利用Python Pygame放個煙花

uu們,有多久沒放煙花瞭?今年你所在的地方允許放煙花麼?既然我們不能線下放,那麼我們就在線上放個夠吧,先上最後效果圖

老規矩,先導包,導入pygame,Python Pygame 是一款專門為開發和設計 2D 電子遊戲而生的軟件包,它支 Windows、Linux、Mac OS 等操作系統,具有良好的跨平臺性。

import pygame
from random import randint, uniform, choice
import math

Pygame 繪制煙花的基本原理

1、發射階段:在這一階段煙花的形狀是線性向上,通過設定一組大小不同、顏色不同的點來模擬“向上發射” 的運動運動,運動過程中 5個點被賦予不同大小的加速度,隨著時間推移,後面的點會趕上前面的點,最終所有點會匯聚在一起,處於綻放準備階段。

2、煙花綻放:煙花綻放這個階段,是由一個點分散多個點向不同方向發散,並且每個點的移動軌跡可需要被記錄,目的是為瞭追蹤整個綻放軌跡。

3、煙花凋零,此階段負責描繪綻放後煙花的效果,綻放後的煙花,而在每一時刻點的下降速度和亮度(代碼中也叫透明度)是不一樣的,因此在代碼裡,將煙花綻放後將每個點賦予兩個屬性:分別為重力向量和生命周期,來模擬煙花在不同時期時不同的展現效果。

首先設置全局變量,例如重力向量,窗口大小,Trail 的顏色列表(多為灰色或白色)以及不同狀態下 Trail 之間間隔,gravity設置重力變量,DISPLAY_width和heigh控制窗口的長和寬

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
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類(類是面向對象語言的程序設計中的概念,是面向對象編程的基礎):

Firework : 整體部分

class Firework:
    def __init__(self):
        # 隨機顏色
        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 tails總計
            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

本質上是一個點 。創建 Trail 類,定義 show 方法繪制軌跡 、get_pos  實時獲取軌跡坐標

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()

三個類之間的關系為:一個Firework 由多個 Particle 構成,而一個 Particle 由多個 Trail 構成,最後,寫一個 main 方法來對 pygame 環境進行初始化,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個煙花
                    for i in range(10):
                        fireworks.append(Firework())
                if event.key == pygame.K_3: # 按下 3 加入100個煙花
                    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:  # 創建新的煙花
 
            fireworks.append(Firework())
 
        update(win, fireworks)
    pygame.quit()
    quit()
 
main()

整體到此就結束瞭,uu們可以嘗試自己試一下,封裝比較困難,但是定義最後初始化我們可以加入一些我們自己的元素!

到此這篇關於利用Python Pygame放個煙花的文章就介紹到這瞭,更多相關Python Pygame煙花內容請搜索WalkonNet以前的文章或繼續瀏覽下面的相關文章希望大傢以後多多支持WalkonNet!

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