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新年到~用Python安排一场烟花秀

新年到~用Python安排一场烟花秀

作者: 狂徒_张三 | 来源:发表于2022-01-17 13:23 被阅读0次

    推荐:Python全栈教程!花了29980买的从入门到精通课程,分享给大家

    新年伊始,各位同学又给今年定下了什么小目标呢?

    本篇文章,我们带给大家一个小案例:用 Python 制作一个炫酷烟花秀,祝大家新年快乐,顺便也提前送上春节祝福。

    开始之前先看一下最终效果:

    环境介绍:

    语言:Python

    库:Pygame

    原理介绍

    在介绍代码之前,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,

    代码实操

    代码部分将烟花封装为三个类:

    Firework : 烟花整体;

    Particle:烟花粒子(包含轨迹)

    Trail:烟花轨迹,本质上是一个点 。

    三个类之间的关系为:一个Firework 由多个 Particle 构成,而一个 Particle 由多个 Trail 构成

    首先设置全局变量,例如重力向量,窗口大小,Trail 的颜色列表(多为灰色或白色)以及不同状态下 Trail 之间间隔

    gravity = 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 = 1
    static_offset = 3
    

    创建 Trail 类,定义 show 方法绘制轨迹 、get_pos 实时获取轨迹坐标

    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)
    

    Particle 类核心代码

    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
    

    Firework 类核心代码

    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 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
    

    最后,写一个 main 方法来对 pygame 环境进行初始化,例如背景图片,文字,设置页面刷新间隔,程序中设置的每 60ms 刷新一次。

    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("元旦快乐",False,(255,255,255))
        testsurface1 = myfont1.render("By:小张Python", False, (255, 255, 255))
    
        # 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)
            win.fill((20, 20, 30))  # draw background
            win.blit(background,(0,0))
            win.blit(testsurface,(200,200))
            win.blit(testsurface1, (300,200))
    
            if randint(0, 20) == 1:  # create new firework
                fireworks.append(Firework())
    
            update(win, fireworks)
    

    另外程序中会对你的按键命令进行监控:

    • 当按下键 1时 ,会立即生成一个新的 “烟花”;
    • 当按下键 2时,会同时生成 10 个 “烟花”
            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())
    

    小结

    总的来说,整个小案例的代码量不算很多,一共250行左右,但案例中涉及到较为复杂的绘制逻辑和抽象的类之间的封装关系,因此大家理解代码相对会需要耗费点时间。

    本篇文章主要介绍了如何用 Pygame 来模拟一个烟花绽放过程,核心内容大致两点:第一,如何用绘制点的方式来模拟烟花绽放运动轨迹;第二,介绍Pygame 一些基础用法:替换背景,绘制文字,更新状态等功能。

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