How to use the particle.SmokeSpawner function in particle

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github strin / curriculum-deep-RL / pyrl / tasks / pyale / games / london / object.py View on Github external
def isBombed(self, data):
		pygame.time.wait(50)
		self.state = 'bombed'
		SmokeSpawner(data, (self.rect.midbottom), randint(5, 9), 3) # smoke for the wreckage
		if randint(0, 3) == 0:  # sometimes add another smoke spawner randomly
			SmokeSpawner(data, (self.rect.x + randint(5, self.rect.width - 6), self.rect.bottom), randint(3, 5), 2)
		self.remove(data.standingBuildings)
github strin / curriculum-deep-RL / pyrl / tasks / pyale / games / london / object.py View on Github external
def __init__(self, data, topleft, velocity=(0, fallSpeed)):
		pygame.sprite.Sprite.__init__(self)
		self.add(data.bombs)

		self.baseImage = Bomb.baseImage
                self.baseImageSize = self.baseImage.get_size()
                bomb_size = int(get_val(os.environ, 'BOMB', 1.))
                self.baseImage = pygame.transform.scale(self.baseImage,
                        (self.baseImageSize[0] * bomb_size, 
                         self.baseImageSize[1] * bomb_size))
		self.rotation = 0.0
		self.rect = self.baseImage.get_rect(topleft=topleft)
		self.yCoord = topleft[1] # float for accuracy
		self.fallSpeed = Bomb.fallSpeed

		self.smoke = SmokeSpawner(data, self.rect.midtop, 2)
github strin / curriculum-deep-RL / pyrl / tasks / pyale / games / london / object.py View on Github external
def isBombed(self, data):
		self.state = 'bombed'
		SmokeSpawner(data, (self.rect.midbottom), randint(5, 9), 3) # smoke for the wreckage
		if randint(0, 3) == 0:  # sometimes add another smoke spawner randomly
			SmokeSpawner(data, (self.rect.x + randint(5, self.rect.width - 6), self.rect.bottom), randint(3, 5), 2)
		data.shakeScreen(30)
github strin / curriculum-deep-RL / pyrl / tasks / pyale / games / london / object.py View on Github external
pygame.sprite.Sprite.__init__(self)
		self.add(data.bombers)
		self.add(data.bulletproofEntities)
		self.add(data.superbombableEntities)

		self.imageL = data.loadImage('assets/enemies/bomber.png')
		self.imageR = pygame.transform.flip(self.imageL, 1, 0)

		self.droppedBomb = False
		self.timeTillBombPrimed = random.uniform(Bomber.minTimeToDropBomb, Bomber.maxTimeToDropBomb)
		self.lastBombDropTime = time.time()

		self.rect = self.imageR.get_rect()
		self.targetingRect = pygame.Rect((0, 0), (6, 10)) # BOMB SIZE

		self.smoke = SmokeSpawner(data, self.rect.topleft, 10)

		if startAtLeft:
			self.direction = 'right'
			self.image = self.imageR
			self.rect.topright = (0, yPos)
		else:
			self.direction = 'left'
			self.image = self.imageL
			self.rect.topleft = (data.WINDOWWIDTH, yPos)
		self.coords = list(self.rect.topleft) # for more accurate positioning using floats

		sound.play('swoosh', 0.3)