AI摘要 本文提供了一个用Python编写的新年快乐代码，通过pygame库实现烟花效果，并在屏幕上显示“再见2025，你好2026”的字样。代码中包含了烟花类、粒子类和痕迹类，以及更新和绘制烟花的函数。运行代码前需确保已安装pygame库。 此内容根据文章生成，仅用于文章内容的解释与总结 今天是2026的第一天，新的一年，祝我们得偿所愿，平安喜乐，烟火漫漫，开心满满，八方来财，岁岁平安，万事尽可期待，一路好运常在，我们都要，越来越好！新年快乐～～下面是用Python编写的新年快乐代码：import pygame as pg import random as ra import math pg.init() pg.display.set_caption("🎇") winScreen = pg.display.Info() screenWidth = winScreen.current_w screenHeight = winScreen.current_h vector = pg.math.Vector2 trail_colors = [(45, 45, 45), (60, 60, 60), (75, 75, 75), (125, 125, 125), (150, 150, 150)] # 烟花类 class Firework: def __init__(self): # 随机生成颜色 self.colour = (ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255)) # 随机生成三种颜色 self.colours = ( (ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255)), (ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255)), (ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255)) ) # 生成一个表示发射出的火花的粒子对象 self.firework = Particle(ra.randint(0,screenWidth), screenHeight, True, self.colour) # 初始化爆炸状态为 False self.exploded = False self.particles = [] # 爆炸产生的粒子数量范围 self.min_max_particles = vector(666, 999) def update(self, win): g = vector(0, ra.uniform(0.15, 0.4)) if not self.exploded: # 给发射出的火花施加重力 self.firework.apply_force(g) 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: # 给爆炸产生的粒子施加随机力 particle.apply_force(vector(g.x + ra.uniform(-1, 1) / 20, g.y / 2 + (ra.randint(1, 8) / 100))) particle.move() for t in particle.trails: t.show(win) particle.show(win) def explode(self): amount = ra.randint(int(self.min_max_particles.x), int(self.min_max_particles.y)) for i in range(amount): # 在爆炸位置生成粒子对象并添加到粒子列表中 self.particles.append(Particle(self.firework.pos.x, self.firework.pos.y, False, self.colours)) def show(self, win): # 绘制发射出的火花 pg.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 # 粒子类 class Particle: def __init__(self, x, y, firework, colour): self.firework = firework self.pos = vector(x, y) self.origin = vector(x, y) self.radius = 25 self.remove = False self.explosion_radius = ra.randint(15, 25) self.life = 0 self.acc = vector(0, 0) self.trails = [] self.prev_posx = [-10] * 10 self.prev_posy = [-10] * 10 if self.firework: self.vel = vector(0, -ra.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(ra.uniform(-1, 1), ra.uniform(-1, 1)) self.vel.x *= ra.randint(7, self.explosion_radius + 2) self.vel.y *= ra.randint(7, self.explosion_radius + 2) self.size = ra.randint(2, 4) self.colour = ra.choice(colour) for i in range(5): self.trails.append(Trail(i, self.size, False)) def apply_force(self, force): # 施加力 self.acc += force def move(self): if not self.firework: # 爆炸产生的粒子减速 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: # 判断是否超出爆炸半径 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): # 绘制粒子 pg.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): if 50 > self.life > 10: ran = ra.randint(0, 30) if ran == 0: self.remove = True elif self.life > 50: ran = ra.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 + 1], self.prev_posy[n + 1]) else: t.get_pos(self.prev_posx[n + 5], self.prev_posy[n + 5]) # 痕迹类 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_colors[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): # 绘制痕迹 pg.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) pg.display.update() def fire(): screen = pg.display.set_mode((screenWidth, screenHeight - 66)) clock = pg.time.Clock() fireworks = [Firework() for i in range(2)] running = True # 加载字体 font = pg.font.SysFont("comicsansms", 99) # 渲染文本 text = "再见2025，你好2026" # 设置字体为支持中文的字体 font = pg.font.Font("C:/Windows/Fonts/msyh.ttc", 99) # 微软雅黑字体路径 # font = pg.font.SysFont("SimHei", 99) # 黑体 text_color = (255, 190, 200) # 字体颜色 rendered_text = font.render(text, True, text_color) rendered_text = font.render(text, True, text_color) while running: clock.tick(99) for event in pg.event.get(): if event.type == pg.QUIT: running = False # 计算文本位置 text_width = rendered_text.get_width() text_height = rendered_text.get_height() text_x = (screenWidth - text_width) // 2 text_y = (screenHeight - text_height) // 2 - 99 screen.fill((20, 20, 30)) # 绘制文本 screen.blit(rendered_text, (text_x, text_y)) if ra.randint(0, 10) == 1: fireworks.append(Firework()) update(screen, fireworks) pg.quit() quit() if __name__ == "__main__": fire()注意：在运行该代码时，请确保你已安装pygame三方库如果没有安装，请使用如下命令进行安装：pip install pygame废话不多说，看效果图：