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doom_fire.py
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doom_fire.py
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"""DOOM fire algorithm in Pygame.
This code is adapted from <https://github.com/filipedeschamps/doom-fire-algorithm>
"""
import pygame
from random import randint, random
# Color pallete
PALETTE = (
(7, 7, 7), (31, 7, 7), (47, 15, 7), (71, 15, 7), (87, 23, 7), (103, 31, 7),
(119, 31, 7), (143, 39, 7), (159, 47, 7), (175, 63, 7), (191, 71, 7),
(199, 71, 7), (223, 79, 7), (223, 87, 7), (223, 87, 7), (215, 95, 7),
(215, 95, 7), (215, 103, 15), (207, 111, 15), (207, 119, 15),
(207, 127, 15), (207, 135, 23), (199, 135, 23), (199, 143, 23),
(199, 151, 31), (191, 159, 31), (191, 159, 31), (191, 167, 39),
(191, 167, 39), (191, 175, 47), (183, 175, 47), (183, 183, 47),
(183, 183, 55), (207, 207, 111), (223, 223, 159), (239, 239, 199),
(255, 255, 255),
)
# Fire intensity
LOW = (0, 14)
MEDIUM = (14, 32)
HIGH = (32, 36)
UPDATE_RATE = 75
PIXEL_SIZE = 5
class Fire(object):
"""A DOOM-style fire animation.
Attributes:
width (int): The fire width.
height (int): The fire height.
pixels (list): The fire pixels.
Examples:
Instantiate a fire with width and height 20:
>>> Fire(width=20, height=20, intensity=HIGH, pixel_size=5)
"""
def __init__(self, width, height, intensity, pixel_size=5):
"""Creates a DOOM-style fire animation.
Args:
width (int): The fire width.
height (int): The fire height.
intensity (2-tuples): The intensity of the fire. Use one of the
top-level constants HIGH, MEDIUM, LOW.
pixel_size (int, optional): The size of each rect used to draw
the fire. Defaults to 5.
"""
self.width, self.height = width, height
self._pixel_size = pixel_size
self.pixels = self._create(width, height, intensity)
def update(self):
"""Update the fire. Usually needs to be updated every 75ms."""
for i in range(self.width * self.height):
try:
pixel_below = self.pixels[i+self.width]
decay = int(random() * 2)
if i - decay < 0:
continue
self.pixels[i - decay] = max(pixel_below - decay, 0)
except IndexError:
pass
def draw(self, surface, offset=(0, 0)):
"""Draw the fire using a set of rects.
Args:
surface (pygame.Surface): The surface to draw the fire.
offset (2-tuple, optional): The topleft offset. Defaults to (0, 0).
"""
rects = self._rects(self.width, self.height, self._pixel_size, offset)
for pixel, rect in zip(self.pixels, rects):
pygame.draw.rect(surface, self.color(pixel), rect)
def increase(self):
"""Increase the intensity of the fire source."""
for i in range(1, self.width + 1):
self.pixels[-i] = min(self.pixels[-i] + randint(0, 14), 36)
def decrease(self):
"""Decrease the intensity of the fire source."""
for i in range(1, self.width + 1):
self.pixels[-i] = max(self.pixels[-i] - randint(0, 14), 0)
@staticmethod
def color(value, pallete=PALETTE):
"""Returns a color represented by a pixel value.
A pallete can be passed as a keyword argument. Note that
a pallete must have atleast 36 length.
Args:
value (int): The pixel value that will be mapped to a color.
pallete (list, optional): The color pallete. If None is passed,
it will be set to the default pallete.
"""
v = max(value, 0)
try:
return pallete[v]
except IndexError:
return pallete[-1]
@staticmethod
def _create(width, height, intensity=HIGH):
"""Creates a fire source."""
fire = [0] * (width * height)
for i in range(1, width+1):
# sets the last row with random values in the intensity range
fire[-i] = randint(*intensity)
return fire
@staticmethod
def _rects(width, height, pixel_size=PIXEL_SIZE, offset=(0, 0)):
'''Generates the rects used to draw the fire.'''
x0, y0 = offset
for i in range(height):
for j in range(width):
yield (x0 + j*pixel_size,
y0 + i*pixel_size, pixel_size, pixel_size)
def main():
width, height = 640, 360
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('Pygame Fire')
# creates fire filling the whole screen
fire = Fire(width//PIXEL_SIZE, height//PIXEL_SIZE, intensity=HIGH)
# load pygame logo
pygame_img = pygame.image.load('assets/pygame_logo.png').convert_alpha()
pygame_img = pygame.transform.scale(pygame_img, (540, 151))
clock = pygame.time.Clock()
elapsed = 0
print('\nUse the arrow keys up and down to increase/decrease the fire.')
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
fire.decrease()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
fire.increase()
# check that the fire will only be updated every 75ms,
# otherwise the animation will be too fast.
if elapsed >= UPDATE_RATE:
fire.update()
elapsed = 0
# clear the screen
screen.fill((7, 7, 7))
# draw the fire and pygame logo
fire.draw(screen)
screen.blit(pygame_img, (50, 100))
# update the screen
pygame.display.update()
elapsed += clock.tick(60)
if __name__ == '__main__':
main()