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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