感谢大家一直以来对我的支持和鼓励!
身为程序猿我当然要用程序来表达对你们的感谢!
这篇文章仅有粉丝可见!代码都是以前发布过的!懂得都懂!
1、“送给你小心心”
运行效果
源代码
import random
from math import sin, cos, pi, log
from tkinter import *
CANVAS_WIDTH = 640 # 宽
CANVAS_HEIGHT = 480 # 高
CANVAS_CENTER_X = CANVAS_WIDTH / 2
CANVAS_CENTER_Y = CANVAS_HEIGHT / 2
IMAGE_ENLARGE = 11 # 放大比例
HEART_COLOR = '#FF69B4'
def heart_function(t, shrink_ratio: float = IMAGE_ENLARGE):
"""
“爱心函数生成器”
:param shrink_ratio: 放大比例
:param t: 参数
:return: 坐标
"""
# 基础函数
x = 16 * (sin(t) ** 3)
y = -(13 * cos(t) - 5 * cos(2 * t) - 2 * cos(3 * t) - cos(4 * t))
# 放大
x *= shrink_ratio
y *= shrink_ratio
# 移到画布中央
x += CANVAS_CENTER_X
y += CANVAS_CENTER_Y
return int(x), int(y)
def scatter_inside(x, y, beta=0.15):
"""
随机内部扩散
:param x: 原x
:param y: 原y
:param beta: 强度
:return: 新坐标
"""
ratio_x = - beta * log(random.random())
ratio_y = - beta * log(random.random())
dx = ratio_x * (x - CANVAS_CENTER_X)
dy = ratio_y * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def shrink(x, y, ratio):
"""
抖动
:param x: 原x
:param y: 原y
:param ratio: 比例
:return: 新坐标
"""
force = -1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.6)
dx = ratio * force * (x - CANVAS_CENTER_X)
dy = ratio * force * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def curve(p):
"""
自定义曲线函数,调整跳动周期
:param p: 参数
:return: 正弦
"""
return 2 * (2 * sin(4 * p)) / (2 * pi)
class Heart:
"""
爱心类
"""
def __init__(self, generate_frame=20):
self._points = set() # 原始爱心坐标集合
self._edge_diffusion_points = set() # 边缘扩散效果点坐标集合
self._center_diffusion_points = set() # 中心扩散效果点坐标集合
self.all_points = {} # 每帧动态点坐标
self.build(2000)
self.random_halo = 1000
self.generate_frame = generate_frame
for frame in range(generate_frame):
self.calc(frame)
def build(self, number):
# 爱心
for _ in range(number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t)
self._points.add((x, y))
# 爱心内扩散
for _x, _y in list(self._points):
for _ in range(3):
x, y = scatter_inside(_x, _y, 0.05)
self._edge_diffusion_points.add((x, y))
# 爱心内再次扩散
point_list = list(self._points)
for _ in range(4000):
x, y = random.choice(point_list)
x, y = scatter_inside(x, y, 0.17)
self._center_diffusion_points.add((x, y))
@staticmethod
def calc_position(x, y, ratio):
# 调整缩放比例
force = 1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.520) # 魔法参数
dx = ratio * force * (x - CANVAS_CENTER_X) + random.randint(-1, 1)
dy = ratio * force * (y - CANVAS_CENTER_Y) + random.randint(-1, 1)
return x - dx, y - dy
def calc(self, generate_frame):
ratio = 10 * curve(generate_frame / 10 * pi) # 圆滑的周期的缩放比例
halo_radius = int(4 + 6 * (1 + curve(generate_frame / 10 * pi)))
halo_number = int(3000 + 4000 * abs(curve(generate_frame / 10 * pi) ** 2))
all_points = []
# 光环
heart_halo_point = set() # 光环的点坐标集合
for _ in range(halo_number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t, shrink_ratio=11.6) # 魔法参数
x, y = shrink(x, y, halo_radius)
if (x, y) not in heart_halo_point:
# 处理新的点
heart_halo_point.add((x, y))
x += random.randint(-14, 14)
y += random.randint(-14, 14)
size = random.choice((1, 2, 2))
all_points.append((x, y, size))
# 轮廓
for x, y in self._points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 3)
all_points.append((x, y, size))
# 内容
for x, y in self._edge_diffusion_points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 2)
all_points.append((x, y, size))
for x, y in self._center_diffusion_points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 2)
all_points.append((x, y, size))
self.all_points[generate_frame] = all_points
def render(self, render_canvas, render_frame):
for x, y, size in self.all_points[render_frame % self.generate_frame]:
render_canvas.create_rectangle(x, y, x + size, y + size, width=0, fill=HEART_COLOR)
def draw(main: Tk, render_canvas: Canvas, render_heart: Heart, render_frame=0):
render_canvas.delete('all')
render_heart.render(render_canvas, render_frame)
main.after(160, draw, main, render_canvas, render_heart, render_frame + 1)
if __name__ == '__main__':
root = Tk() # 一个Tk
canvas = Canvas(root, bg='black', height=CANVAS_HEIGHT, width=CANVAS_WIDTH)
canvas.pack()
heart = Heart() # 心
draw(root, canvas, heart)
root.mainloop()
2、“送你花一朵”
运行效果
源代码
import turtle as t
#画花茎
t.pensize(5)
t.pencolor('brown')
t.penup()
t.goto(-35,-200)
t.pendown()
t.goto(-35,0)
#画花瓣
t.pencolor('red')
t.goto(0,0)
for i in range(5):
t.dot(100)
t.lt(72)
t.penup
t.forward(70)
t.pendown
#画华芯
t.goto(-35,50)
t.pencolor('yellow')
t.begin_fill()
t.dot(100)
#画叶子
t.penup()
t.goto(-35,-200)
t.pendown()
t.fillcolor('green')
t.pencolor('green')
t.begin_fill()
t.seth(0)
t.circle(150,80)
t.seth(180)
t.circle(150,80)
t.seth(180)
t.circle(-150,80)
t.seth(0)
t.circle(-150,80)
t.end_fill()
t.done()
3、献给粉丝的贪吃蛇游戏
运行效果
源代码
import random
import pygame
import sys
from pygame.locals import *
Snakespeed = 9
Window_Width = 800
Window_Height = 500
Cell_Size = 20 # Width and height of the cells
# Ensuring that the cells fit perfectly in the window. eg if cell size was
# 10 and window width or window height were 15 only 1.5 cells would
# fit.
assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size."
# Ensuring that only whole integer number of cells fit perfectly in the window.
assert Window_Height % Cell_Size == 0, "Window height must be a multiple of cell size."
Cell_W = int(Window_Width / Cell_Size) # Cell Width
Cell_H = int(Window_Height / Cell_Size) # Cell Height
White = (255, 255, 255)
Black = (0, 0, 0)
Red = (255, 0, 0) # Defining element colors for the program.
Green = (0, 255, 0)
DARKGreen = (0, 155, 0)
DARKGRAY = (40, 40, 40)
YELLOW = (255, 255, 0)
Red_DARK = (150, 0, 0)
BLUE = (0, 0, 255)
BLUE_DARK = (0, 0, 150)
BGCOLOR = Black # Background color
UP = 'up'
DOWN = 'down' # Defining keyboard keys.
LEFT = 'left'
RIGHT = 'right'
HEAD = 0 # Syntactic sugar: index of the snake's head
def main():
global SnakespeedCLOCK, DISPLAYSURF, BASICFONT
pygame.init()
SnakespeedCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((Window_Width, Window_Height))
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
pygame.display.set_caption('Snake')
showStartScreen()
while True:
runGame()
showGameOverScreen()
def runGame():
# Set a random start point.
startx = random.randint(5, Cell_W - 6)
starty = random.randint(5, Cell_H - 6)
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
direction = RIGHT
# Start the apple in a random place.
apple = getRandomLocation()
while True: # main game loop
for event in pygame.event.get(): # event handling loop
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if (event.key == K_LEFT) and direction != RIGHT:
direction = LEFT
elif (event.key == K_RIGHT) and direction != LEFT:
direction = RIGHT
elif (event.key == K_UP) and direction != DOWN:
direction = UP
elif (event.key == K_DOWN) and direction != UP:
direction = DOWN
elif event.key == K_ESCAPE:
terminate()
# check if the Snake has hit itself or the edge
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == Cell_W or wormCoords[HEAD]['y'] == -1 or \
wormCoords[HEAD]['y'] == Cell_H:
return # game over
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return # game over
# check if Snake has eaten an apply
if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
# don't remove worm's tail segment
apple = getRandomLocation() # set a new apple somewhere
else:
del wormCoords[-1] # remove worm's tail segment
# move the worm by adding a segment in the direction it is moving
if direction == UP:
newHead = {'x': wormCoords[HEAD]['x'],
'y': wormCoords[HEAD]['y'] - 1}
elif direction == DOWN:
newHead = {'x': wormCoords[HEAD]['x'],
'y': wormCoords[HEAD]['y'] + 1}
elif direction == LEFT:
newHead = {'x': wormCoords[HEAD][
'x'] - 1, 'y': wormCoords[HEAD]['y']}
elif direction == RIGHT:
newHead = {'x': wormCoords[HEAD][
'x'] + 1, 'y': wormCoords[HEAD]['y']}
wormCoords.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
drawGrid()
drawWorm(wormCoords)
drawApple(apple)
drawScore(len(wormCoords) - 3)
pygame.display.update()
SnakespeedCLOCK.tick(Snakespeed)
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, White)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (Window_Width - 200, Window_Height - 30)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
def checkForKeyPress():
if len(pygame.event.get(QUIT)) > 0:
terminate()
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return None
if keyUpEvents[0].key == K_ESCAPE:
terminate()
return keyUpEvents[0].key
def showStartScreen():
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleSurf1 = titleFont.render('Snake!', True, White, DARKGreen)
degrees1 = 0
degrees2 = 0
while True:
DISPLAYSURF.fill(BGCOLOR)
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (Window_Width / 2, Window_Height / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
drawPressKeyMsg()
if checkForKeyPress():
pygame.event.get() # clear event queue
return
pygame.display.update()
SnakespeedCLOCK.tick(Snakespeed)
degrees1 += 3 # rotate by 3 degrees each frame
degrees2 += 7 # rotate by 7 degrees each frame
def terminate():
pygame.quit()
sys.exit()
def getRandomLocation():
return {'x': random.randint(0, Cell_W - 1), 'y': random.randint(0, Cell_H - 1)}
def showGameOverScreen():
gameOverFont = pygame.font.Font('freesansbold.ttf', 100)
gameSurf = gameOverFont.render('Game', True, White)
overSurf = gameOverFont.render('Over', True, White)
gameRect = gameSurf.get_rect()
overRect = overSurf.get_rect()
gameRect.midtop = (Window_Width / 2, 10)
overRect.midtop = (Window_Width / 2, gameRect.height + 10 + 25)
DISPLAYSURF.blit(gameSurf, gameRect)
DISPLAYSURF.blit(overSurf, overRect)
drawPressKeyMsg()
pygame.display.update()
pygame.time.wait(500)
checkForKeyPress() # clear out any key presses in the event queue
while True:
if checkForKeyPress():
pygame.event.get() # clear event queue
return
def drawScore(score):
scoreSurf = BASICFONT.render('Score: %s' % (score), True, White)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (Window_Width - 120, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * Cell_Size
y = coord['y'] * Cell_Size
wormSegmentRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
pygame.draw.rect(DISPLAYSURF, DARKGreen, wormSegmentRect)
wormInnerSegmentRect = pygame.Rect(
x + 4, y + 4, Cell_Size - 8, Cell_Size - 8)
pygame.draw.rect(DISPLAYSURF, Green, wormInnerSegmentRect)
def drawApple(coord):
x = coord['x'] * Cell_Size
y = coord['y'] * Cell_Size
appleRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
pygame.draw.rect(DISPLAYSURF, Red, appleRect)
def drawGrid():
for x in range(0, Window_Width, Cell_Size): # draw vertical lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, Window_Height))
for y in range(0, Window_Height, Cell_Size): # draw horizontal lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (Window_Width, y))
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
最后感谢粉丝们的支持和鼓励!
祝粉丝们天天开心,万事如意,意气风发,发奋图强!