大家好,我是小張,
今天是2021 的最後一天,到了這個時間點,部分小夥伴已經開始覆盤這一年的得與失。比如今年增加了多少技能點,看了多少本書,寫了多少篇文章或者年前的小目標實現進度大概多少等等;做一個象徵性的年終總結來告別2021,迎接2022:
本篇文章,帶大家用 Python 製作一個炫酷煙花秀,來迎接即將到來的元旦佳節。開始之前先看一下最終效果
環境介紹:
語言:Python;
庫:Pygame;
在介紹程式碼之前,先介紹下 Pygame 繪製煙花的基本原理,煙花從發射到綻放一共分為三個階段:
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,目的是為了追蹤整個綻放軌跡。
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(程式碼中也叫透明度)是不一樣的,因此在程式碼裡,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週期,來模擬煙花在不同時期時不同的展現效果,
程式碼部分將煙花封裝為三個類:
Firework
: 煙花整體;
Particle
: 煙花粒子(包含軌跡)
Trail
: 煙花軌跡,本質上是一個點 。
三個類之間的關係為:一個Firework 由多個 Particle 構成,而一個 Particle 由多個 Trail 構成
首先設定全域性變數,例如重力向量,視窗大小,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 = 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
建立 Trail 類,定義 show 方法繪製軌跡 、get_pos 實時獲取軌跡座標
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)
Particle 類核心程式碼
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: # 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 類核心程式碼
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): # 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,設定頁面重新整理間隔,程式中設定的每 60ms 重新整理一次。
pygame.display.set_caption("Fireworks in Pygame") # 標題
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("元旦快樂",False,(255,255,255))
testsurface1 = myfont1.render("By:小張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)
另外程式中會對你的按鍵命令進行監控:
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())
總的來說,整個小案例的程式碼量不算很多,一共250行左右,但案例中涉及到較為複雜的繪製邏輯和抽象的類之間的封裝關係,因此大家理解程式碼相對會需要耗費點時間。
寫到這裡,本篇文章算基本結束了,主要介紹就是如何用 Pygame 來模擬一個煙花綻放過程,核心內容大致兩點:第一,如何用繪製點的方式來模擬煙花綻放運動軌跡;第二 介紹Pygame 一些基礎用法:替換背景,繪製文字,更新狀態等功能;
本期案例完整程式碼獲取方式:關注微信公眾號(【小張Python】)後臺回覆關鍵字:211231 即可
好了,以上就是文章的全部內容了,也是在 2021 年寫的最後一篇文章,如果對你有所幫助的話, 點個贊鼓勵一下我唄,我們明年見~