ColorPartitionParticle

class pygamelib.gfx.particles.ColorPartitionParticle(row: int = 0, column: int = 0, velocity: Vector2D = None, lifespan: int = None, partition: list = None, partition_blending_table: list = None, start_color: Color = None, stop_color: Color = None)

Bases: PartitionParticle

This class is basically the same as ColorParticle but its base class is PartitionParticle instead of Particle. Everything else is the same.

It serves the same purpose as the ColorParticle with the added partition particle capabilities.

__init__(row: int = 0, column: int = 0, velocity: Vector2D = None, lifespan: int = None, partition: list = None, partition_blending_table: list = None, start_color: Color = None, stop_color: Color = None) None

The constructor takes the following parameters.

Parameters:
  • row (int) – The initial row position of the particle on the screen.

  • column (int) – The initial column position of the particle on the screen.

  • velocity (Vector2D) – The initial velocity of the particle.

  • lifespan (int) – The particle lifespan in number of movements/turns. A particle with a lifespan of 3 will move for 3 turns before being finished.

  • partition (list) – The partition of the particle.

  • partition_blending_table (list) – The blending table of the particle.

  • start_color (Color) – The color of the particle at the beginning of its lifespan.

  • stop_color (Color) – The color of the particle at the end of its lifespan.

Example:

single_particle = RandomColorPartitionParticle(
    row=5,
    column=5,
    velocity=base.Vector2D(-0.5, 0.0),
    lifespan=10,
)

Methods

__init__([row, column, velocity, lifespan, ...])

The constructor takes the following parameters.

apply_force(force)

Apply a force to the particle's acceleration vector.

attach(observer)

Attach an observer to this instance.

detach(observer)

Detach an observer from this instance.

finished()

Return True if the particle is done living (i.e its lifespan is lesser or equal to 0).

handle_notification(subject[, attribute, value])

A virtual method that needs to be implemented by the observer.

load(data)

Load a ColorPartitionParticle from a dictionary.

notify([modifier, attribute, value])

Notify all the observers that a change occurred.

render([sprixel])

This method first calls the Particle.render() method.

reset([row, column, velocity, lifespan])

Reset a particle in its initial state.

reset_lifespan([lifespan])

Reset the particle lifespan (including the initial lifespan).

serialize()

Serialize a ColorPartitionParticle into a dictionary.

store_screen_position(row, column)

Store the screen position of the object.

terminate()

Terminate a particle, i.e sets its lifespan to -1.

update()

This method first calls the Particle.update() method, then calculates the quadrant position, i.e: the actual position of the particle within a console character.

Attributes

column

Access and set the column property.

row

Access and set the row property.

screen_column

A property to get/set the screen column.

screen_row

A property to get/set the screen row.

x

Access and set the x property.

y

Access and set the y property.

apply_force(force: Vector2D) None

Apply a force to the particle’s acceleration vector.

You are more likely to apply forces to all particles of an emitter through the apply_force() method of the emitter class.

Parameters:

force (Vector2D) – The force to apply.

Example:

gravity = Vector2D(-0.2, 0.0)
my_particle.apply_force(gravity)
attach(observer)

Attach an observer to this instance. It means that until it is detached, it will be notified every time that a notification is issued (usually on changes).

An object cannot add itself to the list of observers (to avoid infinite recursions).

Parameters:

observer (PglBaseObject) – An observer to attach to this object.

Returns:

True or False depending on the success of the operation.

Return type:

bool

Example:

myboard = Board()
screen = Game.instance().screen
# screen will be notified of all changes in myboard
myboard.attach(screen)
property column

Access and set the column property. Equivalent to the x property.

detach(observer)

Detach an observer from this instance. If observer is not in the list this returns False.

Parameters:

observer (PglBaseObject) – An observer to detach from this object.

Returns:

True or False depending on the success of the operation.

Return type:

bool

Example:

# screen will no longer be notified of the changes in myboard.
myboard.detach(screen)
finished() bool

Return True if the particle is done living (i.e its lifespan is lesser or equal to 0). It returns False otherwise.

Return type:

bool

Example:

if not my_particle.finished():
    my_particle.update()
handle_notification(subject, attribute=None, value=None)

A virtual method that needs to be implemented by the observer. By default it does nothing but each observer needs to implement it if something needs to be done when notified.

This method always receive the notifying object as first parameter. The 2 other parameters are optional and can be None.

You can use the attribute and value as you see fit. You are free to consider attribute as an event and value as the event’s value.

Parameters:
  • subject (PglBaseObject) – The object that has changed.

  • attribute (str) – The attribute that has changed, it is usually a “FQDN style” string. This can be None.

  • value (Any) – The new value of the attribute. This can be None.

classmethod load(data)

Load a ColorPartitionParticle from a dictionary.

Parameters:

data (dict) – The dictionary to load from

Returns:

The loaded ColorPartitionParticle

Return type:

ColorPartitionParticle

Example:

particle = ColorPartitionParticle.load( json.load( open("particle.json") ) )
notify(modifier=None, attribute: str = None, value: Any = None) None

Notify all the observers that a change occurred.

Parameters:
  • modifier (PglBaseObject) – An optional parameter that identify the modifier object to exclude it from the notified objects.

  • attribute (str) – An optional parameter that identify the attribute that has changed.

  • value (Any) – An optional parameter that identify the new value of the attribute.

Example:

# This example is silly, you would usually notify other objects from inside
# an object that changes a value that's important for the observers.
color = Color(255,200,125)
color.attach(some_text_object)
color.notify()
render(sprixel: Sprixel = None)

This method first calls the Particle.render() method. Then it updates the rendered particle’s model based on the blending table.

Parameters:

sprixel (Sprixel) – A sprixel already rendered in the screen buffer.

Example:

p = my_particle
buffer[p.row][p.column] = p.render(buffer[p.row][p.column])
reset(row: int = 0, column: int = 0, velocity: Vector2D = None, lifespan: int = None)

Reset a particle in its initial state. This is particularly useful for the reuse of particles.

This method takes almost the same parameters than the constructor.

Parameters:
  • row (int) – The initial row position of the particle on the screen.

  • column (int) – The initial column position of the particle on the screen.

  • velocity (Vector2D) – The initial velocity of the particle.

  • lifespan (int) – The particle lifespan in number of movements/turns. A particle with a lifespan of 3 will move for 3 turns before being finished.

Example:

single_particle.reset(
    row=5,
    column=5,
    velocity=base.Vector2D(-0.5, 0.0),
    lifespan=10,
)
reset_lifespan(lifespan: int = 20) None

Reset the particle lifespan (including the initial lifespan).

Parameters:

lifespan (int) – The particle lifespan in number of movements/turns.

Example:

my_particle.reset_lifespan(10)
property row

Access and set the row property. Equivalent to the y property.

property screen_column: int

A property to get/set the screen column.

Parameters:

value (int) – the screen column

Return type:

int

property screen_row: int

A property to get/set the screen row.

Parameters:

value (int) – the screen row

Return type:

int

serialize()

Serialize a ColorPartitionParticle into a dictionary.

Returns:

The class as a dictionary

Return type:

dict

Example:

json.dump( particle.serialize() )
store_screen_position(row: int, column: int) bool

Store the screen position of the object.

This method is automatically called by Screen.place().

Parameters:
  • row (int) – The row (or y) coordinate.

  • column (int) – The column (or x) coordinate.

Example:

an_object.store_screen_coordinate(3,8)
terminate() None

Terminate a particle, i.e sets its lifespan to -1.

In that case the ParticleEmitter and ParticlePool will recycle it. That is IF you are managing the particle through an emitter and/or a pool of course.

Example:

p = my_particle
if p.row >= screen,height or p.column >= screen.width:
    p.terminate()
update()

This method first calls the Particle.update() method, then calculates the quadrant position, i.e: the actual position of the particle within a console character. It then updates the particle’s model based on this internal position.

Example:

my_particle.update()
property x

Access and set the x property. Equivalent to the column property.

property y

Access and set the y property. Equivalent to the row property.