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- import pygame
- from random import randint, uniform, choice
- import math
-
- vector = pygame.math.Vector2
- 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 = 5
-
-
- 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) # 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 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)
- # 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)
- 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: # 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
-
- 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.display.set_caption("Fireworks in Pygame")
- win = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))
- 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:
- fireworks.append(Firework())
- if event.key == pygame.K_2:
- 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()
-
-
- main()
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