C
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <FreeImage.h>
#define NUM_PARTICLES 1000
#define SIZE 800
void draw_brownian_tree(int world[SIZE][SIZE]){
int px, py; // particle values
int dx, dy; // offsets
int i;
// set the seed
world[rand() % SIZE][rand() % SIZE] = 1;
for (i = 0; i < NUM_PARTICLES; i++){
// set particle's initial position
px = rand() % SIZE;
py = rand() % SIZE;
while (1){
// randomly choose a direction
dx = rand() % 3 - 1;
dy = rand() % 3 - 1;
if (dx + px < 0 || dx + px >= SIZE || dy + py < 0 || dy + py >= SIZE){
// plop the particle into some other random location
px = rand() % SIZE;
py = rand() % SIZE;
}else if (world[py + dy][px + dx] != 0){
// bumped into something
world[py][px] = 1;
break;
}else{
py += dy;
px += dx;
}
}
}
}
int main(){
int world[SIZE][SIZE];
FIBITMAP * img;
RGBQUAD rgb;
int x, y;
memset(world, 0, sizeof world);
srand((unsigned)time(NULL));
draw_brownian_tree(world);
img = FreeImage_Allocate(SIZE, SIZE, 32, 0, 0, 0);
for (y = 0; y < SIZE; y++){
for (x = 0; x < SIZE; x++){
rgb.rgbRed = rgb.rgbGreen = rgb.rgbBlue = (world[y][x] ? 255 : 0);
FreeImage_SetPixelColor(img, x, y, &rgb);
}
}
FreeImage_Save(FIF_BMP, img, "brownian_tree.bmp", 0);
FreeImage_Unload(img);
}
C++
#include <windows.h>
#include <iostream>
#include <string>
//--------------------------------------------------------------------
using namespace std;
//--------------------------------------------------------------------
enum states { SEED, GROWING, MOVING, REST };
enum treeStates { NONE, MOVER, TREE };
const int MAX_SIDE = 480, MAX_MOVERS = 511, MAX_CELLS = 15137;
//--------------------------------------------------------------------
class point
{
public:
point() { x = y = 0; }
point( int a, int b ) { x = a; y = b; }
void set( int a, int b ) { x = a; y = b; }
int x, y;
};
//--------------------------------------------------------------------
class movers
{
public:
point pos;
bool moving;
movers() : moving( false ){}
};
//--------------------------------------------------------------------
class myBitmap
{
public:
myBitmap() : pen( NULL ) {}
~myBitmap()
{
DeleteObject( pen );
DeleteDC( hdc );
DeleteObject( bmp );
}
bool create( int w, int h )
{
BITMAPINFO bi;
ZeroMemory( &bi, sizeof( bi ) );
bi.bmiHeader.biSize = sizeof( bi.bmiHeader );
bi.bmiHeader.biBitCount = sizeof( DWORD ) * 8;
bi.bmiHeader.biCompression = BI_RGB;
bi.bmiHeader.biPlanes = 1;
bi.bmiHeader.biWidth = w;
bi.bmiHeader.biHeight = -h;
HDC dc = GetDC( GetConsoleWindow() );
bmp = CreateDIBSection( dc, &bi, DIB_RGB_COLORS, &pBits, NULL, 0 );
if( !bmp ) return false;
hdc = CreateCompatibleDC( dc );
SelectObject( hdc, bmp );
ReleaseDC( GetConsoleWindow(), dc );
width = w; height = h;
return true;
}
void clear()
{
ZeroMemory( pBits, width * height * sizeof( DWORD ) );
}
void setPenColor( DWORD clr )
{
if( pen ) DeleteObject( pen );
pen = CreatePen( PS_SOLID, 1, clr );
SelectObject( hdc, pen );
}
void saveBitmap( string path )
{
BITMAPFILEHEADER fileheader;
BITMAPINFO infoheader;
BITMAP bitmap;
DWORD* dwpBits;
DWORD wb;
HANDLE file;
GetObject( bmp, sizeof( bitmap ), &bitmap );
dwpBits = new DWORD[bitmap.bmWidth * bitmap.bmHeight];
ZeroMemory( dwpBits, bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD ) );
ZeroMemory( &infoheader, sizeof( BITMAPINFO ) );
ZeroMemory( &fileheader, sizeof( BITMAPFILEHEADER ) );
infoheader.bmiHeader.biBitCount = sizeof( DWORD ) * 8;
infoheader.bmiHeader.biCompression = BI_RGB;
infoheader.bmiHeader.biPlanes = 1;
infoheader.bmiHeader.biSize = sizeof( infoheader.bmiHeader );
infoheader.bmiHeader.biHeight = bitmap.bmHeight;
infoheader.bmiHeader.biWidth = bitmap.bmWidth;
infoheader.bmiHeader.biSizeImage = bitmap.bmWidth * bitmap.bmHeight * sizeof( DWORD );
fileheader.bfType = 0x4D42;
fileheader.bfOffBits = sizeof( infoheader.bmiHeader ) + sizeof( BITMAPFILEHEADER );
fileheader.bfSize = fileheader.bfOffBits + infoheader.bmiHeader.biSizeImage;
GetDIBits( hdc, bmp, 0, height, ( LPVOID )dwpBits, &infoheader, DIB_RGB_COLORS );
file = CreateFile( path.c_str(), GENERIC_WRITE, 0, NULL,
CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL );
WriteFile( file, &fileheader, sizeof( BITMAPFILEHEADER ), &wb, NULL );
WriteFile( file, &infoheader.bmiHeader, sizeof( infoheader.bmiHeader ), &wb, NULL );
WriteFile( file, dwpBits, bitmap.bmWidth * bitmap.bmHeight * 4, &wb, NULL );
CloseHandle( file );
delete [] dwpBits;
}
HDC getDC() { return hdc; }
int getWidth() { return width; }
int getHeight() { return height; }
private:
HBITMAP bmp;
HDC hdc;
HPEN pen;
void *pBits;
int width, height;
};
//--------------------------------------------------------------------
class brownianTree
{
public:
brownianTree()
{
_bmp.create( MAX_SIDE, MAX_SIDE );
init();
}
void init()
{
_cellCount = 0;
ZeroMemory( _grid, sizeof( _grid ) );
_bmp.clear();
_state = SEED;
}
bool mainLoop()
{
switch( _state )
{
case REST: saveTree(); return false;
case SEED: doSeed(); break;
case GROWING: startMovers(); break;
case MOVING: moveMovers();
}
return true;
}
myBitmap* getBmp() { return &_bmp; }
private:
void saveTree()
{
for( int y = 0; y < MAX_SIDE; y++ )
for( int x = 0; x < MAX_SIDE; x++ )
if( _grid[x][y] == TREE )
SetPixel( _bmp.getDC(), x, y, RGB( 255, 120, 0 ) );
_bmp.saveBitmap( "f:\\rc\\tree.bmp" );
}
void doSeed()
{
int x = MAX_SIDE - MAX_SIDE / 2, y = MAX_SIDE / 4;
_grid[rand() % x + y][rand() % x + y] = TREE;
_cellCount++;
_state = GROWING;
}
void addMover( movers* m )
{
m->moving = true;
int x = MAX_SIDE - MAX_SIDE / 2, y = MAX_SIDE / 4, a, b;
while( true )
{
a = rand() % x + y; b = rand() % x + y;
if( _grid[a][b] == NONE ) break;
}
m->pos.set( a, b );
_grid[a][b] = MOVER;
}
void startMovers()
{
movers* m;
for( int c = 0; c < MAX_MOVERS; c++ )
{
m = &_movers[c];
addMover( m );
}
_state = MOVING;
}
void addToTree( movers* m )
{
m->moving = false;
_grid[m->pos.x][m->pos.y] = TREE;
if( ++_cellCount >= MAX_CELLS ) _state = REST;
COORD c = { 0, 1 };
SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), c );
cout << "Cells added: " << _cellCount
<< " from " << MAX_CELLS << " => "
<< static_cast<float>( 100 * _cellCount ) /
static_cast<float>( MAX_CELLS )
<< "% ";
}
bool moveIt( movers* m )
{
point f[8]; int ff = 0;
for( int y = -1; y < 2; y++ )
{
for( int x = -1; x < 2; x++ )
{
if( !x && !y ) continue;
int a = m->pos.x + x, b = m->pos.y + y;
if( a < 0 || b < 0 || a >= MAX_SIDE || b >= MAX_SIDE )
{
addToTree( m );
return true;
}
switch( _grid[a][b] )
{
case TREE:
addToTree( m );
return true;
case NONE:
f[ff++].set( a, b );
}
}
}
if( ff < 1 ) return false;
_grid[m->pos.x][m->pos.y] = NONE;
m->pos = f[rand() % ff];
_grid[m->pos.x][m->pos.y] = MOVER;
return false;
}
void moveMovers()
{
movers* mm;
for( int m = 0; m < MAX_MOVERS; m++ )
{
mm = &_movers[m];
if( !mm->moving ) continue;
if( moveIt( mm ) && _cellCount < MAX_CELLS ) addMover( mm );
}
}
states _state;
BYTE _grid[MAX_SIDE][MAX_SIDE];
myBitmap _bmp;
int _cellCount;
movers _movers[MAX_MOVERS];
};
int main( int argc, char* argv[] )
{
ShowWindow( GetConsoleWindow(), SW_MAXIMIZE );
srand( GetTickCount() );
brownianTree tree;
DWORD now = GetTickCount();
while( tree.mainLoop() );
now = GetTickCount() - now;
cout << endl << endl << "It took "
<< now / 1000
<< " seconds to complete the task!" << endl << endl;
BitBlt( GetDC( GetConsoleWindow() ), 20, 90, MAX_SIDE, MAX_SIDE,
tree.getBmp()->getDC(), 0, 0, SRCCOPY );
system( "pause" );
return 0;
}
C#
using System;
using System.Drawing;
namespace BrownianTree
{
class Program
{
static Bitmap BrownianTree(int size, int numparticles)
{
Bitmap bmp = new Bitmap(size, size);
Rectangle bounds = new Rectangle { X = 0, Y = 0, Size = bmp.Size };
using (Graphics g = Graphics.FromImage(bmp))
{
g.Clear(Color.Black);
}
Random rnd = new Random();
bmp.SetPixel(rnd.Next(size), rnd.Next(size), Color.White);
Point pt = new Point(), newpt = new Point();
for (int i = 0; i < numparticles; i++)
{
pt.X = rnd.Next(size);
pt.Y = rnd.Next(size);
do
{
newpt.X = pt.X + rnd.Next(-1, 2);
newpt.Y = pt.Y + rnd.Next(-1, 2);
if (!bounds.Contains(newpt))
{
pt.X = rnd.Next(size);
pt.Y = rnd.Next(size);
}
else if (bmp.GetPixel(newpt.X, newpt.Y).R > 0)
{
bmp.SetPixel(pt.X, pt.Y, Color.White);
break;
}
else
{
pt = newpt;
}
} while (true);
}
return bmp;
}
static void Main(string[] args)
{
BrownianTree(300, 3000).Save("browniantree.png");
}
}
}
Go
package main
import (
"fmt"
"image"
"image/color"
"image/png"
"math/rand"
"os"
)
const w = 400 // image width
const h = 300 // image height
const n = 15000 // number of particles to add
const frost = 255 // white
var g *image.Gray
func main() {
g = image.NewGray(image.Rectangle{image.Point{0, 0}, image.Point{w, h}})
// off center seed position makes pleasingly asymetrical tree
g.SetGray(w/3, h/3, color.Gray{frost})
generate:
for a := 0; a < n; {
// generate random position for new particle
rp := image.Point{rand.Intn(w), rand.Intn(h)}
if g.At(rp.X, rp.Y).(color.Gray).Y == frost {
// position is already set. find a nearby free position.
for {
rp.X += rand.Intn(3) - 1
rp.Y += rand.Intn(3) - 1
// execpt if we run out of bounds, consider the particle lost.
if !rp.In(g.Rect) {
continue generate
}
if g.At(rp.X, rp.Y).(color.Gray).Y != frost {
break
}
}
} else {
// else particle is in free space. let it wander
// until it touches tree
for !hasNeighbor(rp) {
rp.X += rand.Intn(3) - 1
rp.Y += rand.Intn(3) - 1
// but again, if it wanders out of bounds consider it lost.
if !rp.In(g.Rect) {
continue generate
}
}
}
// x, y now specify a free position toucing the tree.
g.SetGray(rp.X, rp.Y, color.Gray{frost})
a++
// progress indicator
if a%100 == 0 {
fmt.Println(a, "of", n)
}
}
f, err := os.Create("tree.png")
if err != nil {
fmt.Println(err)
return
}
err = png.Encode(f, g)
if err != nil {
fmt.Println(err)
}
f.Close()
}
var n8 = []image.Point{
{-1, -1}, {-1, 0}, {-1, 1},
{0, -1}, {0, 1},
{1, -1}, {1, 0}, {1, 1}}
func hasNeighbor(p image.Point) bool {
for _, n := range n8 {
o := p.Add(n)
if o.In(g.Rect) && g.At(o.X, o.Y).(color.Gray).Y == frost {
return true
}
}
return false
}
Java
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.util.*;
import javax.swing.JFrame;
public class BrownianTree extends JFrame implements Runnable {
BufferedImage I;
private List<Particle> particles;
static Random rand = new Random();
public BrownianTree() {
super("Brownian Tree");
setBounds(100, 100, 400, 300);
setDefaultCloseOperation(EXIT_ON_CLOSE);
I = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
I.setRGB(I.getWidth() / 2, I.getHeight() / 2, 0xff00);
particles = new LinkedList<Particle>();
}
@Override
public void paint(Graphics g) {
g.drawImage(I, 0, 0, this);
}
public void run() {
for (int i = 0; i < 20000; i++) {
particles.add(new Particle());
}
while (!particles.isEmpty()) {
for (Iterator<Particle> it = particles.iterator(); it.hasNext();) {
if (it.next().move()) {
it.remove();
}
}
repaint();
}
}
public static void main(String[] args) {
BrownianTree b = new BrownianTree();
b.setVisible(true);
new Thread(b).start();
}
private class Particle {
private int x, y;
private Particle() {
x = rand.nextInt(I.getWidth());
y = rand.nextInt(I.getHeight());
}
/* returns true if either out of bounds or collided with tree */
private boolean move() {
int dx = rand.nextInt(3) - 1;
int dy = rand.nextInt(3) - 1;
if ((x + dx < 0) || (y + dy < 0)
|| (y + dy >= I.getHeight()) || (x + dx >= I.getWidth())) {
return true;
}
x += dx;
y += dy;
if ((I.getRGB(x, y) & 0xff00) == 0xff00) {
I.setRGB(x - dx, y - dy, 0xff00);
return true;
}
return false;
}
}
}
替代版本,输出到图片
import java.awt.Point;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
public class BasicBrownianTree {
private int pixelsLost;
private Point p;
private Point nextP;
private int pixelCount;
private int width;
private int height;
private int color;
private BufferedImage img;
public BasicBrownianTree( int argb, int size, double density ) {
pixelsLost = 0;
p = new Point();
nextP = new Point();
width = size;
height = size;
color = argb;
pixelCount = (int) ( width * height * density );
img = new BufferedImage( width, height, BufferedImage.TYPE_INT_ARGB );
}
public void generate() {
// print text to the console
System.out.println( "Drawing " + pixelCount + " pixels" );
int background = img.getRGB( 0, 0 );
img.setRGB( width / 2, height / 2, color );
for( int i = 0; i < pixelCount; i++ ) {
p.x = (int) ( Math.random() * width );
p.y = (int) ( Math.random() * height );
while ( true ) {
int dx = (int) ( Math.random() * 3 ) - 1;
int dy = (int) ( Math.random() * 3 ) - 1;
nextP.setLocation( p.x + dx, p.y + dy );
// handle out-of-bounds
if ( nextP.x < 0 || nextP.x >= width || nextP.y < 0
|| nextP.y >= height ) {
// increment the number of pixels lost and escape the loop
pixelsLost++;
break;
}
if ( img.getRGB( nextP.x, nextP.y ) != background ) {
img.setRGB( p.x, p.y, color );
break;
}
p.setLocation( nextP );
}
// Print a message every 2%
if ( i % ( pixelCount / 50 ) == 0 ) {
System.out.println( "Done with " + i + " pixels" );
}
}
// We're done. Let the user know how many pixels were lost
System.out.println( "Finished. Pixels lost = " + pixelsLost );
}
public BufferedImage getImage() {
return img;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public static void main( String[] args ) {
// create the new generator
BasicBrownianTree generator = new BasicBrownianTree( 0x664444ff, 400, 0.4 );
// generate the image
generator.generate();
try {
// save the image to the file "image.png"
ImageIO.write( generator.getImage(), "png", new File( "image.png" ) );
} catch ( IOException e ) {
e.printStackTrace();
}
}
}
Javascript
使用canvas绘制
function brownian(canvasId, messageId) {
var canvas = document.getElementById(canvasId);
var ctx = canvas.getContext("2d");
// Options
var drawPos = true;
var seedResolution = 50;
var clearShade = 0; // 0..255
// Static state
var width = canvas.width;
var height = canvas.height;
var cx = width/2;
var cy = height/2;
var clearStyle = "rgba("+clearShade+", "+clearShade+", "+clearShade+", 1)";
// Utilities
function radius(x,y) {
return Math.sqrt((x-cx)*(x-cy)+(y-cx)*(y-cy));
}
function test(x, y) {
if (x < 0 || y < 0 || x >= width || y >= height)
return false;
var data = ctx.getImageData(x, y, 1, 1).data;
return data[0] != clearShade || data[1] != clearShade || data[2] != clearShade;
}
var shade = 120;
function setc(x, y, c) {
//var imgd = ctx.createImageData(1, 1);
//var pix = imgd.data;
//pix[0] = pix[1] = pix[2] = c == 255 ? 255 : shade;
//pix[3] = 255;
//shade = (shade + 1) % 254;
//ctx.putImageData(imgd, x, y);
//ctx.fillStyle = "rgba("+c+", "+c+", "+c+", 1)";
shade = (shade + 0.02) % 360;
if (c) {
ctx.fillStyle = "hsl("+shade+", 100%, 50%)";
} else {
ctx.fillStyle = clearStyle;
}
ctx.fillRect (x, y, 1, 1);
}
function set(x,y) {
setc(x,y,true);
}
function clear(x,y) {
setc(x,y,false);
}
// Initialize canvas to blank opaque
ctx.fillStyle = clearStyle;
ctx.fillRect (0, 0, width, height);
// Current position
var x;
var y;
// Farthest distance from center a particle has yet been placed.
var closeRadius = 1;
// Place seed
set(cx, cy);
// Choose a new random position for a particle (not necessarily unoccupied)
function newpos() {
// Wherever particles are injected, the tree will tend to grow faster
// toward it. Ideally, particles wander in from infinity; the best we
// could do is to have them wander in from the edge of the field.
// But in order to have the rendering occur in a reasonable time when
// the seed is small, without too much visible bias, we instead place
// the particles in a coarse grid. The final tree will cover every
// point on the grid.
//
// There's probably a better strategy than this.
x = Math.floor(Math.random()*(width/seedResolution))*seedResolution;
y = Math.floor(Math.random()*(height/seedResolution))*seedResolution;
}
newpos();
var animation;
animation = window.setInterval(function () {
if (drawPos) clear(x,y);
for (var i = 0; i < 10000; i++) {
var ox = x;
var oy = y;
// Changing this to use only the first four directions will result
// in a denser tree.
switch (Math.floor(Math.random()*8)) {
case 0: x++; break;
case 1: x--; break;
case 2: y++; break;
case 3: y--; break;
case 4: x++; y++; break;
case 5: x--; y++; break;
case 6: x++; y--; break;
case 7: x--; y--; break;
}
if (x < 0 || y < 0 ||
x >= width || y >= height ||
radius(x,y) > closeRadius+seedResolution+2) {
// wandered out of bounds or out of interesting range of the
// tree, so pick a new spot
var progress = 1000;
do {
newpos();
progress--;
} while ((test(x-1,y-1) || test(x,y-1) || test(x+1,y-1) ||
test(x-1,y ) || test(x,y ) || test(x+1,y ) ||
test(x-1,y+1) || test(x,y+1) || test(x+1,y+1)) && progress > 0);
if (progress <= 0) {
document.getElementById(messageId).appendChild(
document.createTextNode("Stopped for lack of room."));
clearInterval(animation);
break;
}
}
if (test(x, y)) {
// hit something, mark where we came from and pick a new spot
set(ox,oy);
closeRadius = Math.max(closeRadius, radius(ox,oy));
newpos();
}
}
if (drawPos) set(x,y);
}, 1);
}
<html>
<head>
<script src="brownian.js"></script>
</head>
<body onload="brownian('canvas', 'message')">
<canvas id="canvas" width="402" height="402" style="border: 2px inset;"></canvas>
<div id="message"></div>
</body>
</html>
Kotlin
import java.awt.Graphics
import java.awt.image.BufferedImage
import java.util.*
import javax.swing.JFrame
class BrownianTree : JFrame("Brownian Tree"), Runnable {
private val img: BufferedImage
private val particles = LinkedList<Particle>()
private companion object {
val rand = Random()
}
private inner class Particle {
private var x = rand.nextInt(img.width)
private var y = rand.nextInt(img.height)
/* returns true if either out of bounds or collided with tree */
fun move(): Boolean {
val dx = rand.nextInt(3) - 1
val dy = rand.nextInt(3) - 1
if ((x + dx < 0) || (y + dy < 0) || (y + dy >= img.height) ||
(x + dx >= img.width)) return true
x += dx
y += dy
if ((img.getRGB(x, y) and 0xff00) == 0xff00) {
img.setRGB(x - dx, y - dy, 0xff00)
return true
}
return false
}
}
init {
setBounds(100, 100, 400, 300)
defaultCloseOperation = EXIT_ON_CLOSE
img = BufferedImage(width, height, BufferedImage.TYPE_INT_RGB)
img.setRGB(img.width / 2, img.height / 2, 0xff00)
}
override fun paint(g: Graphics) {
g.drawImage(img, 0, 0, this)
}
override fun run() {
(0 until 20000).forEach { particles.add(Particle()) }
while (!particles.isEmpty()) {
val iter = particles.iterator()
while (iter.hasNext()) {
if (iter.next().move()) iter.remove()
}
repaint()
}
}
}
fun main(args: Array<String>) {
val b = BrownianTree()
b.isVisible = true
Thread(b).start()
}
Python
import pygame, sys, os
from pygame.locals import *
from random import randint
pygame.init()
MAXSPEED = 15
SIZE = 3
COLOR = (45, 90, 45)
WINDOWSIZE = 400
TIMETICK = 1
MAXPART = 50
freeParticles = pygame.sprite.Group()
tree = pygame.sprite.Group()
window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE))
pygame.display.set_caption("Brownian Tree")
screen = pygame.display.get_surface()
class Particle(pygame.sprite.Sprite):
def __init__(self, vector, location, surface):
pygame.sprite.Sprite.__init__(self)
self.vector = vector
self.surface = surface
self.accelerate(vector)
self.add(freeParticles)
self.rect = pygame.Rect(location[0], location[1], SIZE, SIZE)
self.surface.fill(COLOR, self.rect)
def onEdge(self):
if self.rect.left <= 0:
self.vector = (abs(self.vector[0]), self.vector[1])
elif self.rect.top <= 0:
self.vector = (self.vector[0], abs(self.vector[1]))
elif self.rect.right >= WINDOWSIZE:
self.vector = (-abs(self.vector[0]), self.vector[1])
elif self.rect.bottom >= WINDOWSIZE:
self.vector = (self.vector[0], -abs(self.vector[1]))
def update(self):
if freeParticles in self.groups():
self.surface.fill((0,0,0), self.rect)
self.remove(freeParticles)
if pygame.sprite.spritecollideany(self, freeParticles):
self.accelerate((randint(-MAXSPEED, MAXSPEED),
randint(-MAXSPEED, MAXSPEED)))
self.add(freeParticles)
elif pygame.sprite.spritecollideany(self, tree):
self.stop()
else:
self.add(freeParticles)
self.onEdge()
if (self.vector == (0,0)) and tree not in self.groups():
self.accelerate((randint(-MAXSPEED, MAXSPEED),
randint(-MAXSPEED, MAXSPEED)))
self.rect.move_ip(self.vector[0], self.vector[1])
self.surface.fill(COLOR, self.rect)
def stop(self):
self.vector = (0,0)
self.remove(freeParticles)
self.add(tree)
def accelerate(self, vector):
self.vector = vector
NEW = USEREVENT + 1
TICK = USEREVENT + 2
pygame.time.set_timer(NEW, 50)
pygame.time.set_timer(TICK, TIMETICK)
def input(events):
for event in events:
if event.type == QUIT:
sys.exit(0)
elif event.type == NEW and (len(freeParticles) < MAXPART):
Particle((randint(-MAXSPEED,MAXSPEED),
randint(-MAXSPEED,MAXSPEED)),
(randint(0, WINDOWSIZE), randint(0, WINDOWSIZE)),
screen)
elif event.type == TICK:
freeParticles.update()
half = WINDOWSIZE/2
tenth = WINDOWSIZE/10
root = Particle((0,0),
(randint(half-tenth, half+tenth),
randint(half-tenth, half+tenth)), screen)
root.stop()
while True:
input(pygame.event.get())
pygame.display.flip()