Title: MeltdownAuthor: Sebastian "WhiteTiger" John (TheWhiteTiger at gmx.net) Description: A port of the 'Melt' effect. Download: meltdown.zip pygame version required: Comments: This script ports the well-known 'melt' effect, familiar to users of the 'xmelt' program, and to players of Doom. |
""" Name: Meltdown Author: Sebastian "WhiteTiger" John Email: TheWhiteTiger@gmx.net This is public domain code. Meltdown -- 'mess up the screen' (cite by David Lemke). This effect takes a surface, moves blocks from the top downwards and fills the place where the block has been with black until the whole surface is black. If you want to use it in your own code, have a look at the definition of 'main()'. This is a port of the linux/Xlib program 'xmelt' by Dave Lemke. I did almost nothing more than porting the C/Xlib stuff to python/pygame. Unfortunately my port is much slower than the original code... That means that it doesn't need any pygame.time stuff at all ;) """ import random import pygame from pygame.locals import * def myrandom(n): # another layer of overhead... return random.randrange(n) class Meltdown: def __init__(self, surface, min_size=10, max_size=100, min_dist=10, min_width=30, width_add=20, finished=50): self.surf = surface self.WIDTH, self.HEIGHT = surface.get_size() self.MIN_SIZE = min_size self.MAX_SIZE = max_size self.MIN_DIST = min_dist self.MIN_WIDTH = min_width self.WIDTH_ADD = width_add self.MAX_HEIGHT = self.HEIGHT - self.MIN_SIZE self.FINISHED = finished self.heights = [] while len(self.heights) < self.WIDTH: self.heights.append(0) self.finished = 0 # this procedure is only for historical reasons # it is now inlined because of speed #def calc_xloc(self, width): # # original version # #xloc = rand(self.WIDTH + self.MIN_WIDTH) - self.MIN_WIDTH # #xloc = rand(self.WIDTH) - self.MIN_WIDTH # #xloc = rand(self.WIDTH) - 2*self.MIN_WIDTH # #xloc = rand(self.WIDTH) # # this one seems to look best: # xloc = rand(self.WIDTH + self.MIN_WIDTH) - 2*self.MIN_WIDTH # return max(min((xloc + width), (self.WIDTH - width)), 0) def step(self): # redefinitions to speed things up a little bit WIDTH = self.WIDTH MIN_WIDTH = self.MIN_WIDTH HEIGHT = self.HEIGHT MAX_HEIGHT = self.MAX_HEIGHT rand = myrandom heights = self.heights surf = self.surf _range = range _min = min _max = max # precalculations width = rand(MIN_WIDTH) + self.WIDTH_ADD #xloc = self.calc_xloc(width) xloc = rand(WIDTH + MIN_WIDTH) - 2*MIN_WIDTH xloc = _max(_min((xloc + width), (WIDTH - width)), 0) yloc = HEIGHT for i in _range(xloc, (xloc + width)): yloc = _min(yloc, heights[i]) if yloc == HEIGHT: return surf, [] # calculate block size dist = rand(yloc/10 + self.MIN_DIST) size = rand(_max(yloc + self.MIN_SIZE, self.MAX_SIZE)) # define rects for blitting destpos = (xloc, yloc + dist) destrect = (xloc, yloc, width, dist) sourcerect = (xloc, yloc, width, size) # the visible bit surf.blit(surf, destpos, sourcerect) surf.fill((0, 0, 0), destrect) # postcalculations yloc += dist for i in _range(xloc, (xloc + width)): if heights[i] < MAX_HEIGHT and yloc >= MAX_HEIGHT: self.finished += 1 heights[i] = _max(heights[i], yloc) if self.finished >= (WIDTH - self.FINISHED): return None, [] # everything is fine, return the new surface return surf, [sourcerect, destrect] def main(): # resolution #RES = (640, 480) RES = (320, 240) #RES = (160, 120) # pygame initialization pygame.init() screen = pygame.display.set_mode(RES) # load and convert an image image = pygame.image.load("back.jpg").convert() image = pygame.transform.scale(image, RES) # blit the surface to the screen screen.blit(image, (0,0)) pygame.display.flip() # instantiate the Meltdown class meltdown = Meltdown(image) # first step surface, dirty = meltdown.step() # main loop while surface: # event stuff for ev in pygame.event.get(): if ev.type in (QUIT, KEYDOWN, MOUSEBUTTONDOWN): return # redraw screen screen.blit(surface, (0,0)) pygame.display.update(dirty) # next step surface, dirty = meltdown.step() if __name__ == "__main__": main()
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