利用Python Pygame放個(gè)煙花

uu們,有多久沒放煙花了?今年你所在的地方允許放煙花么?既然我們不能線下放,那么我們就在線上放個(gè)夠吧,先上最后效果圖
老規(guī)矩,先導(dǎo)包,導(dǎo)入pygame,Python Pygame 是一款專門為開發(fā)和設(shè)計(jì) 2D 電子游戲而生的軟件包,它支 Windows、Linux、Mac OS 等操作系統(tǒng),具有良好的跨平臺(tái)性。
import pygame from random import randint, uniform, choice import math
Pygame 繪制煙花的基本原理
1、發(fā)射階段:在這一階段煙花的形狀是線性向上,通過設(shè)定一組大小不同、顏色不同的點(diǎn)來模擬“向上發(fā)射” 的運(yùn)動(dòng)運(yùn)動(dòng),運(yùn)動(dòng)過程中 5個(gè)點(diǎn)被賦予不同大小的加速度,隨著時(shí)間推移,后面的點(diǎn)會(huì)趕上前面的點(diǎn),最終所有點(diǎn)會(huì)匯聚在一起,處于綻放準(zhǔn)備階段。
2、煙花綻放:煙花綻放這個(gè)階段,是由一個(gè)點(diǎn)分散多個(gè)點(diǎn)向不同方向發(fā)散,并且每個(gè)點(diǎn)的移動(dòng)軌跡可需要被記錄,目的是為了追蹤整個(gè)綻放軌跡。
3、煙花凋零,此階段負(fù)責(zé)描繪綻放后煙花的效果,綻放后的煙花,而在每一時(shí)刻點(diǎn)的下降速度和亮度(代碼中也叫透明度)是不一樣的,因此在代碼里,將煙花綻放后將每個(gè)點(diǎn)賦予兩個(gè)屬性:分別為重力向量和生命周期,來模擬煙花在不同時(shí)期時(shí)不同的展現(xiàn)效果。
首先設(shè)置全局變量,例如重力向量,窗口大小,Trail 的顏色列表(多為灰色或白色)以及不同狀態(tài)下 Trail 之間間隔,gravity設(shè)置重力變量,DISPLAY_width和heigh控制窗口的長(zhǎng)和寬
vector = pygame.math.Vector2 #重力變量 gravity = vector(0, 0.3) #控制窗口的大小 DISPLAY_WIDTH = DISPLAY_HEIGHT = 800 #顏色選項(xiàng) trail_colours = [(45, 45, 45), (60, 60, 60), (75, 75, 75), (125, 125, 125), (150, 150, 150)] dynamic_offset = 1 static_offset = 3
代碼整體部分將煙花封裝為三個(gè)類(類是面向?qū)ο笳Z言的程序設(shè)計(jì)中的概念,是面向?qū)ο缶幊痰幕A(chǔ)):
Firework : 整體部分
class Firework:
def __init__(self):
# 隨機(jī)顏色
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): # 每幀調(diào)用
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 數(shù)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
Particle:煙花粒子(包含軌跡)
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 個(gè) tails總計(jì)
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: # 檢查粒子的爆炸范圍
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])
Trail:煙花軌跡
本質(zhì)上是一個(gè)點(diǎn) 。創(chuàng)建 Trail 類,定義 show 方法繪制軌跡 、get_pos 實(shí)時(shí)獲取軌跡坐標(biāo)
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()
三個(gè)類之間的關(guān)系為:一個(gè)Firework 由多個(gè) Particle 構(gòu)成,而一個(gè) Particle 由多個(gè) Trail 構(gòu)成,最后,寫一個(gè) main 方法來對(duì) pygame 環(huán)境進(jìn)行初始化,例如背景圖片,文字。
def main():
pygame.init()
pygame.font.init()
pygame.display.set_caption("祝您新年快樂") # 標(biāo)題
background = pygame.image.load("./5.png") # 背景
sound_wav = pygame.mixer.music.load("2.mp3")
pygame.mixer.music.play()
# 加載背景音樂
pygame.mixer.music.load("./res/音樂文件名")
# 循環(huán)播放背景音樂
pygame.mixer.music.play(-1)
# 停止背景音樂
pygame.mixer.music.stop()
# 加載音效
boom_sound = pygame.mixer.Sound("./res/音效名")
# 播放音效
boom_sound.play()
boom_sound.stop()
myfont = pygame.font.Font("simkai.TTF",80)
myfont1 = pygame.font.Font("simkai.ttf", 30)
testsurface = myfont.render("虎虎生威",False,(0, 0, 0),(220, 20, 60))
testsurface1 = myfont1.render("", 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個(gè)煙花
for i in range(10):
fireworks.append(Firework())
if event.key == pygame.K_3: # 按下 3 加入100個(gè)煙花
for i in range(100):
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: # 創(chuàng)建新的煙花
fireworks.append(Firework())
update(win, fireworks)
pygame.quit()
quit()
main()
整體到此就結(jié)束了,uu們可以嘗試自己試一下,封裝比較困難,但是定義最后初始化我們可以加入一些我們自己的元素!
到此這篇關(guān)于利用Python Pygame放個(gè)煙花的文章就介紹到這了,更多相關(guān)Python Pygame煙花內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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