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=== Assistant: Perfeito! === Perfeito! Você quer adicionar uma faísca ou efeito de explosão dentro da bobina, que ao tocar outras cargas novas (falsos ou recém-criadas) provoca interação imediata. Podemos fazer isso visualmente com pequenos flashes ou partículas saindo da bobina e aplicando uma repulsão instantânea às cargas atingidas. Aqui está uma versão adaptada do código com faíscas internas na bobina: <syntaxhighlight lang="python">import pygame import math import random pygame.init() WIDTH, HEIGHT = 800, 600 screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Bobina com Faíscas Interativas") clock = pygame.time.Clock() k = 1000 class Charge: def __init__(self, x, y, q, radius=10, mass=1, is_fake=False, is_coil=False): self.x = x self.y = y self.q = q self.radius = radius self.mass = mass self.vx = 0 self.vy = 0 self.fx = 0 self.fy = 0 self.wait_time = random.uniform(0, 2) self.is_fake = is_fake self.is_coil = is_coil self.sparks = [] def draw(self, screen): # Cor da carga if self.is_coil: color = (255, 165, 0) elif self.is_fake: color = (128, 128, 128) else: color = (255, 0, 0) if self.q > 0 else (0, 0, 255) pygame.draw.circle(screen, color, (int(self.x), int(self.y)), self.radius) # Vetor de força force_magnitude = math.hypot(self.fx, self.fy) if force_magnitude != 0: scale = 0.05 pygame.draw.line( screen, (0, 255, 0), (int(self.x), int(self.y)), (int(self.x + self.fx '' scale), int(self.y + self.fy '' scale)), 2 ) # Desenhar faíscas da bobina for spark in self.sparks: pygame.draw.circle(screen, (255, 255, 0), (int(spark[0]), int(spark[1])), 3) def update_sparks(self, dt): # Atualiza posição das faíscas new_sparks = [] for spark in self.sparks: x, y, vx, vy, life = spark life -= dt if life > 0: x += vx * dt y += vy * dt new_sparks.append([x, y, vx, vy, life]) self.sparks = new_sparks def emit_sparks(self, n=5): for _ in range(n): angle = random.uniform(0, 2*math.pi) speed = random.uniform(50, 150) vx = math.cos(angle) * speed vy = math.sin(angle) * speed life = random.uniform(0.2, 0.5) self.sparks.append([self.x, self.y, vx, vy, life]) charges = [ Charge(300, 300, 5, mass=2), Charge(500, 300, -5, mass=3), Charge(400, 500, 10, mass=4, is_fake=True), Charge(200, 400, 20, mass=5, is_coil=True) ] def update_forces(charges, dt): for c in charges: c.fx, c.fy = 0, 0 # Força Coulomb entre pares for i, c1 in enumerate(charges): for j, c2 in enumerate(charges): if i >= j: continue dx = c2.x - c1.x dy = c2.y - c1.y r_squared = dx'''2 + dy'''2 if r_squared == 0: continue fraction = random.uniform(0.3, 0.7) force = k '' c1.q '' c2.q / r_squared * fraction angle = math.atan2(dy, dx) fx = force * math.cos(angle) fy = force * math.sin(angle) c1.fx += fx c1.fy += fy c2.fx -= fx c2.fy -= fy # Atualizar posições e massa for c in charges: if c.wait_time > 0: c.wait_time -= dt continue c.vx += (c.fx / c.mass) * dt c.vy += (c.fy / c.mass) * dt c.vx += random.uniform(-5,5)*dt c.vy += random.uniform(-5,5)*dt c.x += c.vx * dt c.y += c.vy * dt if c.x < c.radius: c.x = c.radius; c.vx*=-0.5 if c.x > WIDTH-c.radius: c.x = WIDTH-c.radius; c.vx*=-0.5 if c.y < c.radius: c.y = c.radius; c.vy*=-0.5 if c.y > HEIGHT-c.radius: c.y = HEIGHT-c.radius; c.vy*=-0.5 # Bobina emite faíscas if c.is_coil: c.emit_sparks(n=3) c.update_sparks(dt) # Faíscas atingem falsos e novas cargas for spark in c.sparks: sx, sy = spark[0], spark[1] for target in [ch for ch in charges if ch.is_fake or not ch.is_coil]: dx = target.x - sx dy = target.y - sy dist = math.hypot(dx, dy) if dist < target.radius+2: # Empurra a carga atingida repel_strength = 200 / target.mass angle = math.atan2(dy, dx) target.vx += math.cos(angle)''repel_strength''dt target.vy += math.sin(angle)''repel_strength''dt running = True while running: dt = clock.tick(60)/1000 for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.MOUSEBUTTONDOWN: x, y = pygame.mouse.get_pos() q = 5 if event.button==1 else -5 charges.append(Charge(x,y,q, mass=random.randint(1,5))) screen.fill((0,0,0)) update_forces(charges, dt) for c in charges: c.draw(screen) pygame.display.flip() pygame.quit() </syntaxhighlight> ===== 1. Faíscas internas na bobina: pequenas partículas amarelas saem da bobina constantemente. ===== # Interação instantânea: se uma faísca toca uma carga nova ou falso, ela é empurrada imediatamente. # Repulsão proporcional à massa: cargas mais pesadas são menos afetadas. # Mantém forças Coulomb, massa e flutuação. # Visualização escura com faíscas amarelas para contraste. Se quiser, posso fazer a faísca explodir em “mini-partículas” com cores diferentes ao tocar falsos, criando um efeito visual ainda mais intenso de “queima” e expansão. Quer que eu faça isso?
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