), 63) class Main(Scene): def __init__(self): super().__init__() self.fireParts = [] self.waterParts = [] for i in range(10): self.fireParts.append(Particle(width/2, height/2, rnd(-1, 1), rnd(-1, 1))) self.waterParts.append(Particle(width/2, height/2, rnd(-1, 1), rnd(-1, 1))) self.counter = 0 def update(self): global mouseVelX global mouseVelY self.counter += 1 for p in self.fireParts[:]: p.x += p.velX p.y += p.velY p.velX += rnd(-0.3,0.3) p.velY += rnd(-0.3,0.3) idx = int(p.size / 5.0 * len(fireGradient) - 1) p.c = fireGradient[(len(fireGradient) - 1) - idx] if(p.size < 1): p.size -= 0.01 else: p.size -= 0.05 if(p.size < 0): self.fireParts.remove(p) for p in self.waterParts[:]: p.x += p.velX p.y += p.velY p.velX += rnd(-0.3,0.3) p.velY += rnd(-0.3,0.3) idx = int(p.size / 5.0 * len(waterGradient) - 1) p.c = waterGradient[(len(waterGradient) - 1) - idx] if(p.size < 1): p.size -= 0.01 else: p.size -= 0.05 if(p.size < 0): self.waterParts.remove(p) if(mouse(0)): rad = sin(self.counter * 0.01) * 50 x1 = mouseX + (sin(self.counter * 0.1) * rad) y1 = mouseY + (cos(self.counter * 0.1) * rad) x2 = mouseX + (sin(self.counter * 0.1 + (3.141592653)) * rad) y2 = mouseY + (cos(self.counter * 0.1 + (3.141592653)) * rad) for i in range(10): self.fireParts.append(Particle(x1, y1, rnd(-1,1) + mouseVelX * 0.25, rnd(-1,1) + mouseVelY * 0.25)) self.waterParts.append(Particle(x2, y2, rnd(-1,1) + mouseVelX * 0.25, rnd(-1,1) + mouseVelY * 0.25)) def draw(self): clear(0) for p in self.fireParts: if(p.size <= 1): pixel(p.x, p.y, p.c) else: circle(p.x, p.y, int(p.size), p.c) for p in self.waterParts: if(p.size <= 1): pixel(p.x, p.y, p.c) else: circle(p.x, p.y, int(p.size), p.c) text("C to add particles, T to toggle palette", 3, 3, 59) text("C to add particles, T to toggle palette", 2, 2, 31) text("Num Particles: " + str(len(self.fireParts) + len(self.waterParts)), 3, 16, 59) text("Num Particles: " + str(len(self.fireParts) + len(self.waterParts)), 2, 15, 30) text("FPS: " + str(fps()), 3, 29, 59) text("FPS: " + str(fps()), 2, 28, 29) paletteScene = Palette() mainScene = Main() current_scene = mainScene oldMouseX = 0 oldMouseY = 0 mouseVelX = 0 mouseVelY = 0 KEY_T = 84 switch = False def update(): global switch global current_scene global mouseVelX global mouseVelY global oldMouseX global oldMouseY mouseVelX = (mouseX - oldMouseX) mouseVelY = (mouseY - oldMouseY) oldMouseX = mouseX oldMouseY = mouseY if(keyp(KEY_T)): switch = not switch if(switch): current_scene = paletteScene else: current_scene = mainScene if(mousep(1)): current_scene.paused = not current_scene.paused if(not current_scene.paused): current_scene.update() current_scene.draw() circle(mouseX, mouseY, 3, 30)