Eric Amundsen
Rochester MNRA2 Move South, Eric! This way you won't have to shovel snow and you'll have all the time in the world to study TCL animation. :-) Seriously, ULIS knows quite a lot on the subject (TCL animation; not snow removal! :-) Please post this question on his home page and I'm sure he'll be glad to help...I hope I did not hurt your feelings by suggesting to move South since you seem to have a famous explorer of the Northern boundary in your ancestry. Any relationship with Amundsen, the Arctic explorer?Eric Amundsen - I did solve this myself then with Firework Display. Should have updated this page. Animation was actually very easy, and I've essentially been doing it along with this type of thing - Keep a GUI alive during a long calculation.No hurt feelings. While the lineage hasn't ever been determined with certainty, there does seem to be some affinity to cold weather in my blood (or at least my heritage) [1]-- My own reply a few days laterOK, so y'all decided to leave it as an exercise for the writer to do this one. I looked over the Particle system some more, read the helpful canvas tutorial from captaincrumb [2], reviewed the canvas man page, let it all stew over the weekend, and came up with this while waiting through my kids' piano lessons yesterday.I realize this "pure-tcl" solution uses itcl - I like itcl and consider it part of my core tcl distribution - I'm not going to argue this point.
#! /bin/env tclsh package require Tk package require Itcl set ::_pi [expr {2 * acos(0)}] set ::_2_pi [expr {$::_pi * 2}] # this little proc nukes everything already in existance and redifines my # classes, thus allowing me to simply resource into a console while developing proc redef {} { # nuke everything catch {.fd stop} {} catch {itcl::delete class FireworkDisplay} {} catch {itcl::delete class Spark} {} catch {destroy .c} {} # the main animation class - keeps a list of sparks and traces to draw and # update itcl::class FireworkDisplay { constructor {c args} {} public { # creates new sparks and traces method explode {} # updates existing sparks and traces method moveSparks {} # start/stops the animation method start {} { set moveAfterId [after idle [itcl::code $this moveSparks]] set explodeAfterId [after [randInt {*}$explosionInterval] [ list after idle [itcl::code $this explode]]] } method stop {} { after cancel $explodeAfterId after cancel $moveAfterId } # various parameters to adjust the look of the display - should be # self explanatory variable lifespanRange {40 80} variable velocityRange {2 4} variable explosionInterval {500 800} variable numSparksRange {10 22} } private { method randInt {{lower 0} {upper 1}} {return [ expr {int(rand() * ($upper - $lower + 1) + $lower)}]} variable canvas {} variable sparks [list] variable explodeAfterId variable moveAfterId } } # could probably just be taken care of with arrays, but I like classes # anyway, this is a spark # this should probably be split into two classes, an explosion class, # which hold the lifespan, age and velocity, # and then a spark class which hold the angle of the spark itcl::class Spark { public { variable vel {} variable sparkId {} variable trailId {} variable angle {} variable lifespan 30 variable age 0 } } } redef # animation update, called about 40 times per second # (minus processing time in here and explosion creation) itcl::body FireworkDisplay::moveSparks {} { # sparks might get deleted, so keep a list of sparks that don't die set tempSparkList [list] foreach spark $sparks { # a spark has died if {[$spark cget -age] > [$spark cget -lifespan]} { # remove it and it's trail from the canvas and destroy the object $canvas delete [$spark cget -sparkId] $canvas delete [$spark cget -trailId] itcl::delete object $spark } else { # spark still kicking, so compute next position set xDelta [expr {[$spark cget -vel] * cos([$spark cget -angle])}] set yDelta [expr {[$spark cget -vel] * sin([$spark cget -angle])}] $canvas move [$spark cget -sparkId] $xDelta $yDelta # and extend its trail foreach {x1 y1 x2 y2} [$canvas coords [$spark cget -trailId]] {} $canvas coords [$spark cget -trailId] $x1 $y1 [ expr {$x2 + $xDelta}] [expr {$y2 + $yDelta}] $spark configure -age [expr {[$spark cget -age] + 1}] # and keep it alive lappend tempSparkList $spark } } set sparks $tempSparkList set moveAfterId [after 25 [list after idle [itcl::code $this moveSparks]]] } itcl::body FireworkDisplay::constructor {c args} { set canvas $c $c configure -background black start } # create a new explosion itcl::body FireworkDisplay::explode {} { # create is somewhere in the middle 80% of the canvas set centerx [randInt [expr {int([$canvas cget -width] * 0.1)}] [ expr {int([$canvas cget -width] * 0.9)}]] set centery [randInt [expr {int([$canvas cget -height] * 0.1)}] [ expr {int([$canvas cget -height] * 0.9)}]] # randomize the look of the sparks and trail set numSparks [randInt {*}$numSparksRange] set vel [randInt {*}$velocityRange] set lifespan [randInt {*}$lifespanRange] set sparkColor #[format %X%X [randInt 0 15] [randInt 0 15]][format %X%X [ randInt 0 15] [ randInt 0 15]][format %X%X [randInt 0 15] [randInt 0 15]] set trailColor #[format %X%X [randInt 0 15] [randInt 0 15]][ format %X%X [randInt 0 15] [randInt 0 15]][ format %X%X [randInt 0 15] [randInt 0 15]] # without this all explosions have a spark going directly to the right - # boring! set angleOffset [expr {$::_2_pi / ([randInt 1 100] * double($numSparks))}] # craete the sparks and trails for {set j 0} {$j < $numSparks} {incr j} { lappend sparks [Spark #auto] # place trail first so the spark is on top of the trail set trailId [$canvas create line $centerx $centery \ $centerx $centery -fill $trailColor -width 3] set sparkId [$canvas create oval [expr {$centerx - 4}] [ expr {$centery - 4}] [expr {$centerx + 4}] [ expr {$centery + 4}] -fill $sparkColor -outline $sparkColor] [lindex $sparks end] configure \ -lifespan $lifespan \ -sparkId $sparkId \ -trailId $trailId \ -vel $vel \ -angle [expr {$j * $::_2_pi / double($numSparks) + $angleOffset}] } set explodeAfterId [after [randInt {*}$explosionInterval] [ list after idle [itcl::code $this explode]]] } canvas .c foreach {w h} [wm maxsize .] {} wm geometry . [set w]x[set h]+0+0 grid .c -column 0 -row 0 -sticky news grid columnconfigure . 0 -weight 1 grid rowconfigure . 0 -weight 1 bind .c <Configure> {FireworkDisplay .fd .c} .c configure -height $h -width $w