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Python实现新年烟花秀的代码怎么写

发表于:2024-11-20 作者:千家信息网编辑
千家信息网最后更新 2024年11月20日,今天就跟大家聊聊有关Python实现新年烟花秀的代码怎么写,可能很多人都不太了解,为了让大家更加了解,小编给大家总结了以下内容,希望大家根据这篇文章可以有所收获。先介绍下 Pygame 绘制烟花的基本
千家信息网最后更新 2024年11月20日Python实现新年烟花秀的代码怎么写

今天就跟大家聊聊有关Python实现新年烟花秀的代码怎么写,可能很多人都不太了解,为了让大家更加了解,小编给大家总结了以下内容,希望大家根据这篇文章可以有所收获。

先介绍下 Pygame 绘制烟花的基本原理,烟花从发射到绽放一共分为三个阶段:

1,发射阶段:在这一阶段烟花的形状是线性向上,通过设定一组大小不同、颜色不同的点来模拟"向上发射" 的运动运动,运动过程中 5个点被赋予不同大小的加速度,随着时间推移,后面的点会赶上前面的点,最终所有点会汇聚在一起,处于 绽放准备阶段;

2,烟花绽放:烟花绽放这个阶段,是由一个点分散多个点向不同方向发散,并且每个点的移动轨迹可需要被记录,目的是为了追踪整个绽放轨迹。

3,烟花凋零,此阶段负责描绘绽放后烟花的效果,绽放后的烟花,而在每一时刻点的下降速度和亮度(代码中也叫透明度)是不一样的,因此在代码里,将烟花绽放后将每个点赋予两个属性:分别为重力向量和生命周期,来模拟烟花在不同时期时不同的展现效果。

程序运行截图:

完整程序代码:

import pygamefrom random import randint, uniform, choiceimport math vector = pygame.math.Vector2gravity = vector(0, 0.3)DISPLAY_WIDTH = DISPLAY_HEIGHT = 800  trail_colours = [(45, 45, 45), (60, 60, 60), (75, 75, 75), (125, 125, 125), (150, 150, 150)]dynamic_offset = 1static_offset = 3   class Firework:    def __init__(self):        # 随机颜色        self.colour = (randint(0, 255), randint(0, 255), randint(0, 255))        self.colours = (            (randint(0, 255), randint(0, 255), randint(0, 255)),            (randint(0, 255), randint(0, 255), randint(0, 255)),            (randint(0, 255), randint(0, 255), randint(0, 255)))        self.firework = Particle(randint(0, DISPLAY_WIDTH), DISPLAY_HEIGHT, True,                                 self.colour)  # Creates the firework particle        self.exploded = False        self.particles = []        self.min_max_particles = vector(100, 225)     def update(self, win):  # called every frame        if not self.exploded:            self.firework.apply_force(gravity)            self.firework.move()            for tf in self.firework.trails:                tf.show(win)             self.show(win)             if self.firework.vel.y >= 0:                self.exploded = True                self.explode()        else:            for particle in self.particles:                particle.apply_force(vector(gravity.x + uniform(-1, 1) / 20, gravity.y / 2 + (randint(1, 8) / 100)))                particle.move()                for t in particle.trails:                    t.show(win)                particle.show(win)     def explode(self):        # amount 数量        amount = randint(self.min_max_particles.x, self.min_max_particles.y)        for i in range(amount):            self.particles.append(Particle(self.firework.pos.x, self.firework.pos.y, False, self.colours))     def show(self, win):        pygame.draw.circle(win, self.colour, (int(self.firework.pos.x), int(self.firework.pos.y)), self.firework.size)     def remove(self):        if self.exploded:            for p in self.particles:                if p.remove is True:                    self.particles.remove(p)             if len(self.particles) == 0:                return True            else:                return False  class Particle:    def __init__(self, x, y, firework, colour):        self.firework = firework        self.pos = vector(x, y)        self.origin = vector(x, y)        self.radius = 20        self.remove = False        self.explosion_radius = randint(5, 18)        self.life = 0        self.acc = vector(0, 0)        # trail variables        self.trails = []  # stores the particles trail objects        self.prev_posx = [-10] * 10  # stores the 10 last positions        self.prev_posy = [-10] * 10  # stores the 10 last positions         if self.firework:            self.vel = vector(0, -randint(17, 20))            self.size = 5            self.colour = colour            for i in range(5):                self.trails.append(Trail(i, self.size, True))        else:            self.vel = vector(uniform(-1, 1), uniform(-1, 1))            self.vel.x *= randint(7, self.explosion_radius + 2)            self.vel.y *= randint(7, self.explosion_radius + 2)            # 向量            self.size = randint(2, 4)            self.colour = choice(colour)            # 5 个 tails总计            for i in range(5):                self.trails.append(Trail(i, self.size, False))     def apply_force(self, force):        self.acc += force     def move(self):        if not self.firework:            self.vel.x *= 0.8            self.vel.y *= 0.8        self.vel += self.acc        self.pos += self.vel        self.acc *= 0         if self.life == 0 and not self.firework:  # check if particle is outside explosion radius            distance = math.sqrt((self.pos.x - self.origin.x) ** 2 + (self.pos.y - self.origin.y) ** 2)            if distance > self.explosion_radius:                self.remove = True         self.decay()         self.trail_update()         self.life += 1     def show(self, win):        pygame.draw.circle(win, (self.colour[0], self.colour[1], self.colour[2], 0), (int(self.pos.x), int(self.pos.y)),                           self.size)     def decay(self):  # random decay of the particles        if 50 > self.life > 10:  # early stage their is a small chance of decay            ran = randint(0, 30)            if ran == 0:                self.remove = True        elif self.life > 50:            ran = randint(0, 5)            if ran == 0:                self.remove = True     def trail_update(self):        self.prev_posx.pop()        self.prev_posx.insert(0, int(self.pos.x))        self.prev_posy.pop()        self.prev_posy.insert(0, int(self.pos.y))         for n, t in enumerate(self.trails):            if t.dynamic:                t.get_pos(self.prev_posx[n + dynamic_offset], self.prev_posy[n + dynamic_offset])            else:                t.get_pos(self.prev_posx[n + static_offset], self.prev_posy[n + static_offset])  class Trail:    def __init__(self, n, size, dynamic):        self.pos_in_line = n        self.pos = vector(-10, -10)        self.dynamic = dynamic         if self.dynamic:            self.colour = trail_colours[n]            self.size = int(size - n / 2)        else:            self.colour = (255, 255, 200)            self.size = size - 2            if self.size < 0:                self.size = 0     def get_pos(self, x, y):        self.pos = vector(x, y)     def show(self, win):        pygame.draw.circle(win, self.colour, (int(self.pos.x), int(self.pos.y)), self.size)  def update(win, fireworks):    for fw in fireworks:        fw.update(win)        if fw.remove():            fireworks.remove(fw)     pygame.display.update()  def main():    pygame.init()    pygame.font.init()    pygame.display.set_caption("Fireworks in Pygame") # 标题    background = pygame.image.load("img/1.png") # 背景    myfont = pygame.font.Font("img/simkai.ttf",80)    myfont1 = pygame.font.Font("img/simkai.ttf", 30)     testsurface = myfont.render("新年快乐",False,(251, 59, 85))    testsurface1 = myfont1.render("By:Python代码大全", False, (251, 59, 85))     # pygame.image.load("")    win = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))    # win.blit(background)    clock = pygame.time.Clock()     fireworks = [Firework() for i in range(2)]  # create the first fireworks    running = True     while running:        clock.tick(60)        for event in pygame.event.get():            if event.type == pygame.QUIT:                running = False            if event.type == pygame.KEYDOWN:  # Change game speed with number keys                if event.key == pygame.K_1: # 按下 1                    fireworks.append(Firework())                if event.key == pygame.K_2: # 按下 2 加入10个烟花                    for i in range(10):                        fireworks.append(Firework())        win.fill((20, 20, 30))  # draw background        win.blit(background,(0,0))        win.blit(testsurface,(200,30))        win.blit(testsurface1, (520,80))         if randint(0, 20) == 1:  # create new firework            fireworks.append(Firework())         update(win, fireworks)        # stats for fun        # total_particles = 0        # for f in fireworks:        #    total_particles += len(f.particles)         # print(f"Fireworks: {len(fireworks)}\nParticles: {total_particles}\n\n")     pygame.quit()    quit() main()

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