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最炫Python烟花代码全解析

发布时间:2022-2-14 20:47 作者:迢迢x

导语:

除夕除夕,就是除去烦脑,迎接新的希望!在这里小编先祝大家除夕快乐,岁岁常欢笑,事事皆如意!

正文:

创建画布

setupdrawp5.js的两个主函数,里头的createCanvas用于创建画布的大小,background来设置画布的背景颜色

function setup() {
    createCanvas(1303 / 2, 734 / 2)
}
function draw() {
    background(50);
}

画烟花粒子

考虑到会有很多,通过一个函数Particle来生成,代码如下

var firework;
function Particle(x, y) {
    this.pos = createVector(x, y)
    this.vel = createVector(0, 0)
    this.acc = createVector(0, 0)
    this.update = function () {
        this.vel.add(this.acc)
        this.pos.add(this.vel)
        this.acc.mult(0)
    }
    this.show = function () {
        point(this.pos.x, this.pos.y)
    }
}
#调用firework.update()和firework.show()将烟花粒子展示出来
function setup() {
    createCanvas(1303 / 2, 734 / 2)
    stroke(255)
    strokeWeight(4)
    firework = new Particle(200, 150)
}
function draw() {
    background(50);
    firework.update()
    firework.show()
}

结果如下:

让烟花粒子随机出现在底部

修改setup中的firework,让它出现在底部的任意位置

firework = new Particle(random(width), height)

这里的widthheight表示的就是画布的宽和高

结果如下

让烟花粒子向上运动

只需要修改Particle中的this.vel即可

this.vel = createVector(0, -4)

createVector中第一个参数表示x轴的速率,正数为向右的速率,负为向左的速率;第二个参数表示y轴的速率,负为向上,正为向下

效果如下

让粒子用重力效果,可以下向运动

首先在全局声明一个变量gravity,在setup函数中设置重力

gravity = createVector(0, 0.2)
firework.applyForce(gravity)
this.applyForce = function (force) {
    this.acc.add(force)
}

效果如下

需要很多的烟花粒子

需要创建一个Firework函数

function Firework() {
    this.firework = new Particle(random(width), height)
    this.update = function () {
        this.firework.applyForce(gravity)
        this.firework.update()
    }
    this.show = function () {
        this.firework.show();
    }
}
#然后再draw中,通过for循环来显示很多的烟花粒子
function draw() {
    background(50)
    fireworks.push(new Firework())
    for (var i = 0; i < fireworks.length; i++) {
        fireworks[i].update()
        fireworks[i].show()
    }
}

结果如下

让烟花粒子上到自身顶点时消失

function Firework() {
    this.firework = new Particle(random(width), height)
    this.update = function () {
        if (this.firework) {
            this.firework.applyForce(gravity)
            this.firework.update()
            if (this.firework.vel.y >= 0) {
                this.firework = null
            }
        }
    }
    this.show = function () {
        if (this.firework) {
            this.firework.show();
        }
    }
}

效果如下

消失的那一刻,让周围爆破

这里修改的地方会比较多,主要修改的地方是Firework

function Firework() {
    this.firework = new Particle(random(width), height, true)
    this.exploded = false
    this.particles = []
    this.update = function () {
        if (!this.exploded) {
            this.firework.applyForce(gravity)
            this.firework.update()
            if (this.firework.vel.y >= 0) {
                this.exploded = true
                this.explode()
            }
        }
        for (let i = 0; i < this.particles.length; i++) {
            this.particles[i].applyForce(gravity)
            this.particles[i].update()
        }
 
    }
    this.explode = function () {
        for (let i = 0; i < 100; i++) {
            var p = new Particle(this.firework.pos.x, this.firework.pos.y)
            this.particles.push(p)
        }
    }
    this.show = function () {
        if (!this.exploded) {
            this.firework.show();
        }
        for (let i = 0; i < this.particles.length; i++) {
            this.particles[i].show()
        }
    }
}

结果如下

随机倍数爆发

可以修改Particle来完善以下上面的效果,修改后的代码为

function Particle(x, y, firework) {
    this.pos = createVector(x, y)
    this.firework = firework
    if (this.firework) {
        this.vel = createVector(0, random(-12, -8))
    } else {
        this.vel = p5.Vector.random2D()
        this.vel.mult(random(1, 6))
    }
    this.acc = createVector(0, 0)
    this.applyForce = function (force) {
        this.acc.add(force)
    }
    this.update = function () {
        this.vel.add(this.acc)
        this.pos.add(this.vel)
        this.acc.mult(0)
    }
    this.show = function () {
        point(this.pos.x, this.pos.y)
    }
}

效果如下:

展示烟花少一些

通过调整几率来实现,让展示烟花少一些

我们将draw函数中的

if(random(1)<0.1){
    fireworks.push(new Firework())
}    

修改成:

if(random(1)<0.02){
    fireworks.push(new Firework())
}    

这样就少一些了

然后我们又发现,烟花太散落了,修改烟花太散落的问题

Particle中,找到update方法,里头添加

if(!this.firework){
    this.vel.mult(0.85)
}

可以理解为,mult的值越大作用力就越大爆炸就越散

淡出效果实现

散开之后,需要慢慢淡出消失,

其实主要引入一个变量lifespan,让它从255开始递减,通过stroke(255,this.lifespan)来实现淡出

如下代码

function Particle(x, y, firework) {
    this.pos = createVector(x, y)
    this.firework = firework
    this.lifespan = 255
    if (this.firework) {
        this.vel = createVector(0, random(-12, -8))
    } else {
        this.vel = p5.Vector.random2D()
        this.vel.mult(random(1, 6))
    }
    this.acc = createVector(0, 0)
    this.applyForce = function (force) {
        this.acc.add(force)
    }
    this.update = function () {
        if(!this.firework){
            this.vel.mult(0.85)
            this.lifespan -= 4
        }
        this.vel.add(this.acc)
        this.pos.add(this.vel)
        this.acc.mult(0)
    }
    this.show = function () {
        if (!this.firework) {
            strokeWeight(2)
            stroke(255,this.lifespan)
        } else {
            strokeWeight(4)
            stroke(255)
        }
        point(this.pos.x, this.pos.y)
    }
}

效果如下

修改背景颜色

setup中通过background函数将背景色修改成黑色

background(0)

同时在draw添加

colorMode(RGB)
background(0, 0, 0, 25)

colorMode用于设置颜色模型,除了RGB,还有上面的HSBbackground4个参数就是对应rgba

效果如下

添加烟花颜色

主要给烟花添加色彩,可以随机数来添加随机颜色,主要在Firework添加一下

this.hu = random(255)

结尾:

最后祝你

岁岁常欢愉,年年皆胜意,除夕快乐~

原文出处:https://blog.csdn.net/a55656aq/article/details/122455251

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