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Openai/68c9bd38-1494-8003-92de-0fcfb17eb8dc
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===== - Partículas (Charge) agora têm: - beliscado: flag que indica se estão sendo puxadas para o centro. - friction: desaceleração ao serem beliscadas. ===== * Bobina (is_coil) pode: - Emitir partículas internas para fora (“chover”). - Criar ondas de mosaico visual. * Evento de tecla (space por exemplo) ativa efeito de chover partículas. Vou criar um esqueleto funcional que implementa essas ideias: <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("Sistema Bobina Viva") clock = pygame.time.Clock() k = 1000 class Particle: def __init__(self, x, y, mass=1, radius=5, is_coil=False): self.x = x self.y = y self.vx = 0 self.vy = 0 self.mass = mass self.radius = radius self.is_coil = is_coil self.beliscado = False self.friction = 0.9 self.inner_particles = [] def draw(self, screen): color = (255,165,0) if self.is_coil else (200,200,200) pygame.draw.circle(screen, color, (int(self.x), int(self.y)), self.radius) # partículas internas da bobina for p in self.inner_particles: pygame.draw.circle(screen, (255,255,0), (int(p[0]), int(p[1])), 2) def update(self, dt, center): if self.beliscado: # puxar para o centro dx = center[0] - self.x dy = center[1] - self.y self.vx += dx '' 5 '' dt self.vy += dy '' 5 '' dt # fricção self.vx *= self.friction self.vy *= self.friction self.x += self.vx * dt self.y += self.vy * dt # limites da tela self.x = max(self.radius, min(WIDTH-self.radius, self.x)) self.y = max(self.radius, min(HEIGHT-self.radius, self.y)) # atualizar partículas internas new_inner = [] for p in self.inner_particles: px, py, vx, vy, life = p life -= dt if life>0: px += vx*dt py += vy*dt new_inner.append([px, py, vx, vy, life]) self.inner_particles = new_inner def emit_inner(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(0.3,0.7) self.inner_particles.append([self.x, self.y, vx, vy, life]) === setup === particles = [ Particle(400,300), Particle(200,200), Particle(600,400), Particle(400,500, radius=15, is_coil=True) ] center = (WIDTH//2, HEIGHT//2) 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() particles.append(Particle(x,y)) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: # apertar → chover partículas da bobina for p in particles: if p.is_coil: p.emit_inner(20) # atualizar partículas for p in particles: # detectar beliscadas perto do centro if math.hypot(p.x-center[0], p.y-center[1])<200: p.beliscado = True else: p.beliscado = False p.update(dt, center) screen.fill((0,0,0)) # desenhar mosaico visual simples da bobina for p in particles: if p.is_coil: for i in range(0,WIDTH,40): for j in range(0,HEIGHT,40): color = (50,50,50) if (i+j)//40%2==0 else (30,30,30) pygame.draw.rect(screen,color,(i,j,40,40)) for p in particles: p.draw(screen) pygame.display.flip() pygame.quit() </syntaxhighlight>
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