小学生python游戏编程arcade----烟花粒子

前言

接上篇文章继续解绍arcade游戏编程的基本知识。粒子系统

烟花粒子

1、Vector向量类

1.1 arcade中的向量类

RGB = Union[Tuple[int, int, int], List[int]]
RGBA = Union[Tuple[int, int, int, int], List[int]]
Color = Union[RGB, RGBA]
Point = Union[Tuple[float, float], List[float]]
NamedPoint = namedtuple(“NamedPoint”, [“x”, “y”])

Vector = Point

1.2 应用
def __init__(
        self,
        filename_or_texture: arcade.FilenameOrTexture,
        change_xy: Vector,

2、绘制粒子所有纹理图片

2.1 给定直径和颜色的圆的纹理

SPARK_textures = [arcade.make_circle_texture(6, clr) for clr in Color_list]

2.2 arcade.make_circle_texture函数原码
def make_circle_texture(diameter: int, color: Color, name: str = None) -> Texture:
    """
    返回具有给定直径和颜色的圆的纹理
    """

    name = name or _build_cache_name("circle_texture", diameter, color[0], color[1], color[2])

    bg_color = (0, 0, 0, 0)  # fully transparent
    img = PIL.Image.new("RGBA", (diameter, diameter), bg_color)
    draw = PIL.ImageDraw.Draw(img)
    draw.ellipse((0, 0, diameter - 1, diameter - 1), fill=color)
    return Texture(name, img)
2.3 make_soft_circle_texture 函数原码
def make_soft_circle_texture(diameter: int, color: Color, center_alpha: int = 255, outer_alpha: int = 0,
                             name: str = None) -> Texture:
    """
    Return a :class:`Texture` of a circle with the given diameter and color, fading out at its edges.

    :param int diameter: Diameter of the circle and dimensions of the square :class:`Texture` returned.
    :param Color color: Color of the circle.
    :param int center_alpha: Alpha value of the circle at its center.
    :param int outer_alpha: Alpha value of the circle at its edges.
    :param str name: Custom or pre-chosen name for this texture

    :returns: New :class:`Texture` object.
    :rtype: arcade.Texture
    """
    # TODO: create a rectangle and circle (and triangle? and arbitrary poly where client passes
    # in list of points?) particle?
    name = name or _build_cache_name("soft_circle_texture", diameter, color[0], color[1], color[2], center_alpha,
                                     outer_alpha)  # name must be unique for caching

    bg_color = (0, 0, 0, 0)  # fully transparent
    img = PIL.Image.new("RGBA", (diameter, diameter), bg_color)
    draw = PIL.ImageDraw.Draw(img)
    max_radius = int(diameter // 2)
    center = max_radius  # for readability
    for radius in range(max_radius, 0, -1):
        alpha = int(lerp(center_alpha, outer_alpha, radius / max_radius))
        clr = (color[0], color[1], color[2], alpha)
        draw.ellipse((center - radius, center - radius, center + radius - 1, center + radius - 1), fill=clr)

    return Texture(name, img)
2.4 公共纹理代码
Color_list = (  # rainbon 彩虹
    arcade.color.ELECTRIC_CRIMSON,
    arcade.color.FLUORESCENT_ORANGE,
    arcade.color.ELECTRIC_YELLOW,
    arcade.color.ELECTRIC_GREEN,
    arcade.color.ELECTRIC_CYAN,
    arcade.color.MEDIUM_ELECTRIC_BLUE,
    arcade.color.ELECTRIC_INDIGO,
    arcade.color.ELECTRIC_PURPLE,
)

SPARK_textures = [arcade.make_circle_texture(6, clr) for clr in Color_list]
# 火花_对
SPARK_list = [
    [SPARK_textures[0], SPARK_textures[3]],
    [SPARK_textures[1], SPARK_textures[5]],
    [SPARK_textures[7], SPARK_textures[2]],
]
ROCKET_smoke_texture = arcade.make_soft_circle_texture(15, arcade.color.GRAY)
PUFF_texture = arcade.make_soft_circle_texture(80, (40, 40, 40))
FLASH_texture = arcade.make_soft_circle_texture(70, (128, 128, 90))
# 云 纹理
CLOUD_textures = [
    arcade.make_soft_circle_texture(50, arcade.color.WHITE),
    arcade.make_soft_circle_texture(50, arcade.color.LIGHT_GRAY),
    arcade.make_soft_circle_texture(50, arcade.color.LIGHT_BLUE),
]
# 星星 纹理
STAR_textures = [
    arcade.make_soft_circle_texture(8, arcade.color.WHITE),
    arcade.make_soft_circle_texture(8, arcade.color.PASTEL_YELLOW),
]

3 效果图

在这里插入图片描述
在这里插入图片描述

在这里插入图片描述
粒子大小改大后
在这里插入图片描述

4 代码

"""
粒子焰花
使用焰火展示演示发射器和粒子的“真实世界”用途
"""
import arcade
from arcade import Point, Vector
from arcade.utils import _Vec2  # bring in "private" class
import os
import random
import pyglet

SCREEN_width = 800
SCREEN_height = 600

Color_list = (  # rainbon 彩虹
    arcade.color.ELECTRIC_CRIMSON,
    arcade.color.FLUORESCENT_ORANGE,
    arcade.color.ELECTRIC_YELLOW,
    arcade.color.ELECTRIC_GREEN,
    arcade.color.ELECTRIC_CYAN,
    arcade.color.MEDIUM_ELECTRIC_BLUE,
    arcade.color.ELECTRIC_INDIGO,
    arcade.color.ELECTRIC_PURPLE,
)

SPARK_textures = [arcade.make_circle_texture(6, clr) for clr in Color_list]
# 火花_对
SPARK_list = [
    [SPARK_textures[0], SPARK_textures[3]],
    [SPARK_textures[1], SPARK_textures[5]],
    [SPARK_textures[7], SPARK_textures[2]],
]
ROCKET_smoke_texture = arcade.make_soft_circle_texture(15, arcade.color.GRAY)
PUFF_texture = arcade.make_soft_circle_texture(80, (40, 40, 40))
FLASH_texture = arcade.make_soft_circle_texture(70, (128, 128, 90))
# 云 纹理
CLOUD_textures = [
    arcade.make_soft_circle_texture(50, arcade.color.WHITE),
    arcade.make_soft_circle_texture(50, arcade.color.LIGHT_GRAY),
    arcade.make_soft_circle_texture(50, arcade.color.LIGHT_BLUE),
]
# 星星 纹理
STAR_textures = [
    arcade.make_soft_circle_texture(8, arcade.color.WHITE),
    arcade.make_soft_circle_texture(8, arcade.color.PASTEL_YELLOW),
]
# 旋转器 高
SPINNER_height = 75

# 旋转器  emitter 发射器
def make_spinner():
    spinner = arcade.Emitter(
        center_xy=(SCREEN_width / 2, SPINNER_height - 5),
        emit_controller=arcade.EmitterIntervalWithTime(0.025, 2.0),
        particle_factory=lambda emitter: arcade.FadeParticle(
            filename_or_texture=random.choice(STAR_textures),
            change_xy=(0, 6.0),
            lifetime=0.2
        )
    )
    spinner.change_angle = 16.28
    return spinner


def make_rocket(emit_done_cb):
    """当烟花炮弹升入天空时显示烟雾轨迹的发射器"""
    rocket = RocketEmitter(
        center_xy=(random.uniform(100, SCREEN_width - 100), 25),
        emit_controller=arcade.EmitterIntervalWithTime(0.04, 2.0),
        particle_factory=lambda emitter: arcade.FadeParticle(
            filename_or_texture=ROCKET_smoke_texture,
            change_xy=arcade.rand_in_circle((0.0, 0.0), 0.08),
            scale=0.5,
            lifetime=random.uniform(1.0, 1.5),
            start_alpha=100,
            end_alpha=0,
            mutation_callback=rocket_smoke_mutator
        ),
        emit_done_cb=emit_done_cb
    )
    rocket.change_x = random.uniform(-1.0, 1.0) #
    rocket.change_y = random.uniform(5.0, 7.25)
    return rocket


def make_flash(prev_emitter):
    """当烟花炮弹爆炸时显示短暂闪光的返回发射器"""
    return arcade.Emitter(
        center_xy=prev_emitter.get_pos(),
        emit_controller=arcade.EmitBurst(3),
        particle_factory=lambda emitter: arcade.FadeParticle(
            filename_or_texture=FLASH_texture,
            change_xy=arcade.rand_in_circle((0.0, 0.0), 3.5),
            lifetime=0.15
        )
    )


def make_puff(prev_emitter):
    """返回发射器,用于生成烟花炮弹爆炸后留下的细微烟雾云"""
    return arcade.Emitter(
        center_xy=prev_emitter.get_pos(),
        emit_controller=arcade.EmitBurst(4),
        particle_factory=lambda emitter: arcade.FadeParticle(
            filename_or_texture=PUFF_texture,
            change_xy=(_Vec2(arcade.rand_in_circle((0.0, 0.0), 0.4)) + _Vec2(0.3, 0.0)).as_tuple(),
            lifetime=4.0
        )
    )


class AnimatedAlphaParticle(arcade.LifetimeParticle):
    """在三个不同的alpha级别之间设置动画的自定义粒子"""

    def __init__(
            self,
            filename_or_texture: arcade.FilenameOrTexture,
            change_xy: Vector,
            start_alpha: int = 0,
            duration1: float = 1.0,
            mid_alpha: int = 255,
            duration2: float = 1.0,
            end_alpha: int = 0,
            center_xy: Point = (0.0, 0.0),
            angle: float = 0,
            change_angle: float = 0,
            scale: float = 1.0,
            mutation_callback=None,
    ):
        super().__init__(filename_or_texture,
                         change_xy,
                         duration1 + duration2,
                         center_xy,
                         angle,
                         change_angle,
                         scale,
                         start_alpha,
                         mutation_callback)
        self.start_alpha = start_alpha
        self.in_duration = duration1
        self.mid_alpha = mid_alpha
        self.out_duration = duration2
        self.end_alpha = end_alpha

    def update(self):
        super().update()
        if self.lifetime_elapsed <= self.in_duration:
            u = self.lifetime_elapsed / self.in_duration
            self.alpha = arcade.clamp(arcade.lerp(self.start_alpha, self.mid_alpha, u), 0, 255)
        else:
            u = (self.lifetime_elapsed - self.in_duration) / self.out_duration
            self.alpha = arcade.clamp(arcade.lerp(self.mid_alpha, self.end_alpha, u), 0, 255)


class RocketEmitter(arcade.Emitter):
    """自定义发射器类,向发射器添加重力以表示烟花外壳上的重力"""

    def update(self):
        super().update()
        # 重力
        self.change_y += -0.05


class Game(arcade.Window):
    def __init__(self):
        super().__init__(SCREEN_width, SCREEN_height, '粒子焰火')

        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        arcade.set_background_color(arcade.color.BLACK)
        self.emitters = []

        self.launch_firework(0)
        arcade.schedule(self.launch_spinner, 4.0)

        stars = arcade.Emitter(
            center_xy=(0.0, 0.0),
            emit_controller=arcade.EmitMaintainCount(20),
            particle_factory=lambda emitter: AnimatedAlphaParticle(
                filename_or_texture=random.choice(STAR_textures),
                change_xy=(0.0, 0.0),
                start_alpha=0,
                duration1=random.uniform(2.0, 6.0),
                mid_alpha=128,
                duration2=random.uniform(2.0, 6.0),
                end_alpha=0,
                center_xy=arcade.rand_in_rect((0.0, 0.0), SCREEN_width, SCREEN_height)
            )
        )
        self.emitters.append(stars)

        self.cloud = arcade.Emitter(
            center_xy=(50, 500),
            change_xy=(0.15, 0),
            emit_controller=arcade.EmitMaintainCount(60),
            particle_factory=lambda emitter: AnimatedAlphaParticle(
                filename_or_texture=random.choice(CLOUD_textures),
                change_xy=(_Vec2(arcade.rand_in_circle((0.0, 0.0), 0.04)) + _Vec2(0.1, 0)).as_tuple(),
                start_alpha=0,
                duration1=random.uniform(5.0, 10.0),
                mid_alpha=255,
                duration2=random.uniform(5.0, 10.0),
                end_alpha=0,
                center_xy=arcade.rand_in_circle((0.0, 0.0), 50)
            )
        )
        self.emitters.append(self.cloud)

    def launch_firework(self, delta_time):
        launchers = (
            self.launch_random_firework,
            self.launch_ringed_firework,
            self.launch_sparkle_firework,
        )
        random.choice(launchers)(delta_time)
        pyglet.clock.schedule_once(self.launch_firework, random.uniform(1.5, 2.5))

    def launch_random_firework(self, _delta_time):
        """以随机颜色爆炸的简单烟花"""
        rocket = make_rocket(self.explode_firework)
        self.emitters.append(rocket)

    def launch_ringed_firework(self, _delta_time):
        """"具有基本爆炸和不同颜色圆环形烟花"""
        rocket = make_rocket(self.explode_ringed_firework)
        self.emitters.append(rocket)

    def launch_sparkle_firework(self, _delta_time):
        """火花闪烁的烟花"""
        rocket = make_rocket(self.explode_sparkle_firework)
        self.emitters.append(rocket)

    def launch_spinner(self, _delta_time):
        """启动喷射火花的旋转器"""
        spinner1 = make_spinner()
        spinner2 = make_spinner()
        spinner2.angle = 180
        self.emitters.append(spinner1)
        self.emitters.append(spinner2)

    def explode_firework(self, prev_emitter):
        """烟花炮弹爆炸时发生的动作,生成典型的烟花"""
        self.emitters.append(make_puff(prev_emitter))
        self.emitters.append(make_flash(prev_emitter))

        spark_texture = random.choice(SPARK_textures)
        sparks = arcade.Emitter(
            center_xy=prev_emitter.get_pos(),
            emit_controller=arcade.EmitBurst(random.randint(30, 40)),
            particle_factory=lambda emitter: arcade.FadeParticle(
                filename_or_texture=spark_texture,
                change_xy=arcade.rand_in_circle((0.0, 0.0), 9.0),
                lifetime=random.uniform(0.5, 1.2),
                mutation_callback=firework_spark_mutator
            )
        )
        self.emitters.append(sparks)

    def explode_ringed_firework(self, prev_emitter):
        """当烟花炮弹爆炸时发生的动作,产生环形烟花"""
        self.emitters.append(make_puff(prev_emitter))
        self.emitters.append(make_flash(prev_emitter))

        spark_texture, ring_texture = random.choice(SPARK_list)
        sparks = arcade.Emitter(
            center_xy=prev_emitter.get_pos(),
            emit_controller=arcade.EmitBurst(25),
            particle_factory=lambda emitter: arcade.FadeParticle(
                filename_or_texture=spark_texture,
                change_xy=arcade.rand_in_circle((0.0, 0.0), 8.0),
                lifetime=random.uniform(0.55, 0.8),
                mutation_callback=firework_spark_mutator
            )
        )
        self.emitters.append(sparks)

        ring = arcade.Emitter(
            center_xy=prev_emitter.get_pos(),
            emit_controller=arcade.EmitBurst(20),
            particle_factory=lambda emitter: arcade.FadeParticle(
                filename_or_texture=ring_texture,
                change_xy=arcade.rand_on_circle((0.0, 0.0), 5.0) + arcade.rand_in_circle((0.0, 0.0), 0.25),
                lifetime=random.uniform(1.0, 1.6),
                mutation_callback=firework_spark_mutator
            )
        )
        self.emitters.append(ring)

    def explode_sparkle_firework(self, prev_emitter):
        """烟花炮弹爆炸时发生的动作,产生闪闪发光的烟花"""
        self.emitters.append(make_puff(prev_emitter))
        self.emitters.append(make_flash(prev_emitter))

        spark_texture = random.choice(SPARK_textures)
        sparks = arcade.Emitter(
            center_xy=prev_emitter.get_pos(),
            emit_controller=arcade.EmitBurst(random.randint(30, 40)),
            particle_factory=lambda emitter: AnimatedAlphaParticle(
                filename_or_texture=spark_texture,
                change_xy=arcade.rand_in_circle((0.0, 0.0), 9.0),
                start_alpha=255,
                duration1=random.uniform(0.6, 1.0),
                mid_alpha=0,
                duration2=random.uniform(0.1, 0.2),
                end_alpha=255,
                mutation_callback=firework_spark_mutator
            )
        )
        self.emitters.append(sparks)

    def update(self, delta_time):
        # 在遍历列表时,防止列表发生变化(通常是通过回调)
        emitters_to_update = self.emitters.copy()
        # 更新云
        if self.cloud.center_x > SCREEN_width:
            self.cloud.center_x = 0
        # 更新
        for e in emitters_to_update:
            e.update()
        # 清除
        to_del = [e for e in emitters_to_update if e.can_reap()]
        for e in to_del:
            self.emitters.remove(e)

    def on_draw(self):
        self.clear()
        for e in self.emitters:
            e.draw()
        # 画距形,left, right, top, and bottom
        arcade.draw_lrtb_rectangle_filled(0, SCREEN_width, 25, 0, arcade.color.DARK_GREEN)
        mid = SCREEN_width / 2
        arcade.draw_lrtb_rectangle_filled(mid - 2, mid + 2, SPINNER_height, 10, arcade.color.DARK_BROWN)

    def on_key_press(self, key, modifiers):
        if key == arcade.key.ESCAPE:
            arcade.close_window()


def firework_spark_mutator(particle: arcade.FadeParticle):
    """所有焰火火花共享的mutation_callback"""
    # 重力
    particle.change_y += -0.03
    # drag
    particle.change_x *= 0.92
    particle.change_y *= 0.92


def rocket_smoke_mutator(particle: arcade.LifetimeParticle):
    particle.scale = arcade.lerp(0.5, 3.0, particle.lifetime_elapsed / particle.lifetime_original)


if __name__ == "__main__":
    app = Game()
    arcade.run()

源码获取

关注博主后,私聊博主免费获取
需要技术指导,育娃新思考,企业软件合作等更多服务请联系博主

今天是以此模板持续更新此育儿专栏的第 33/50次。
可以关注我,点赞我、评论我、收藏我啦。

  • 2
    点赞
  • 6
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

信息化未来

你的鼓励将是我创作的最大动力!

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值