1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219
|
import pygame from random import randint, uniform, choice import math vector = pygame.math.Vector2 gravity = vector(0, 0.3) DISPLAY_WIDTH = 800 DISPLAY_HEIGHT = 700 trail_colours = [(45, 45, 45), (60, 60, 60), (75, 75, 75), (125, 125, 125), (150, 150, 150)] dynamic_offset = 1 static_offset = 3 class Firework: def __init__(self): 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) self.exploded = False self.particles = [] self.min_max_particles = vector(100, 225) def update(self, win): 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 = 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 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) self.trails = [] self.prev_posx = [-10] * 10 self.prev_posy = [-10] * 10 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)
self.size = randint(2, 4) self.colour = choice(colour)
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: 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): if 50 > self.life > 10: 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]) 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() def main(): pygame.init() pygame.font.init() pygame.display.set_caption("元旦烟花") background = pygame.image.load("img/1.png") myfont = pygame.font.Font("img/font.ttf",80) myfont1 = pygame.font.Font("img/font.ttf", 30) testsurface = myfont.render("元旦节快乐",False,(251, 59, 85)) win = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT)) clock = pygame.time.Clock() fireworks = [Firework() for i in range(2)] 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: if event.key == pygame.K_1: fireworks.append(Firework()) if event.key == pygame.K_2: for i in range(10): fireworks.append(Firework()) win.fill((20, 20, 30)) win.blit(background,(800,800)) win.blit(testsurface,(200,30)) if randint(0, 20) == 1: fireworks.append(Firework()) update(win, fireworks) pygame.quit() quit() main()
|