烟花代码(包教包会)

新的一年就要来了,想放放烟花?但专家说放烟花会污染环境,这不,网上有安全无污染的烟花,这是用C写的代码烟花,有声音有配乐,还很好看

想要代码的去百度网盘自取

链接:https://pan.baidu.com/s/10VHpjHkjwXtlefybkuA2ow?pwd=new6 
提取码:new6

运行环境:   Visual Studio 2022       EasyX 

我已经加EasyX环境到文件里了,  点击 Fire\x64\Debug\Fire.exe 这个文件看看能运行吗?

不能运行就下载Visual Studio 2022配置环境

看下面

 

下载 Visual Studio 2022 这个在编程界有一定地位的IDE,懒得写了,看别人的文章

(10条消息) Visual Studio 2022 IDE 下载安装与环境配置,C语言/C++集成环境配置,VS2022。详细环境配置教程,最适合写c语言的编译器_立志冲海大的博客-CSDN博客_c语言vs工作负载选哪个https://blog.csdn.net/lwj8819/article/details/122384631

下载后配置EasyX环境

easyx下载

EasyX Graphics Library for C++EasyX Graphics Library 是针对 Visual C++ 的绘图库,支持 VC6.0 ~ VC2019,简单易用,学习成本极低,应用领域广泛。目前已有许多大学将 EasyX 应用在教学当中。https://easyx.cn/
进入EasyX的官网,按照如下步骤安装EasyX:

在这里插入图片描述

点击下载,下载最新版本。在电脑上下载的如下版本:
 在这里插入图片描述

 在这里插入图片描述

 下载成功后直接双击即可进行安装,此安装路径默认为VS2022中的安装路径。

 环境配置完,安装完重启一下Visual Studio2022就可以使用了

Visual Studio新建一个C++项目

 然后把刚才网盘下载的代码文件中的下面5个素材文件复制到新建的test项目中

 

Visual Studio,源文件——添加——现有项

 选择test项目下的Fire.cpp

 好了,可以点击运行了

 效果很惊艳是吧?

换另一个表白烟花的代码试试

链接:https://pan.baidu.com/s/1EfFaKSp9Ba9ROIP7K_qMqQ?pwd=love 
提取码:love

最后

附python烟花代码

 运行环境:PyCharm Community Edition   ,pygame库

import pygame
from random import randint, uniform, choice
import math
 
vector = pygame.math.Vector2
gravity = vector(0, 0.3)
DISPLAY_WIDTH = DISPLAY_HEIGHT = 800
 
trail_colours = [(45, 45, 45), (60, 60, 60), (75, 75, 75),
                 (125, 125, 125), (150, 150, 150)]
dynamic_offset = 1
static_offset = 5
 
 
class Firework:
 
    def __init__(self):
        self.colour = (randint(0, 255), randint(0, 255), randint(0, 255))
        self.colours = (
            (randint(0, 255), randint(0, 255), randint(0, 255)
             ), (randint(0, 255), randint(0, 255), randint(0, 255)),
            (randint(0, 255), randint(0, 255), randint(0, 255)))
        self.firework = Particle(randint(0, DISPLAY_WIDTH), DISPLAY_HEIGHT, True,
                                 self.colour)  # Creates the firework particle
        self.exploded = False
        self.particles = []
        self.min_max_particles = vector(100, 225)
 
    def update(self, win):  # called every frame
        if not self.exploded:
            self.firework.apply_force(gravity)
            self.firework.move()
            for tf in self.firework.trails:
                tf.show(win)
 
            self.show(win)
 
            if self.firework.vel.y >= 0:
                self.exploded = True
                self.explode()
        else:
            for particle in self.particles:
                particle.apply_force(
                    vector(gravity.x + uniform(-1, 1) / 20, gravity.y / 2 + (randint(1, 8) / 100)))
                particle.move()
                for t in particle.trails:
                    t.show(win)
                particle.show(win)
 
    def explode(self):
        amount = randint(self.min_max_particles.x, self.min_max_particles.y)
        for i in range(amount):
            self.particles.append(
                Particle(self.firework.pos.x, self.firework.pos.y, False, self.colours))
 
    def show(self, win):
        pygame.draw.circle(win, self.colour, (int(self.firework.pos.x), int(
            self.firework.pos.y)), self.firework.size)
 
    def remove(self):
        if self.exploded:
            for p in self.particles:
                if p.remove is True:
                    self.particles.remove(p)
 
            if len(self.particles) == 0:
                return True
            else:
                return False
 
 
class Particle:
 
    def __init__(self, x, y, firework, colour):
        self.firework = firework
        self.pos = vector(x, y)
        self.origin = vector(x, y)
        self.radius = 20
        self.remove = False
        self.explosion_radius = randint(5, 18)
        self.life = 0
        self.acc = vector(0, 0)
        # trail variables
        self.trails = []  # stores the particles trail objects
        self.prev_posx = [-10] * 10  # stores the 10 last positions
        self.prev_posy = [-10] * 10  # stores the 10 last positions
 
        if self.firework:
            self.vel = vector(0, -randint(17, 20))
            self.size = 5
            self.colour = colour
            for i in range(5):
                self.trails.append(Trail(i, self.size, True))
        else:
            self.vel = vector(uniform(-1, 1), uniform(-1, 1))
            self.vel.x *= randint(7, self.explosion_radius + 2)
            self.vel.y *= randint(7, self.explosion_radius + 2)
            self.size = randint(2, 4)
            self.colour = choice(colour)
            for i in range(5):
                self.trails.append(Trail(i, self.size, False))
 
    def apply_force(self, force):
        self.acc += force
 
    def move(self):
        if not self.firework:
            self.vel.x *= 0.8
            self.vel.y *= 0.8
 
        self.vel += self.acc
        self.pos += self.vel
        self.acc *= 0
 
        if self.life == 0 and not self.firework:  # check if particle is outside explosion radius
            distance = math.sqrt((self.pos.x - self.origin.x)
                                 ** 2 + (self.pos.y - self.origin.y) ** 2)
            if distance > self.explosion_radius:
                self.remove = True
 
        self.decay()
 
        self.trail_update()
 
        self.life += 1
 
    def show(self, win):
        pygame.draw.circle(win, (self.colour[0], self.colour[1], self.colour[2], 0), (int(self.pos.x), int(self.pos.y)),
                           self.size)
 
    def decay(self):  # random decay of the particles
        if 50 > self.life > 10:  # early stage their is a small chance of decay
            ran = randint(0, 30)
            if ran == 0:
                self.remove = True
        elif self.life > 50:
            ran = randint(0, 5)
            if ran == 0:
                self.remove = True
 
    def trail_update(self):
        self.prev_posx.pop()
        self.prev_posx.insert(0, int(self.pos.x))
        self.prev_posy.pop()
        self.prev_posy.insert(0, int(self.pos.y))
 
        for n, t in enumerate(self.trails):
            if t.dynamic:
                t.get_pos(self.prev_posx[n + dynamic_offset],
                          self.prev_posy[n + dynamic_offset])
            else:
                t.get_pos(self.prev_posx[n + static_offset],
                          self.prev_posy[n + static_offset])
 
 
class Trail:
 
    def __init__(self, n, size, dynamic):
        self.pos_in_line = n
        self.pos = vector(-10, -10)
        self.dynamic = dynamic
 
        if self.dynamic:
            self.colour = trail_colours[n]
            self.size = int(size - n / 2)
        else:
            self.colour = (255, 255, 200)
            self.size = size - 2
            if self.size < 0:
                self.size = 0
 
    def get_pos(self, x, y):
        self.pos = vector(x, y)
 
    def show(self, win):
        pygame.draw.circle(win, self.colour, (int(
            self.pos.x), int(self.pos.y)), self.size)
 
 
def update(win, fireworks):
    for fw in fireworks:
        fw.update(win)
        if fw.remove():
            fireworks.remove(fw)
 
    pygame.display.update()
 
 
def main():
    pygame.init()
    pygame.display.set_caption("Fireworks in Pygame")
    win = pygame.display.set_mode((DISPLAY_WIDTH, DISPLAY_HEIGHT))
    clock = pygame.time.Clock()
 
    fireworks = [Firework() for i in range(2)]  # create the first fireworks
    running = True
 
    while running:
        clock.tick(60)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
 
            if event.type == pygame.KEYDOWN:  # Change game speed with number keys
                if event.key == pygame.K_1:
                    fireworks.append(Firework())
                if event.key == pygame.K_2:
                    for i in range(10):
                        fireworks.append(Firework())
        win.fill((20, 20, 30))  # draw background
 
        if randint(0, 20) == 1:  # create new firework
            fireworks.append(Firework())
 
        update(win, fireworks)
 
        # stats for fun
        # total_particles = 0
        # for f in fireworks:
        #    total_particles += len(f.particles)
 
        # print(f"Fireworks: {len(fireworks)}\nParticles: {total_particles}\n\n")
 
    pygame.quit()
    quit()
 
 
main()

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转载自blog.csdn.net/qq_64079631/article/details/128494839