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!