Title: Flames ExampleAuthor: Pete Shinners (pete at shinners.org) Description: Example of a realtime fire effect. Makes heavy use of Numeric python and the surfarray module in pygame. Download: flames.zip pygame version required: Any (Numeric required) Comments: This submission reminds us of a few important optimization techniques. First, use the right tool for the job. Pete is doing a recursive blur, a per-pixel activity. The surfarray extensions to pygame are almost mandatory here - you could do it with get_at() and set_at(), but the cost in speed would be prohibitive. Second, do your work in integers where possible. Python doesn't free you from the costs associated with floating-point mathematics. Finally, it's often possible to create an effect and then scale it up for display. The results may not be as precise as a full-sized effect, but the speed will be much greater, and for some effects (blur comes to mind), the difference won't be visible. The code has been updated - it is optimized further, and the new speed improvements have allowed the resolution to be increased. |
#!/usr/bin/env python """flames.py - Realtime Fire Effect Demo Pete Shinners, April 3, 2001 On December 6, 60% speedup by using the pygame.transform.scale function instead of doing a simple Numeric scale. Ok, this is a pretty intense demonstation of using the surfarray module and numeric. It uses an 8bit surfaces with a colormap to represent the fire. We then go crazy on a separate Numeric array to get realtime fire. I'll try to explain my methods here... This flame algorithm is very popular, and you can find it for just about all graphic libraries. The fire effect works by placing random values on the bottom row of the image. Then doing a simplish blur that is weighted to move the values upward. Then slightly darken the image so the colors get darker as they move up. The secret is that the blur routine is "recursive" so when you blur the 2nd row, the values there are used when you blur the 3rd row, and all the way up. This fire algorithm works great, but the bottom rows are usually a bit ugly. In this demo we just render a fire surface that has 3 extra rows at the bottom we just don't use. Also, the fire is rendered at half the resolution of the full image. We then simply double the size of the fire data before applying to the surface. Several of these techniques are covered in the pygame surfarray tutorial. doubling an image, and the fancy blur is just a modified version of what is in the tutorial. This runs at about 40fps on my celeron-400 """ import pygame, pygame.transform from pygame.surfarray import * from pygame.locals import * from Numeric import * from RandomArray import * RES = array((280, 200)) MAX = 246 RESIDUAL = 86 HSPREAD, VSPREAD = 26, 78 VARMIN, VARMAX = -2, 3 def main(): "main function called when the script is run" #first we just init pygame and create some empty arrays to work with pygame.init() screen = pygame.display.set_mode(RES, 0, 8) setpalette(screen) flame = zeros(RES/2 + (0,3)) miniflame = pygame.Surface((RES[0]/2, RES[1]/2), 0, 8) miniflame.set_palette(screen.get_palette()) randomflamebase(flame) while 1: for e in pygame.event.get(): if e.type in (QUIT,KEYDOWN,MOUSEBUTTONDOWN): return modifyflamebase(flame) processflame(flame) blitdouble(screen, flame, miniflame) pygame.display.flip() def setpalette(screen): "here we create a numeric array for the colormap" gstep, bstep = 75, 150 cmap = zeros((256, 3)) cmap[:,0] = minimum(arange(256)*3, 255) cmap[gstep:,1] = cmap[:-gstep,0] cmap[bstep:,2] = cmap[:-bstep,0] screen.set_palette(cmap) def randomflamebase(flame): "just set random values on the bottom row" flame[:,-1] = randint(0, MAX, flame.shape[0]) def modifyflamebase(flame): "slightly change the bottom row with random values" bottom = flame[:,-1] mod = randint(VARMIN, VARMAX, bottom.shape[0]) add(bottom, mod, bottom) maximum(bottom, 0, bottom) #if values overflow, reset them to 0 bottom[:] = choose(greater(bottom,MAX), (bottom,0)) def processflame(flame): "this function does the real work, tough to follow" notbottom = flame[:,:-1] #first we multiply by about 60% multiply(notbottom, 146, notbottom) right_shift(notbottom, 8, notbottom) #work with flipped image so math accumulates.. magic! flipped = flame[:,::-1] #all integer based blur, pulls image up too tmp = flipped * 20 right_shift(tmp, 8, tmp) tmp2 = tmp >> 1 add(flipped[1:,:], tmp2[:-1,:], flipped[1:,:]) add(flipped[:-1,:], tmp2[1:,:], flipped[:-1,:]) add(flipped[1:,1:], tmp[:-1,:-1], flipped[1:,1:]) add(flipped[:-1,1:], tmp[1:,:-1], flipped[:-1,1:]) tmp = flipped * 80 right_shift(tmp, 8, tmp) add(flipped[:,1:], tmp[:,:-1]>>1, flipped[:,1:]) add(flipped[:,2:], tmp[:,:-2], flipped[:,2:]) #make sure no values got too hot minimum(notbottom, MAX, notbottom) def blitdouble(screen, flame, miniflame): "double the size of the data, and blit to screen" blit_array(miniflame, flame[:,:-3]) s2 = pygame.transform.scale(miniflame, screen.get_size()) screen.blit(s2, (0,0)) if __name__ == '__main__': main()
From: Anonymous |
Date: March 11, 2003 20:16 GMT |
Using Active Python2.2 Install, Pygame Binary for Windows (2000). I get the following error message:
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From: Anonymous |
Date: May 16, 2003 17:36 GMT |
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From: weenus! |
Date: November 04, 2003 01:58 GMT |
uh-hyuh! This thang is vewy coow!
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From: Dave |
Date: February 05, 2004 01:38 GMT |
Thanks! I like the effect.
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From: Anonymous |
Date: March 01, 2004 11:40 GMT |
aren't there decent convultion operations on 2d matrices in numeric? |
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