When fireworks bloom, they are gorgeous, and suddenly want to use Python to make a fireworks. This example is relatively simple. Let's take a look at the renderings:
Step 1: module import
import pygame, math, time, random, os from sys import exit
Step 2: define the relevant initial
win (w = width, h = height) WIN_W = 2200 WIN_H = 1300 Define time, display, frequency t1 = 0.18 × time flow rate show_n = 0 Show frequency = 0.0015: fireworks bloom frequency, the higher the value, the higher the frequency
List of fireworks colors, randomly selected below
color_list = [ [255, 50, 50], [50, 255, 50], [50, 50, 255], [255, 255, 50], [255, 50, 255], [50, 255, 255], [255, 255, 255] ]
Initialize pygame and music mixer
pygame.init() pygame.mixer.init()
Create a window with pygame.RESIZABLE window size and title
screen = pygame.display.set_mode((WIN_W, WIN_H),pygame.RESIZABLE, 32) pygame.display.set_caption("Colorful fireworks")
Background music, customizable
sound_wav = pygame.mixer.music.load("123.mp3") pygame.mixer.music.play()
Fireworks = fireworks, define main class
class Fireworks(): is_show = False x, y = 0, 0 vy = 0 p_list = [] color = [0, 0, 0] v = 0 def __init__(self, x, y, vy, n=300, color=[0, 255, 0], v=10): self.x = x self.y = y self.vy = vy self.color = color self.v = v for i in range(n): self.p_list.append([random.random() * 2 * math.pi, 0, v * math.pow(random.random(), 1 / 3)]) def again(self): self.is_show = True self.x = random.randint(WIN_W // 2 - 350, WIN_W // 2 + 350) self.y = random.randint(int(WIN_H / 2), int(WIN_H * 3 / 5)) self.vy = -40 * (random.random() * 0.4 + 0.8) - self.vy * 0.2 self.color = color_list[random.randint(0, len(color_list) - 1)].copy() n = len(self.p_list) self.p_list = [] for i in range(n): self.p_list.append([random.random() * 2 * math.pi, 0, self.v * math.pow(random.random(), 1 / 3)]) def run(self): global show_n for p in self.p_list: p[1] = p[1] + (random.random() * 0.6 + 0.7) * p[2] p[2] = p[2] * 0.97 if p[2] < 1.2: self.color[0] *= 0.9999 self.color[1] *= 0.9999 self.color[2] *= 0.9999 if max(self.color) < 10 or self.y>WIN_H+p[1]: show_n -= 1 self.is_show = False break self.vy += 10 * t1 self.y += self.vy * t1
Fireworks list
fk_list = [] fk_list.append(Fireworks(300, 300, -20, n=100, color=[0, 255, 0], v=10)) fk_list.append(Fireworks(300, 300, -20, n=200, color=[0, 0, 255], v=11)) fk_list.append(Fireworks(300, 300, -20, n=200, color=[0, 0, 255], v=12)) fk_list.append(Fireworks(300, 300, -20, n=500, color=[0, 0, 255], v=12)) fk_list.append(Fireworks(300, 300, -20, n=600, color=[0, 0, 255], v=13)) fk_list.append(Fireworks(300, 300, -20, n=700, color=[255, 0, 0], v=15)) fk_list.append(Fireworks(300, 300, -20, n=800, color=[255, 255, 0], v=18)) clock = pygame.time.Clock()
Main circulation of fireworks:
# Game main cycle while True: if not pygame.mixer.music.get_busy(): pygame.mixer.music.play() for event in pygame.event.get(): #pygame this can't be less, otherwise exit is still in circulation if event.type == pygame.QUIT: exit() screen.fill((0, 0, 0)) # let off fireworks for i, fk in enumerate(fk_list): if not fk.is_show: fk.is_show = False if random.random() < show_frequency * (len(fk_list) - show_n): show_n += 1 fk.again() continue fk.run() for p in fk.p_list: x, y = fk.x + p[1] * math.cos(p[0]), fk.y + p[1] * math.sin(p[0]) if random.random() < 0.055: screen.set_at((int(x), int(y)),(255,255,255)) else: screen.set_at((int(x), int(y)), (int(fk.color[0]), int(fk.color[1]), int(fk.color[2]))) pygame.display.update() time_passed = clock.tick(50)
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