水波纹效果是一种常见且迷人的视觉效果,广泛应用于游戏和图形设计中。在这篇博客中,我们将使用Python创建一个逼真的水波动画。通过利用Pygame库和基于网格的算法,我们可以实现动态水波纹效果。
在开始之前,你需要确保你的系统已经安装了Pygame库。如果你还没有安装它,可以使用以下命令进行安装:
pip install pygame
Pygame是一个跨平台的Python模块,用于编写视频游戏。它包括计算机图形和声音库,使得游戏开发更加简单。
我们首先需要导入Pygame库和其他必要的模块:
import pygame
import numpy as np
我们需要初始化Pygame并设置屏幕的基本参数:
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("水波纹效果")
clock = pygame.time.Clock()
我们创建一个Water
类来定义水波的属性和行为:
class Water:
def __init__(self, width, height):
self.width = width
self.height = height
self.current = np.zeros((height, width))
self.previous = np.zeros((height, width))
def update(self):
damping = 0.99
for y in range(1, self.height - 1):
for x in range(1, self.width - 1):
self.current[y, x] = (
(self.previous[y-1, x] +
self.previous[y+1, x] +
self.previous[y, x-1] +
self.previous[y, x+1]) / 2
- self.current[y, x]
) * damping
def disturb(self, x, y, radius=5, intensity=1000):
if 1 < x < self.width - 1 and 1 < y < self.height - 1:
self.previous[y-radius:y+radius, x-radius:x+radius] += intensity
我们定义一个函数来绘制水波效果:
def draw_water(screen, water):
for y in range(water.height):
for x in range(water.width):
color_value = min(max(int(water.current[y, x]), 0), 255)
color = (0, 0, color_value)
screen.set_at((x, y), color)
我们在主循环中更新水波的状态并绘制:
water = Water(800, 600)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
water.disturb(x, y)
water.update()
screen.fill((0, 0, 0))
draw_water(screen, water)
pygame.display.flip()
clock.tick(30)
pygame.quit()
import pygame
import numpy as np
# 初始化Pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("水波纹效果")
clock = pygame.time.Clock()
# 水波类定义
class Water:
def __init__(self, width, height):
self.width = width
self.height = height
self.current = np.zeros((height, width))
self.previous = np.zeros((height, width))
def update(self):
damping = 0.99
for y in range(1, self.height - 1):
for x in range(1, self.width - 1):
self.current[y, x] = (
(self.previous[y-1, x] +
self.previous[y+1, x] +
self.previous[y, x-1] +
self.previous[y, x+1]) / 2
- self.current[y, x]
) * damping
def disturb(self, x, y, radius=5, intensity=1000):
if 1 < x < self.width - 1 and 1 < y < self.height - 1:
self.previous[y-radius:y+radius, x-radius:x+radius] += intensity
# 绘制水波函数
def draw_water(screen, water):
for y in range(water.height):
for x in range(water.width):
color_value = min(max(int(water.current[y, x]), 0), 255)
color = (0, 0, color_value)
screen.set_at((x, y), color)
# 主循环
water = Water(800, 600)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
x, y = event.pos
water.disturb(x, y)
water.update()
screen.fill((0, 0, 0))
draw_water(screen, water)
pygame.display.flip()
clock.tick(30)
pygame.quit()