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rain.py
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import math
import pygame
sparks = []
class Rain():
def __init__(self, loc, angle, speed, color, scale=1):
self.loc = loc
self.angle = angle
self.speed = speed
self.scale = scale
self.color = color
self.alive = True
def point_towards(self, angle, rate):
rotate_direction = ((angle - self.angle + math.pi * 3) % (math.pi * 2)) - math.pi
try:
rotate_sign = abs(rotate_direction) / rotate_direction
except ZeroDivisionError:
rotate_sing = 1
if abs(rotate_direction) < rate:
self.angle = angle
else:
self.angle += rate * rotate_sign
def calculate_movement(self, dt):
return [math.cos(self.angle) * self.speed * dt, math.sin(self.angle) * self.speed * dt]
# gravity and friction
def velocity_adjust(self, friction, force, terminal_velocity, dt):
movement = self.calculate_movement(dt)
movement[1] = min(terminal_velocity, movement[1] + force * dt)
movement[0] *= friction
self.angle = math.atan2(movement[1], movement[0])
# if you want to get more realistic, the speed should be adjusted here
def move(self, dt):
movement = self.calculate_movement(dt)
self.loc[0] += movement[0]
self.loc[1] += movement[1]
# a bunch of options to mess around with relating to angles...
#self.point_towards(math.pi / 2, 0.02)
#self.velocity_adjust(0.975, 0.2, 8, dt)
#self.angle += 0.1
self.speed -= 0.1
if self.speed <= 0:
self.alive = False
def draw(self, surf, offset=[0, 0]):
if self.alive:
points = [
[self.loc[0] + math.cos(self.angle) * self.speed * self.scale, self.loc[1] + math.sin(self.angle) * self.speed * self.scale],
[self.loc[0] + math.cos(self.angle + math.pi / 2) * self.speed * self.scale * 0.3, self.loc[1] + math.sin(self.angle + math.pi / 2) * self.speed * self.scale * 0.3],
[self.loc[0] - math.cos(self.angle) * self.speed * self.scale * 3.5, self.loc[1] - math.sin(self.angle) * self.speed * self.scale * 3.5],
[self.loc[0] + math.cos(self.angle - math.pi / 2) * self.speed * self.scale * 0.3, self.loc[1] - math.sin(self.angle + math.pi / 2) * self.speed * self.scale * 0.3],
]
pygame.draw.polygon(surf, self.color, points)
class HeavyRain():
def __init__(self, loc, angle, speed, color, scale=1):
self.loc = loc
self.angle = angle
self.speed = speed
self.scale = scale
self.color = color
self.alive = True
def point_towards(self, angle, rate):
rotate_direction = ((angle - self.angle + math.pi * 3) % (math.pi * 2)) - math.pi
try:
rotate_sign = abs(rotate_direction) / rotate_direction
except ZeroDivisionError:
rotate_sing = 1
if abs(rotate_direction) < rate:
self.angle = angle
else:
self.angle += rate * rotate_sign
def calculate_movement(self, dt):
return [math.cos(self.angle) * self.speed * dt, math.sin(self.angle) * self.speed * dt]
# gravity and friction
def velocity_adjust(self, friction, force, terminal_velocity, dt):
movement = self.calculate_movement(dt)
movement[1] = min(terminal_velocity, movement[1] + force * dt)
movement[0] *= friction
self.angle = math.atan2(movement[1], movement[0])
# if you want to get more realistic, the speed should be adjusted here
def move(self, dt):
movement = self.calculate_movement(dt)
self.loc[0] += movement[0]
self.loc[1] += movement[1]
# a bunch of options to mess around with relating to angles...
#self.point_towards(math.pi / 2, 0.02)
#self.velocity_adjust(0.975, 0.2, 8, dt)
#self.angle += 0.1
self.speed -= 0.1
if self.speed <= 0:
self.alive = False
def draw(self, surf, offset=[0, 0]):
if self.alive:
points = [
[self.loc[0] + math.cos(self.angle) * self.speed * self.scale, self.loc[1] + math.sin(self.angle) * self.speed * self.scale],
[self.loc[0] + math.cos(self.angle + math.pi / 2) * self.speed * self.scale * 0.3, self.loc[1] + math.sin(self.angle + math.pi / 2) * self.speed * self.scale * 0.3],
[self.loc[0] - math.cos(self.angle) * self.speed * self.scale * 3.5, self.loc[1] - math.sin(self.angle) * self.speed * self.scale * 3.5],
[self.loc[0] + math.cos(self.angle - math.pi / 2) * self.speed * self.scale * 0.3, self.loc[1] - math.sin(self.angle + math.pi / 2) * self.speed * self.scale * 0.3],
]
pygame.draw.polygon(surf, self.color, points)