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这篇文章主要介绍“怎么用Python代码实现最炫的烟花”,在日常操作中,相信很多人在怎么用Python代码实现最炫的烟花问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”怎么用Python代码实现最炫的烟花”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!
效果图:

setup和draw是p5.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);
}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:

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width和height表示的就是画布的宽和高
结果如下

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

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

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

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

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:

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
到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
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

在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HSB;background的4个参数就是对应rgba
效果如下

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)

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