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import random
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import pygame
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from my_package.Particle_class import Particle
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class Spark(Particle):
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def __init__(self, x, y, color, fade_speed=4):
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super().__init__(x, y, color, fade_speed)
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self.x = x
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self.y = y
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self.rad = CIRCLE_RADIUS
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self.image = pygame.Surface((self.rad * 2, self.rad * 2), pygame.SRCALPHA)
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pygame.draw.circle(self.image, self.color, (self.rad, self.rad), self.rad)
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def appear(self, screen):
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if self.alpha > 0:
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self.image.set_alpha(self.alpha)
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screen.blit(self.image, (self.pos[0] - self.rad, self.pos[1] - self.rad))
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particles = []
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width = 600
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height = 600
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SIZE = (width, height)
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BLACK = (0, 0, 0)
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CIRCLE_RADIUS = 1
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COLORS = [(255,0,0), (0,0,255), (255,0,255), (0,255,255), (255,0,255)]
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FRICTION = -0.5
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def main():
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screen = init_game()
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game_loop(screen)
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exit_game()
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def init_game():
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global clock
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clock = pygame.time.Clock()
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pygame.init()
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screen = pygame.display.set_mode(SIZE)
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return screen
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def game_loop(screen):
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while True:
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if not event_handling():
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break
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if not update_game():
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break
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draw_screen(screen)
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def event_handling():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return False
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if event.type == pygame.MOUSEBUTTONDOWN:
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x = pygame.mouse.get_pos()[0]
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y = pygame.mouse.get_pos()[1]
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for _ in range(3000):
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particles.append(Spark(x, y, random.choice(COLORS)))
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return True
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def update_game():
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for particle_object in particles:
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particle_object.apply_force((random.randint(-2,2),random.randint(-2,2)))
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if particle_object.y <= 0 or particle_object.x <= 0 or particle_object.y == height or particle_object.x == width or particle_object.alpha <= 0:
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particle_object.set_surface(None)
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print(particle_object)
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particles.remove(particle_object)
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particle_object.fade()
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particle_object.update()
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clock.tick(60)
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return True
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def draw_screen(screen):
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screen.fill(BLACK)
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for particle_object in particles:
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particle_object.set_surface(screen)
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particle_object.appear(screen)
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pygame.display.flip()
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def exit_game():
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pygame.quit()
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main()
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