Fire Special Effect in Python

Thursday, 12. November 2009

I have interested in special effects these days, and bought a book “Special Effects Game Programming with DirectX” yesterday. The algorithm of fire effect looks simple. I want to compile and execute bundled source code that is implemented in C++, but it uses DirectX8 whereas my computer has only DirectX10 SDK installed.

Implementing the algorithm in Python was easy except creating a palette. I hadn’t understood how to “make” a palette, rather I thought palettes are provided by OS or libraries. The code from Pygame repository that creates red-palette is good for me to understand how to make a palette.

Anyway my code is as below


'''
Created on Nov 12, 2009

Class for fire special effect 

Dependency:
 numpy: http://numpy.scipy.org/
 pygame: http://pygame.org/

@author: grayger (http://www.grayger.com/)
'''

import random
import sys
import numpy
import pygame
from pygame.locals import *

class FireEffect:
    def __init__(self, size=(40, 40), coolingFactor=5, fuelRange=(-31, 32)):
        self.__width, self.__height = size
        self.coolingFactor = coolingFactor
        self.fuelRange = fuelRange

        self.__array = numpy.zeros((self.__width, self.__height))
        self.__fireSurface = pygame.Surface((self.__width, self.__height), 0, 8 )
        self.__fireSurface.set_palette(self.__getPalette())

        random.seed()

    def __getPalette(self):
        gstep, bstep = 75, 150
        cmap = numpy.zeros((256, 3))
        cmap[:, 0] = numpy.minimum(numpy.arange(256) * 3, 255)
        cmap[gstep:, 1] = cmap[:-gstep, 0]
        cmap[bstep:, 2] = cmap[:-bstep, 0]
        return cmap  

    def getFireSurface(self):
        tempArray = numpy.zeros(self.__array.shape)
        for r in range(0, self.__width):
            for c in range(0, self.__height):
                tempArray[r, max(0, c - 1)] = min(255, max(0, (int(self.__array[max(0, r - 1), c]) + int(self.__array[min(self.__width - 1, r + 1), c]) + int(self.__array[r, max(0, c - 1)]) + int(self.__array[r, min(self.__height - 1, c + 1)])) / 4 - self.coolingFactor))

        for r in range (0, self.__width, 2):
            fuel = min(255, max(0, self.__array[r, self.__height - 1] + random.randint(*self.fuelRange)))

            tempArray[r, self.__height - 1] = fuel
            tempArray[r + 1, self.__height - 1] = fuel

        self.__array = tempArray
        pygame.surfarray.blit_array(self.__fireSurface, self.__array.astype('int'))
        return self.__fireSurface

#######################################

pygame.init()
screen = pygame.display.set_mode((320, 120), 0, 8 )
fireEffect = FireEffect()

clock = pygame.time.Clock()

while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        if event.type == KEYDOWN:
            if event.key == K_a and fireEffect.coolingFactor < 10:
                fireEffect.coolingFactor += 1
            elif event.key == K_z and fireEffect.coolingFactor > 1:
                fireEffect.coolingFactor -= 1

    fireSurface=fireEffect.getFireSurface()
    # draw the original fire image
    screen.blit(fireSurface, (0,0))    

    # draw the scaled and mirrored fire image
    pos = (0, 40)
    fireSurface = pygame.transform.scale(fireSurface, (80, 80))
    fireSurface2 = pygame.transform.flip(fireSurface, True, False)
    for i in range(0, 4, 2):
        screen.blit(fireSurface, (pos[0] + fireSurface.get_width()*i, pos[1]))
        screen.blit(fireSurface2, (pos[0] + fireSurface.get_width()*(i + 1), pos[1]))

    clock.tick(30)
    pygame.display.flip()

#######################################    

When creating a FireEffect instance, you can set the size of surface array, cooling factor, and the range of fuel factor. The bigger size requires more CPU resource but produces better quality. The bigger cooling factor, the shorter the fire height. The bigger fuel factor, the brighter the fire.
fire2
The upper image is original-sized one and the lower image is scaled/mirrored one.

Bit Hacks

Wednesday, 4. November 2009

I found a short code from pyglet source code.


def _is_pow2(v):
    # http://graphics.stanford.edu/~seander/bithacks.html#DetermineIfPowerOf2
    return (v & (v - 1)) == 0

At a glance, I can understand how it works, but I have never devised it!
It is from “Bit Hacks” by Sean Eron Anderson. They are not only beautiful but very useful in graphics libraries.

Generators in Python

Wednesday, 24. October 2007

Even though I have used Python many times to implement my own game idea, I haven’t reconized generator until today.
I am a little surprised at the lazy evaluation technique because it doesn’t exist in Java world.

Python design pattern

Saturday, 20. October 2007

I spent my Saturday morning watching Google tech talk on python design patterns
It validates the statement “Design is not indepent from the inplementation’s technology” with python case.