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 = 3
class Firework:
def __init__(self): # 随机色彩 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 数量 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) # 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 += forcedef 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 += 1def 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 = Truedef 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 = 0def 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("Fireworks in Pygame") # 题目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("新年快乐",False,(251, 59, 85))testsurface1 = myfont1.render("By:Python代码大全", False, (251, 59, 85))# pygame.image.load("")win = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))# win.blit(background)clock = [Skrill下载](https://www.gendan5.com/wallet/Skrill.html)pygame.time.Clock()fireworks = [Firework() for i in range(2)] # create the first fireworksrunning = Truewhile 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: # 按下 1 fireworks.append(Firework()) if event.key == pygame.K_2: # 按下 2 退出10个烟花 for i in range(10): fireworks.append(Firework()) win.fill((20, 20, 30)) # draw background win.blit(background,(0,0)) win.blit(testsurface,(200,30)) win.blit(testsurface1, (520,80)) 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()