Python tkinter实现春节烟花效果demo
作者:python学霸
这篇文章主要为大家介绍了Python实现春节烟花效果demo,本文为大家提供了两种实现方式代码,详细的实现一场浪漫的烟花秀,有需要的朋友可以借鉴参考下
Python实现春节烟花效果
就快要过年了!!!很多小伙伴已经和朋友约好一起放烟花了,但是现在很多地方都禁止烟花燃放,过年没有烟花总感觉缺少一点味道~为了实现在家和朋友看烟花的愿望~这篇文章给大家带来2024过年烟花代码,让大家都能在家和朋友一起看自己编写的烟花,快快收藏起来吧!
用tkinter写的python烟花效果
今天给你们带来了用tkinter写的python烟花效果,点击鼠标即可触发。
完整实例
import tkinter as tk import random # 定义随机颜色函数 def random_color(): r = random.randint(0, 255) g = random.randint(0, 255) b = random.randint(0, 255) return f'#{r:02x}{g:02x}{b:02x}' # 定义烟花类 class Firework: def __init__(self, canvas, x, y): self.canvas = canvas self.x = x self.y = y self.color = random_color() self.radius = 2 self.particles = [] self.create_particles() self.lifespan = 100 # 设置烟花消失的时间 # 创建粒子效果 def create_particles(self): for i in range(120): vx = random.uniform(-1, 1) * 8 vy = random.uniform(-1, 1) * 8 particle = self.canvas.create_oval(self.x, self.y, self.x+self.radius, self.y+self.radius, fill=self.color) self.particles.append((particle, vx, vy)) # 更新烟花效果 def update(self): self.radius += 0.5 self.lifespan -= 1 for particle in self.particles: self.canvas.move(particle[0], particle[1], particle[2]) particle_position = self.canvas.coords(particle[0]) # 删除飞出屏幕的粒子 if particle_position[0] < 0 or particle_position[1] < 0 or particle_position[2] > 800 or particle_position[3] > 600: self.canvas.delete(particle[0]) self.particles.remove(particle) # 删除所有粒子后删除烟花 if not self.particles or self.lifespan <= 0: self.canvas.delete(self.firework_id) # 启动烟花效果 def fire(self): self.firework_id = self.canvas.create_oval(self.x, self.y, self.x+self.radius, self.y+self.radius, fill=self.color) self.canvas.after(10, self.launch) # 发射烟花 def launch(self): self.update() if self.particles: self.canvas.after(10, self.launch) # 创建Tkinter窗口 root = tk.Tk() root.geometry('800x600') # 创建画布 canvas = tk.Canvas(root, bg='black') canvas.pack(fill=tk.BOTH, expand=1) # 点击事件处理函数 def on_click(event): x = event.x y = event.y firework = Firework(canvas, x, y) firework.fire() # 绑定点击事件 canvas.bind('<Button-1>', on_click) # 启动Tkinter事件循环 root.mainloop()
3D旋转烟花
给大家带来了3D旋转烟花,这是一段Python代码,大家直接使用浏览器打开即可观看烟花,非常方便,并且效果也非常炫酷
代码实例:
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()
效果如下:
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