文章目录
- 1.turtle库
- 2.python函数的定义规则
- 3.引入库
- 4.定义画彩灯函数
- 5.定义画圣诞树的函数
- 6.定义树下面小装饰的函数
- 7.定义一个画雪花的函数
- 8.画五角星
- 9.写文字
- 10.全部源代码
- 11.html圣诞树代码实现(动态音乐)
1.turtle库
turtle库是Python语言中一个很流行的绘制图像的函数库,想象一个小乌龟,在一个横轴为x、纵轴为y的坐标系原点,(0,0)位置开始,它根据一组函数指令的控制,在这个平面坐标系中移动,从而在它爬行的路径上绘制了图形。
2.python函数的定义规则
(1)以 def 开头,后接定义函数的名称和圆括号(),以冒号结尾
(2)圆括号()可为空,也可以传入参数
(3)定义函数的内容,与def有缩进关系
(4)调用自定义的函数的基本格式为:定义函数的名称();若圆括号()为空,调用时,也为空,若若圆括号()不为空,调用时需传入参数
(5)return [表达式] 结束函数,选择性地返回一个值给调用方。不带表达式的return相当于返回 None。
3.引入库
import turtle as t
from turtle import *
import random as r
import time
4.定义画彩灯函数
#定义画彩灯的函数
def drawlight():if r.randint(0,30) == 0: #randint用来生成随机数color('tomato') #颜色()circle(6) #根据半径radius绘制extent角度的弧形elif r.randint(0,30) == 1:color('orange') #颜色()circle(3)else:linewidth = 5 #线型color('dark green') #颜色
5.定义画圣诞树的函数
#定义画圣诞树的函数
def tree(d,s): #定义函数 树if d <= 0: return #返回函数的返回值forward(s) #向前tree(d-1, s * .8)right(120) #方向 向右tree(d-3, s * .5)drawlight() right(120)tree(d-3, s * .5)right(120)backward(s) #向后
6.定义树下面小装饰的函数
#定义树下面小装饰的函数
def xzs():for i in range(200): #范围a = 200-400* r.random() # random模块用于生成随机数b = 10 -20* r.random()up()forward(b) #向前left(90) #左边forward(a)down() #向下if r.randint(0,1) == 0:color('tomato')else:color('wheat')circle(2) #圆up()backward(a)right(90)backward(b)
7.定义一个画雪花的函数
#定义一个画雪花的函数
def drawsnow():t.hideturtle() #这个方法是用来使Turtle隐身的。 t.pensize(2) #pensize(数字)可以设置画笔的宽度for i in range(200):t.pencolor("white")t.penup()t.setx(r.randint(-350,350)) #将当前x轴移动到指定位置t.sety(r.randint(-100,350)) #将当前y轴移动到指定位置t.pendown() #放下画笔dens = 6snowsize = r.randint(1,10) #生成随机数for j in range(dens):t.forward(int(snowsize))t.backward(int(snowsize))t.right(int(360/dens))
8.画五角星
#画五角星
for i in range(5):forward(n/5)right(144)forward(n/5)left(72)end_fill()
right(126)color("dark green")
backward(n * 4.8)
9.写文字
#写文字
t.color("dark red", "red")
t.write("Merry Christmas", align="center", font=("Comic Sans MS", 40, "bold"))
#写 "Merry Christmas" 使成一条直线 居中 字体 似手写的字体 40 粗体
10.全部源代码
import turtle as t
from turtle import *
import random as r
import time#定义几个函数先#定义画彩灯的函数
def drawlight():if r.randint(0,30) == 0:color('tomato')circle(6)elif r.randint(0,30) == 1:color('orange')circle(3)else:linewidth = 5color('dark green')#定义画圣诞树的函数
def tree(d,s):if d <= 0: returnforward(s)tree(d-1, s * .8)right(120)tree(d-3, s * .5)drawlight()right(120)tree(d-3, s * .5)right(120)backward(s)#定义树下面小装饰的函数
def xzs():for i in range(200):a = 200-400* r.random()b = 10 -20* r.random()up()forward(b)left(90)forward(a)down()if r.randint(0,1) == 0:color('tomato')else:color('wheat')circle(2)up()backward(a)right(90)backward(b)#定义一个画雪花的函数
def drawsnow():t.hideturtle()t.pensize(2)for i in range(200):t.pencolor("white")t.penup()t.setx(r.randint(-350,350))t.sety(r.randint(-100,350))t.pendown()dens = 6snowsize = r.randint(1,10)for j in range(dens):t.forward(int(snowsize))t.backward(int(snowsize))t.right(int(360/dens))n=100.0
t.pensize(10)
speed("fastest")
t.screensize(800,600, "black")
left(90)
forward(3 * n)
color("orange", "yellow")
begin_fill()
left(126)#画五角星
for i in range(5):forward(n/5)right(144)forward(n/5)left(72)end_fill()
right(126)color("dark green")
backward(n * 4.8)#调用画树的函数
tree(15 , n)
backward(n/2)xzs()#写文字
t.color("dark red", "red")
t.write("Merry Christmas", align="center", font=("Comic Sans MS", 40, "bold"))# 调用雪花函数
drawsnow()t.done() #收笔
11.html圣诞树代码实现(动态音乐)
操作过程
首先在桌面创建一个后缀为txt的文件,然后将下面的代码复制进去保存,再将.txt后缀改为html,最后点击这个文件就会出现爱心特效啦~
效果:
代码:
<!DOCTYPE html>
<html><head><meta charset="UTF-8"><title>圣诞树</title><link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css"><style>* {box-sizing: border-box;}body {margin: 0;height: 100vh;overflow: hidden;display: flex;align-items: center;justify-content: center;background: #161616;color: #c5a880;font-family: sans-serif;}label{display: inline-block;background-color: #161616;padding: 16px;border-radius: 0.3rem;cursor: pointer;margin-top: 1rem;width: 300px;border-radius: 10px;border: 1px solid #c5a880;text-align: center;}ul {list-style-type: none;padding: 0;margin: 0;}.btn{background-color: #161616;border-radius: 10px;color: #c5a880;border: 1px solid #c5a880;padding: 16px;width: 300px;margin-bottom: 16px;line-height: 1.5;cursor: pointer;}.separator{font-weight: bold;text-align: center;width: 300px;margin: 16px 0px;color: #a07676;}.title {color: #a07676;font-weight: bold;font-size: 1.25rem;margin-bottom: 16px;}.text-loading {font-size: 2rem;}</style><script>window.console = window.console || function(t) {};</script><script>if (document.location.search.match(/type=embed/gi)) {window.parent.postMessage("resize", "*");}</script></head><body translate="no" ><script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script><script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script><script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script><script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script><script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script><script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script><script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script><div id="overlay"><ul><li class="title">请选择音乐</li><li><button class="btn" id="btnA" type="button">Snowflakes Falling Down by Simon Panrucker</button></li><li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li><li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li><li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li><li class="separator">或者</li><li><input type="file" id="upload" hidden /><label for="upload">Upload File</label></li></ul></div><script id="rendered-js" >const { PI, sin, cos } = Math;const TAU = 2 * PI;const map = (value, sMin, sMax, dMin, dMax) => {return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);};const range = (n, m = 0) =>Array(n).fill(m).map((i, j) => i + j);const rand = (max, min = 0) => min + Math.random() * (max - min);const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));const randChoise = arr => arr[randInt(arr.length)];const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];let scene, camera, renderer, analyser;let step = 0;const uniforms = {time: { type: "f", value: 0.0 },step: { type: "f", value: 0.0 } };const params = {exposure: 1,bloomStrength: 0.9,bloomThreshold: 0,bloomRadius: 0.5 };let composer;const fftSize = 2048;const totalPoints = 4000;const listener = new THREE.AudioListener();const audio = new THREE.Audio(listener);document.querySelector("input").addEventListener("change", uploadAudio, false);const buttons = document.querySelectorAll(".btn");buttons.forEach((button, index) =>button.addEventListener("click", () => loadAudio(index)));function init() {const overlay = document.getElementById("overlay");overlay.remove();scene = new THREE.Scene();renderer = new THREE.WebGLRenderer({ antialias: true });renderer.setPixelRatio(window.devicePixelRatio);renderer.setSize(window.innerWidth, window.innerHeight);document.body.appendChild(renderer.domElement);camera = new THREE.PerspectiveCamera(60,window.innerWidth / window.innerHeight,1,1000);camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);const format = renderer.capabilities.isWebGL2 ?THREE.RedFormat :THREE.LuminanceFormat;uniforms.tAudioData = {value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format) };addPlane(scene, uniforms, 3000);addSnow(scene, uniforms);range(10).map(i => {addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);});const renderScene = new THREE.RenderPass(scene, camera);const bloomPass = new THREE.UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight),1.5,0.4,0.85);bloomPass.threshold = params.bloomThreshold;bloomPass.strength = params.bloomStrength;bloomPass.radius = params.bloomRadius;composer = new THREE.EffectComposer(renderer);composer.addPass(renderScene);composer.addPass(bloomPass);addListners(camera, renderer, composer);animate();}function animate(time) {analyser.getFrequencyData();uniforms.tAudioData.value.needsUpdate = true;step = (step + 1) % 1000;uniforms.time.value = time;uniforms.step.value = step;composer.render();requestAnimationFrame(animate);}function loadAudio(i) {document.getElementById("overlay").innerHTML ='<div class="text-loading">正在下载音乐,请稍等...</div>';const files = ["https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3","https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3","https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3","https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];const file = files[i];const loader = new THREE.AudioLoader();loader.load(file, function (buffer) {audio.setBuffer(buffer);audio.play();analyser = new THREE.AudioAnalyser(audio, fftSize);init();});}function uploadAudio(event) {document.getElementById("overlay").innerHTML ='<div class="text-loading">请稍等...</div>';const files = event.target.files;const reader = new FileReader();reader.onload = function (file) {var arrayBuffer = file.target.result;listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {audio.setBuffer(audioBuffer);audio.play();analyser = new THREE.AudioAnalyser(audio, fftSize);init();});};reader.readAsArrayBuffer(files[0]);}function addTree(scene, uniforms, totalPoints, treePosition) {const vertexShader = `attribute float mIndex;varying vec3 vColor;varying float opacity;uniform sampler2D tAudioData;float norm(float value, float min, float max ){return (value - min) / (max - min);}float lerp(float norm, float min, float max){return (max - min) * norm + min;}float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);}void main() {vColor = color;vec3 p = position;vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );gl_Position = projectionMatrix * mvPosition;}`;const fragmentShader = `varying vec3 vColor;varying float opacity;uniform sampler2D pointTexture;void main() {gl_FragColor = vec4( vColor, opacity );gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); }`;const shaderMaterial = new THREE.ShaderMaterial({uniforms: {...uniforms,pointTexture: {value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`) } },vertexShader,fragmentShader,blending: THREE.AdditiveBlending,depthTest: false,transparent: true,vertexColors: true });const geometry = new THREE.BufferGeometry();const positions = [];const colors = [];const sizes = [];const phases = [];const mIndexs = [];const color = new THREE.Color();for (let i = 0; i < totalPoints; i++) {const t = Math.random();const y = map(t, 0, 1, -8, 10);const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);const [z, x] = polar(ang, map(t, 0, 1, 5, 0));const modifier = map(t, 0, 1, 1, 0);positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);colors.push(color.r, color.g, color.b);phases.push(rand(1000));sizes.push(1);const mIndex = map(i, 0, totalPoints, 1.0, 0.0);mIndexs.push(mIndex);}geometry.setAttribute("position",new THREE.Float32BufferAttribute(positions, 3).setUsage(THREE.DynamicDrawUsage));geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));const tree = new THREE.Points(geometry, shaderMaterial);const [px, py, pz] = treePosition;tree.position.x = px;tree.position.y = py;tree.position.z = pz;scene.add(tree);}function addSnow(scene, uniforms) {const vertexShader = `attribute float size;attribute float phase;attribute float phaseSecondary;varying vec3 vColor;varying float opacity;uniform float time;uniform float step;float norm(float value, float min, float max ){return (value - min) / (max - min);}float lerp(float norm, float min, float max){return (max - min) * norm + min;}float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);}void main() {float t = time* 0.0006;vColor = color;vec3 p = position;p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);p.x += sin(t+phase);p.z += sin(t+phaseSecondary);opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );gl_PointSize = size * ( 100.0 / -mvPosition.z );gl_Position = projectionMatrix * mvPosition;}`;const fragmentShader = `uniform sampler2D pointTexture;varying vec3 vColor;varying float opacity;void main() {gl_FragColor = vec4( vColor, opacity );gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); }`;function createSnowSet(sprite) {const totalPoints = 300;const shaderMaterial = new THREE.ShaderMaterial({uniforms: {...uniforms,pointTexture: {value: new THREE.TextureLoader().load(sprite) } },vertexShader,fragmentShader,blending: THREE.AdditiveBlending,depthTest: false,transparent: true,vertexColors: true });const geometry = new THREE.BufferGeometry();const positions = [];const colors = [];const sizes = [];const phases = [];const phaseSecondaries = [];const color = new THREE.Color();for (let i = 0; i < totalPoints; i++) {const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];positions.push(x);positions.push(y);positions.push(z);color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));colors.push(color.r, color.g, color.b);phases.push(rand(1000));phaseSecondaries.push(rand(1000));sizes.push(rand(4, 2));}geometry.setAttribute("position",new THREE.Float32BufferAttribute(positions, 3));geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));geometry.setAttribute("phaseSecondary",new THREE.Float32BufferAttribute(phaseSecondaries, 1));const mesh = new THREE.Points(geometry, shaderMaterial);scene.add(mesh);}const sprites = ["https://assets.codepen.io/3685267/snowflake1.png","https://assets.codepen.io/3685267/snowflake2.png","https://assets.codepen.io/3685267/snowflake3.png","https://assets.codepen.io/3685267/snowflake4.png","https://assets.codepen.io/3685267/snowflake5.png"];sprites.forEach(sprite => {createSnowSet(sprite);});}function addPlane(scene, uniforms, totalPoints) {const vertexShader = `attribute float size;attribute vec3 customColor;varying vec3 vColor;void main() {vColor = customColor;vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );gl_PointSize = size * ( 300.0 / -mvPosition.z );gl_Position = projectionMatrix * mvPosition;}`;const fragmentShader = `uniform vec3 color;uniform sampler2D pointTexture;varying vec3 vColor;void main() {gl_FragColor = vec4( vColor, 1.0 );gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );}`;const shaderMaterial = new THREE.ShaderMaterial({uniforms: {...uniforms,pointTexture: {value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`) } },vertexShader,fragmentShader,blending: THREE.AdditiveBlending,depthTest: false,transparent: true,vertexColors: true });const geometry = new THREE.BufferGeometry();const positions = [];const colors = [];const sizes = [];const color = new THREE.Color();for (let i = 0; i < totalPoints; i++) {const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];positions.push(x);positions.push(y);positions.push(z);color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));colors.push(color.r, color.g, color.b);sizes.push(1);}geometry.setAttribute("position",new THREE.Float32BufferAttribute(positions, 3).setUsage(THREE.DynamicDrawUsage));geometry.setAttribute("customColor",new THREE.Float32BufferAttribute(colors, 3));geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));const plane = new THREE.Points(geometry, shaderMaterial);plane.position.y = -8;scene.add(plane);}function addListners(camera, renderer, composer) {document.addEventListener("keydown", e => {const { x, y, z } = camera.position;console.log(`camera.position.set(${x},${y},${z})`);const { x: a, y: b, z: c } = camera.rotation;console.log(`camera.rotation.set(${a},${b},${c})`);});window.addEventListener("resize",() => {const width = window.innerWidth;const height = window.innerHeight;camera.aspect = width / height;camera.updateProjectionMatrix();renderer.setSize(width, height);composer.setSize(width, height);},false);}</script></body></html>