烟花代码收集

https://github.com/xiaoketx/fireworks

import pygame
import random
import os
import math

# 初始化信息
WIDTH = 1152
HEIGHT = 720
FPS = 60
img_path = os.path.join(os.path.dirname(__file__), "img")
audio_path = os.path.join(os.path.dirname(__file__), "audio")

def randv():    # 生成随机初速度
    v = random.random() * 22
    while (v < 15):
        v = random.random() * 22
    return v

def rand_color():   # 随机生成烟花颜色
    color_list = [(244, 214, 215), (55, 20, 88), (151, 68, 114), (230, 190, 146), (244, 252, 255), (230, 197, 246), (181, 180, 222), (191, 85, 177), (255, 199, 209), (200, 50, 66), (223, 219, 216), (158, 167, 164), (173, 254, 255), (185, 219, 149), (72, 141, 235), (252, 117, 249), (232, 169, 180), (155, 157, 170), (182, 98, 130)]
    return color_list[random.randint(0, len(color_list) - 1)]

def add_fireworks(list):  # 添加新的烟花
    if (random.random() < 3 / 60):
        list.append(Fireworks())

class Item(pygame.sprite.Sprite):   # 烟花颗粒
    def __init__(self, vy, x, color):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((15, 15))
        self.image.fill((0, 0, 0))
        self.image.set_colorkey((0, 0, 0))
        if color == (-1, -1, -1):   # 纯色烟花或者混色烟花
            color = rand_color()
        self.color = color
        self.radius = randv() / 5   # 烟花颗粒的半径
        pygame.draw.circle(self.image, self.color, (8, 8), self.radius) # 形成圆形烟花颗粒
        self.rect = self.image.get_rect()
        self.rect.center = (x, HEIGHT - 10) # 初始位置
        self.vx = 0
        self.vy = vy
        self.is_explode = False # 记录是否已经爆炸过
        self.count = 0

    def update(self, radius):
        self.move()
        if self.rect.y > HEIGHT - 20 and self.is_explode:
            self.kill()
        if self.vy < 2 and not self.is_explode:
            self.explode(radius)
        if self.is_explode: # 爆炸后一段时间删除颗粒
            self.count += 1
            if self.count > 40:
                self.kill()


    def move(self): # vx为水平方向速度,vy为竖直方向速度
        t = 1 / 60
        g = 9.8
        self.rect.x += self.vx * t * 25
        self.rect.y -= (2 * self.vy - g * t) * t / 2 * 25
        self.vy = self.vy - g * t

    def explode(self, radius):
        self.is_explode = True
        angle = random.randint(0, 359) * math.pi / 180
        self.vx += math.cos(angle) * radius
        self.vy -= math.sin(angle) * radius


class Fireworks():  # 烟花列表
    def __init__(self):
        self.list = pygame.sprite.Group()
        self.vy = randv()
        self.x = WIDTH * random.random()
        self.num = random.randint(30, 40) # 单个烟花随机烟花颗粒数量
        color = rand_color()
        if random.randint(1, 2) == 1:   # 纯色烟花或者混色烟花
            color = (-1, -1, -1)
        self.list.add(Item(self.vy, self.x, color) for i in range(self.num))

    def draw(self, screen):
        self.list.draw(screen)

    def update(self):
        radius = random.random() * 10
        while (radius < 8):
            radius = random.random() * 10
        self.list.update(radius)

def main():
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((WIDTH, HEIGHT))   # 主画布大小
    pygame.display.set_caption("Fireworks --made by xketx")
    pygame.display.set_icon(pygame.image.load(os.path.join((img_path), "fireworks.png")).convert()) # 设置图标
    bgm = pygame.mixer.music.load(os.path.join(audio_path, "bgm.mp3"))  # 背景音乐
    pygame.mixer.music.play(-1) # 循环播放背景音乐
    clock = pygame.time.Clock()

    fireworks_list = [Fireworks() for i in range(5)]    # 初始烟花数目
    running = True  # 是否循环
    count = 2
    while running:  # 循环主程序
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
        if count == 2:
            screen.blit(pygame.image.load(os.path.join(img_path, "bgp.jpg")), (0, 0))   # 设置背景图片
            count = 0
        add_fireworks(fireworks_list)
        for item in fireworks_list:
            item.update()
            item.draw(screen)
        pygame.display.flip()
        count += 1

    pygame.QUIT
    exit()

if __name__ == "__main__":
    main()
import pygame
import random
import os
import math
import time

# 初始化信息
WIDTH = 1152
HEIGHT = 720
FPS = 60
img_path = os.path.join(os.path.dirname(__file__), "img")
audio_path = os.path.join(os.path.dirname(__file__), "audio")

def randv():    # 生成随机初速度
    v = random.random() * 22
    while (v < 15):
        v = random.random() * 22
    return v

def rand_color():   # 随机生成烟花颜色
    color_list = [(244, 214, 215), (55, 20, 88), (151, 68, 114), (230, 190, 146), (244, 252, 255), (230, 197, 246), (181, 180, 222), (191, 85, 177), (255, 199, 209), (200, 50, 66), (223, 219, 216), (158, 167, 164), (173, 254, 255), (185, 219, 149), (72, 141, 235), (252, 117, 249), (232, 169, 180), (155, 157, 170), (182, 98, 130), (248, 215, 20), (136, 214, 253), (221, 0, 27)]
    return color_list[random.randint(0, len(color_list) - 1)]

def add_fireworks(list):  # 添加新的烟花
    if (random.random() < 3 / 60):
        list.append(Fireworks())

class Item(pygame.sprite.Sprite):   # 烟花颗粒
    def __init__(self, vy, x, color):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((15, 15))
        self.image.fill((0, 0, 0))
        self.image.set_colorkey((0, 0, 0))
        if color == (-1, -1, -1):   # 纯色烟花或者混色烟花
            color = rand_color()
        self.color = color
        self.radius = randv() / 5   # 烟花颗粒的半径
        pygame.draw.circle(self.image, self.color, (8, 8), self.radius) # 形成圆形烟花颗粒
        self.rect = self.image.get_rect()
        self.rect.center = (x, HEIGHT - 10) # 初始位置
        self.vx = 0
        self.vy = vy
        self.is_explode = False # 记录是否已经爆炸过
        self.count = 0

    def update(self, radius):
        self.move()
        if self.rect.y > HEIGHT - 20 and self.is_explode:
            self.kill()
        if self.vy < 1 and not self.is_explode:
            self.explode(radius)
        if self.is_explode: # 爆炸后一段时间删除颗粒
            self.count += 1
            if self.count > 55:
                self.kill()

    def move(self): # vx为水平方向速度,vy为竖直方向速度
        t = 1 / 60
        g = 9.8
        self.rect.x += self.vx * t * 25
        self.rect.y -= (2 * self.vy - g * t) * t / 2 * 25
        self.vy = self.vy - g * t

    def explode(self, radius):  # 爆炸函数,改变速度大小和方向
        self.is_explode = True
        angle = random.randint(0, 359) * math.pi / 180
        self.vx += math.cos(angle) * radius
        self.vy -= math.sin(angle) * radius


class Fireworks():  # 烟花列表
    def __init__(self):
        self.list = pygame.sprite.Group()
        self.vy = randv()
        self.x = WIDTH * random.random()
        self.num = random.randint(30, 40) # 单个烟花随机烟花颗粒数量
        color = rand_color()
        if random.randint(1, 2) == 1:   # 纯色烟花或者混色烟花
            color = (-1, -1, -1)
        self.list.add(Item(self.vy, self.x, color) for i in range(self.num))
        self.start_time = time.time()   # 记录开始时间,一定时间后删除

    def draw(self, screen):
        self.list.draw(screen)

    def update(self):    # 更新后返回是否删除烟花
        radius = random.random() * 10
        while (radius < 8):
            radius = random.random() * 10
        self.list.update(radius)
        if (time.time() - self.start_time > 5): # 定时删除
            return True
        else:
            return False


def main():
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((WIDTH, HEIGHT))   # 主画布大小
    pygame.display.set_caption("Fireworks --made by xketx")
    pygame.display.set_icon(pygame.image.load(os.path.join((img_path), "fireworks.png")).convert()) # 设置图标
    bgm = pygame.mixer.music.load(os.path.join(audio_path, "bgm.mp3"))  # 背景音乐
    pygame.mixer.music.play(-1) # 循环播放背景音乐
    clock = pygame.time.Clock()

    fireworks_list = [Fireworks() for i in range(5)]    # 初始烟花数目
    running = True  # 是否循环
    count = 2
    while running:  # 循环主程序
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
        if count == 2:
            screen.blit(pygame.image.load(os.path.join(img_path, "bgp.jpg")), (0, 0))   # 设置背景图片
            count = 0
        count += 1
        add_fireworks(fireworks_list)
        dels = []   # 需要删除的烟花的索引
        for index, item in enumerate(fireworks_list):
            if item.update():
                dels.append(index)
            item.draw(screen)
        pygame.display.flip()
        for i in dels:  # 删除烟花
            del fireworks_list[i]

    pygame.QUIT
    exit()

if __name__ == "__main__":
    main()

前端教程使用纯Javascript实现在网页放烟花

快过年了,用JS让你的网页放🎆烟花吧

基于html5的烟花效果

<!DOCTYPE html>
<html dir="ltr" lang="zh-CN">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width" />
<title>HTML5 Canvas烟花特效 场景十分华丽在线演示</title> 
<style>
/* basic styles for black background and crosshair cursor */
body {
    background: #000;
    margin: 0;
}
 
canvas {
    cursor: crosshair;
    display: block;
}
</style>
</head>
<div style="text-align:center;clear:both">
<script src="/gg_bd_ad_720x90.js" type="text/javascript"></script>
<script src="/follow.js" type="text/javascript"></script>
</div>
<canvas id="canvas">Canvas is not supported in your browser.</canvas>
<script>
// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = ( function() {
    return window.requestAnimationFrame ||
                window.webkitRequestAnimationFrame ||
                window.mozRequestAnimationFrame ||
                function( callback ) {
                    window.setTimeout( callback, 1000 / 60 );
                };
})();
 
// now we will setup our basic variables for the demo
var canvas = document.getElementById( 'canvas' ),
        ctx = canvas.getContext( '2d' ),
        // full screen dimensions
        cw = window.innerWidth,
        ch = window.innerHeight,
        // firework collection
        fireworks = [],
        // particle collection
        particles = [],
        // starting hue
        hue = 120,
        // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
        limiterTotal = 5,
        limiterTick = 0,
        // this will time the auto launches of fireworks, one launch per 80 loop ticks
        timerTotal = 80,
        timerTick = 0,
        mousedown = false,
        // mouse x coordinate,
        mx,
        // mouse y coordinate
        my;
         
// set canvas dimensions
canvas.width = cw;
canvas.height = ch;
 
// now we are going to setup our function placeholders for the entire demo
 
// get a random number within a range
function random( min, max ) {
    return Math.random() * ( max - min ) + min;
}
 
// calculate the distance between two points
function calculateDistance( p1x, p1y, p2x, p2y ) {
    var xDistance = p1x - p2x,
            yDistance = p1y - p2y;
    return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}
 
// create firework
function Firework( sx, sy, tx, ty ) {
    // actual coordinates
    this.x = sx;
    this.y = sy;
    // starting coordinates
    this.sx = sx;
    this.sy = sy;
    // target coordinates
    this.tx = tx;
    this.ty = ty;
    // distance from starting point to target
    this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
    this.distanceTraveled = 0;
    // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
    this.coordinates = [];
    this.coordinateCount = 3;
    // populate initial coordinate collection with the current coordinates
    while( this.coordinateCount-- ) {
        this.coordinates.push( [ this.x, this.y ] );
    }
    this.angle = Math.atan2( ty - sy, tx - sx );
    this.speed = 2;
    this.acceleration = 1.05;
    this.brightness = random( 50, 70 );
    // circle target indicator radius
    this.targetRadius = 1;
}
 
// update firework
Firework.prototype.update = function( index ) {
    // remove last item in coordinates array
    this.coordinates.pop();
    // add current coordinates to the start of the array
    this.coordinates.unshift( [ this.x, this.y ] );
     
    // cycle the circle target indicator radius
    if( this.targetRadius < 8 ) {
        this.targetRadius += 0.3;
    } else {
        this.targetRadius = 1;
    }
     
    // speed up the firework
    this.speed *= this.acceleration;
     
    // get the current velocities based on angle and speed
    var vx = Math.cos( this.angle ) * this.speed,
            vy = Math.sin( this.angle ) * this.speed;
    // how far will the firework have traveled with velocities applied?
    this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
     
    // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
    if( this.distanceTraveled >= this.distanceToTarget ) {
        createParticles( this.tx, this.ty );
        // remove the firework, use the index passed into the update function to determine which to remove
        fireworks.splice( index, 1 );
    } else {
        // target not reached, keep traveling
        this.x += vx;
        this.y += vy;
    }
}
 
// draw firework
Firework.prototype.draw = function() {
    ctx.beginPath();
    // move to the last tracked coordinate in the set, then draw a line to the current x and y
    ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
    ctx.lineTo( this.x, this.y );
    ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
    ctx.stroke();
     
    ctx.beginPath();
    // draw the target for this firework with a pulsing circle
    ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
    ctx.stroke();
}
 
// create particle
function Particle( x, y ) {
    this.x = x;
    this.y = y;
    // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
    this.coordinates = [];
    this.coordinateCount = 5;
    while( this.coordinateCount-- ) {
        this.coordinates.push( [ this.x, this.y ] );
    }
    // set a random angle in all possible directions, in radians
    this.angle = random( 0, Math.PI * 2 );
    this.speed = random( 1, 10 );
    // friction will slow the particle down
    this.friction = 0.95;
    // gravity will be applied and pull the particle down
    this.gravity = 1;
    // set the hue to a random number +-20 of the overall hue variable
    this.hue = random( hue - 20, hue + 20 );
    this.brightness = random( 50, 80 );
    this.alpha = 1;
    // set how fast the particle fades out
    this.decay = random( 0.015, 0.03 );
}
 
// update particle
Particle.prototype.update = function( index ) {
    // remove last item in coordinates array
    this.coordinates.pop();
    // add current coordinates to the start of the array
    this.coordinates.unshift( [ this.x, this.y ] );
    // slow down the particle
    this.speed *= this.friction;
    // apply velocity
    this.x += Math.cos( this.angle ) * this.speed;
    this.y += Math.sin( this.angle ) * this.speed + this.gravity;
    // fade out the particle
    this.alpha -= this.decay;
     
    // remove the particle once the alpha is low enough, based on the passed in index
    if( this.alpha <= this.decay ) {
        particles.splice( index, 1 );
    }
}
 
// draw particle
Particle.prototype.draw = function() {
    ctx. beginPath();
    // move to the last tracked coordinates in the set, then draw a line to the current x and y
    ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
    ctx.lineTo( this.x, this.y );
    ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
    ctx.stroke();
}
 
// create particle group/explosion
function createParticles( x, y ) {
    // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
    var particleCount = 30;
    while( particleCount-- ) {
        particles.push( new Particle( x, y ) );
    }
}
 
// main demo loop
function loop() {
    // this function will run endlessly with requestAnimationFrame
    requestAnimFrame( loop );
     
    // increase the hue to get different colored fireworks over time
    hue += 0.5;
     
    // normally, clearRect() would be used to clear the canvas
    // we want to create a trailing effect though
    // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
    ctx.globalCompositeOperation = 'destination-out';
    // decrease the alpha property to create more prominent trails
    ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
    ctx.fillRect( 0, 0, cw, ch );
    // change the composite operation back to our main mode
    // lighter creates bright highlight points as the fireworks and particles overlap each other
    ctx.globalCompositeOperation = 'lighter';
     
    // loop over each firework, draw it, update it
    var i = fireworks.length;
    while( i-- ) {
        fireworks[ i ].draw();
        fireworks[ i ].update( i );
    }
     
    // loop over each particle, draw it, update it
    var i = particles.length;
    while( i-- ) {
        particles[ i ].draw();
        particles[ i ].update( i );
    }
     
    // launch fireworks automatically to random coordinates, when the mouse isn't down
    if( timerTick >= timerTotal ) {
        if( !mousedown ) {
            // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
            fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
            timerTick = 0;
        }
    } else {
        timerTick++;
    }
     
    // limit the rate at which fireworks get launched when mouse is down
    if( limiterTick >= limiterTotal ) {
        if( mousedown ) {
            // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
            fireworks.push( new Firework( cw / 2, ch, mx, my ) );
            limiterTick = 0;
        }
    } else {
        limiterTick++;
    }
}
 
// mouse event bindings
// update the mouse coordinates on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
    mx = e.pageX - canvas.offsetLeft;
    my = e.pageY - canvas.offsetTop;
});
 
// toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
    e.preventDefault();
    mousedown = true;
});
 
canvas.addEventListener( 'mouseup', function( e ) {
    e.preventDefault();
    mousedown = false;
});
 
// once the window loads, we are ready for some fireworks!
window.onload = loop;
</script>

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