import pygame
from random import randint, uniform, choice
import math
vector = pygame.math.Vector2
# 定义重力
gravity = vector(0, 0.3)
# 定义显示的长和宽
DISPLAY_WIDTH = DISPLAY_HEIGHT = 800
# 定义烟花上升时的后面的轨迹颜色
trail_colours = [(150, 150, 150), (125, 125, 125), (75, 75, 75), (60, 60, 60), (45, 45, 45)]
# 对轨迹长度的控制,在运动的时候使用步长短的,在快要静止的时候使用大步长以得到更好的移动视觉效果
dynamic_offset = 1
static_offset = 3
class Firework:
"""
烟花类
"""
def __init__(self):
# 该烟花上升时候的随机颜色
self.colour = (randint(0, 255), randint(0, 255), randint(0, 255))
# 该烟花爆炸的时候的随机颜色
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))
)
# 该烟花上升时候的轨迹
self.firework = Particle(randint(0 + 100, DISPLAY_WIDTH - 100), DISPLAY_HEIGHT, True,
self.colour) # Creates the firework particle
# 该烟花的爆炸状态
self.exploded = False
# 该烟花爆炸的时候的轨迹
self.particles = []
# 爆炸后分裂出的轨迹条数的范围
self.min_max_particles = vector(100, 225)
def update(self, win): # called every frame
# 如果不是爆炸状态
if not self.exploded:
# 施加重力影响
self.firework.apply_force(gravity)
# 让所有的粒子运动起来
self.firework.move()
# 将上升烟花的轨迹显示出来
for tf in self.firework.trails:
tf.show(win)
# 将自己(也就是上升的烟花)显示出来
self.show(win)
# 垂直速度=0的时候烟花爆炸
if self.firework.vel.y >= 0:
self.exploded = True
self.explode()
# 如果是爆炸状态
else:
# 遍历所有爆炸后的烟花轨迹
for particle in self.particles:
# 对一条烟花施加重力,改变其x和y方向的加速度
particle.apply_force(vector(gravity.x + uniform(-1, 1) / 20, gravity.y / 2 + (randint(1, 8) / 100)))
# 让其根据此运动
particle.move()
# 显示其中一条轨迹粒子和其爆炸烟花
for t in particle.trails:
t.show(win)
particle.show(win)
def explode(self):
# amount 爆炸后分裂出的轨迹条数的随机数量
amount = randint(int(self.min_max_particles.x), int(self.min_max_particles.y))
# 创建相应数量的轨迹
for i in range(amount):
self.particles.append(Particle(self.firework.pos.x, self.firework.pos.y, False, self.colours))
def show(self, win):
# 根据坐标在窗口上画点
pygame.draw.circle(win, self.colour, (int(self.firework.pos.x), int(self.firework.pos.y)), self.firework.size)
def remove(self):
# 执行在爆炸后的对烟花的清除
if self.exploded:
# 遍历所有爆炸后的烟花轨迹
for p in self.particles:
# 如果其中一条轨迹是要清除的状态,就清除它
if p.remove is True:
self.particles.remove(p)
# 如果当前爆炸后的烟花已经没有没被清除轨迹了,返回true
if len(self.particles) == 0:
return True
# 如果还有轨迹没被清除,返回false
else:
return False
class Particle:
"""
轨迹类
"""
def __init__(self, x, y, firework, colour):
# 这个是定义轨迹的类别的,如果是True就说明这里是烟花上升时候的轨迹,如果是False就说明是烟花爆炸后的轨迹
self.firework = firework
# 该轨迹当前位置
self.pos = vector(x, y)
# 该轨迹初始位置
self.origin = vector(x, y)
# 判定该轨迹是否是需要移除的状态
self.remove = False
# 随机取一个该轨迹的爆炸半径,是一个后面设置爆炸后轨迹初速度的参数
self.explosion_radius = randint(5, 40)
# 该轨迹已经存在的时间
self.life = 0
# 该轨迹的加速度
self.acc = vector(0, 0)
# trail variables 有关轨迹后面的点的参数
self.trails = [] # stores the particles trail objects 存储当前轨迹中的一些点
self.prev_posx = [-10] * 10 # stores the 10 last positions 存储该轨迹走过的最后的10个位置的x值
self.prev_posy = [-10] * 10 # stores the 10 last positions 存储该轨迹走过的最后的10个位置的y值
# 如果是上升的轨迹
if self.firework:
# 设置随机垂直初速度、水平初速度
self.vel = vector(randint(-4, 4), -randint(17, 20))
# 轨迹的粒子大小一定
self.size = 5
# 设置颜色为预先设定好的颜色
self.colour = colour
# 加入5个作为轨迹的点
for i in range(5):
self.trails.append(Trail(i, self.size, True))
# 如果是爆炸后的轨迹
else:
# 设置向四周发射的初速度
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)
# 爆炸后的轨迹大小
self.size = randint(2, 4)
# 随机选择一个颜色作为该轨迹的颜色
self.colour = choice(colour)
# 加入5个作为轨迹的点
for i in range(5):
self.trails.append(Trail(i, self.size, False))
def apply_force(self, force):
# 粒子受力通过改变加速度体现
self.acc += force
def move(self):
if not self.firework: # 如果是爆炸后的轨迹,速度需要有一个百分比减小
self.vel.x *= 0.8
self.vel.y *= 0.8
# 这里应该是默认了经过了单位时间,直接计算速度和位移坐标,之后重置加速度
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 检查是否爆炸产生的粒子大于爆炸半径
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
# 引入随机衰变,具体看这个函数的实现
self.decay()
# 更新轨迹,具体看这个函数的实现
self.trail_update()
# 持续单位时间+1
self.life += 1
def show(self, win):
# 显示该轨迹
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 让粒子随机消失
# 存在时间小于10的粒子不会再这里标记消失
if 50 > self.life > 10: # early stage there is a small chance of decay 在存在时间为10到50的早期粒子被标记消失的可能性小
ran = randint(0, 30) # 如果是真随机,1/30的机率
if ran == 0:
self.remove = True
elif self.life > 50: # 存在时间大于50的晚期粒子被标记消失的可能性更大
ran = randint(0, 5) # 如果是真随机,1/5的机率
if ran == 0:
self.remove = True
def trail_update(self):
# 将最老的位置数据删除,将当前的位置数据加入(模拟队列数据结构)
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))
# 遍历并更新当前轨迹下所有的轨迹点
for n, t in enumerate(self.trails):
if t.dynamic: # 如果是上升时候的轨迹,轨迹点更密集
t.get_pos(self.prev_posx[n + dynamic_offset], self.prev_posy[n + dynamic_offset])
else: # 如果是爆炸后的轨迹,轨迹点更稀疏
t.get_pos(self.prev_posx[n + static_offset], self.prev_posy[n + static_offset])
class Trail:
"""
轨迹中的一个轨迹点
"""
def __init__(self, n, size, dynamic):
# 轨迹点的位置,是该轨迹中的第几个轨迹点
self.pos_in_line = n
# 轨迹点的初始位置
self.pos = vector(-10, -10)
# 该参数将轨迹分为两类,True的话就是上升时候的轨迹点,False的话就是爆炸后的轨迹点
self.dynamic = dynamic
if self.dynamic: # 如果是上升的轨迹点
self.colour = trail_colours[n]
self.size = int(size - n / 2)
else: # 如果是爆炸后的轨迹点
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):
# 显示该轨迹点
pygame.draw.circle(win, self.colour, (int(self.pos.x), int(self.pos.y)), self.size)
def update(win, fireworks):
# 更新所有的烟花,如果有要删除的也就删除烟花
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
win = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT)) # 显示的位置
clock = pygame.time.Clock()
fireworks = [Firework() for i in range(2)] # create the first fireworks
running = True
while running:
clock.tick(50) # 可以理解为刷新频率,也就是1秒内刷新画面的次数,次数越大,烟花的速度就越快
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 立即加入1个烟花
fireworks.append(Firework())
if event.key == pygame.K_2: # 按下 2 立即加入10个烟花
for i in range(10):
fireworks.append(Firework())
win.fill((20, 20, 30)) # draw background
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()
if __name__ == "__main__":
main()
python2025跨年代码
于 2024-12-28 17:07:17 首次发布