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=== Assistant: Perfeito! === Perfeito! Aqui está o código completo corrigido, evitando qualquer divisão por zero e mantendo todos os efeitos de partículas pesadas, impulso ao centro, mosaico ativo, brisa e partículas internas: <syntaxhighlight lang="python">import pygame import math import random === Inicialização === pygame.init() WIDTH, HEIGHT = 1200, 800 screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Partículas Pesadas - Impulso e Aflição") clock = pygame.time.Clock() font = pygame.font.SysFont(None, 30) TILE_SIZE = 40 === cores === PROTON = (255,50,50) ELECTRON = (50,50,255) NEUTRON = (180,180,180) COIL = (255,165,0) ALCHEMY = (255,255,100) BUTTON_TEXT_COLOR = (255,255,255) === parâmetros globais === time_factor = 1.0 force_strength = 600.0 root_range = 180.0 damping_center = 0.97 damping_normal = 0.99 brisa_strength = 30.0 === mosaico === types = [PROTON, NEUTRON, ELECTRON] mosaic = [[random.choice(types) for j in range(HEIGHT//TILE_SIZE)] for i in range(WIDTH//TILE_SIZE)] class Particle: def __init__(self, x, y, kind="ATTRACT", radius=20, mass=2.0, is_coil=False): self.x = x self.y = y self.kind = kind self.vx = random.uniform(-150,150) self.vy = random.uniform(-150,150) self.radius = radius self.mass = mass self.is_coil = is_coil self.inner_particles = [] def draw(self, screen): if self.is_coil: color = COIL elif self.kind=="ATTRACT": color = PROTON elif self.kind=="REPEL": color = ELECTRON else: color = NEUTRON pygame.draw.circle(screen,color,(int(self.x),int(self.y)),self.radius) for p in self.inner_particles: pygame.draw.circle(screen,ALCHEMY,(int(p[0]),int(p[1])),5) def update(self, dt, center, particles, force_strength, root_range): # impulso leve aleatório self.vx += random.uniform(-brisa_strength,brisa_strength)*dt self.vy += random.uniform(-brisa_strength,brisa_strength)*dt # interação com outras partículas for p in particles: if p==self: continue dx = p.x - self.x dy = p.y - self.y dist = math.hypot(dx, dy) if dist == 0: # evita divisão por zero continue # força proporcional à massa e tipo if self.kind=="ATTRACT" and dist<root_range: force = (force_strength*self.mass)/dist self.vx += dx/dist''force''dt self.vy += dy/dist''force''dt elif self.kind=="REPEL" and dist<root_range: force = (force_strength*self.mass)/dist self.vx -= dx/dist''force''dt self.vy -= dy/dist''force''dt elif self.kind=="NEUTRAL" and dist<root_range/2: force = (force_strength''self.mass)/(dist''2) self.vx -= dx/dist''force''dt self.vy -= dy/dist''force''dt # cada interação gera "pastas de aflição" if dist < self.radius + p.radius: self.emit_inner(3) # impulso ao centro ("preço") dx_center = center[0]-self.x dy_center = center[1]-self.y dist_center = math.hypot(dx_center,dy_center) if dist_center > 0: # evita divisão por zero center_force = (force_strength*0.5)/dist_center self.vx += dx_center/dist_center''center_force''dt self.vy += dy_center/dist_center''center_force''dt # amortecimento if dist_center < 50: self.vx *= damping_center self.vy *= damping_center else: self.vx *= damping_normal self.vy *= damping_normal self.x += self.vx*dt self.y += self.vy*dt 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=10): for _ in range(n): angle=random.uniform(0,2*math.pi) speed=random.uniform(150,300) vx = math.cos(angle)*speed vy = math.sin(angle)*speed life = random.uniform(0.5,1.2) self.inner_particles.append([self.x,self.y,vx,vy,life]) === setup === particles=[ Particle(600,400,"ATTRACT",mass=3.0), Particle(300,300,"REPEL",mass=2.5), Particle(900,500,"NEUTRAL",mass=2.0), Particle(600,650,is_coil=True,mass=1.5) ] center = (WIDTH//2, HEIGHT//2) === botões transparentes === buttons = [ {"label":"+Tempo","rect":pygame.Rect(20,20,150,60),"action":"time_up"}, {"label":"-Tempo","rect":pygame.Rect(190,20,150,60),"action":"time_down"}, {"label":"+Força","rect":pygame.Rect(20,100,150,60),"action":"force_up"}, {"label":"-Força","rect":pygame.Rect(190,100,150,60),"action":"force_down"}, {"label":"+Alcance","rect":pygame.Rect(20,180,150,60),"action":"range_up"}, {"label":"-Alcance","rect":pygame.Rect(190,180,150,60),"action":"range_down"}, {"label":"Emitir","rect":pygame.Rect(20,260,320,60),"action":"emit"} ] running = True while running: dt = clock.tick(60)/1000 dt *= time_factor for event in pygame.event.get(): if event.type==pygame.QUIT: running=False elif event.type==pygame.MOUSEBUTTONDOWN: mx,my = event.pos for b in buttons: if b["rect"].collidepoint(mx,my): if b["action"]=="time_up": time_factor *=1.2 elif b["action"]=="time_down": time_factor /=1.2 elif b["action"]=="force_up": force_strength *=1.2 elif b["action"]=="force_down": force_strength /=1.2 elif b["action"]=="range_up": root_range *=1.2 elif b["action"]=="range_down": root_range /=1.2 elif b["action"]=="emit": for p in particles: if p.is_coil: p.emit_inner(20) if my>350: kind=random.choice(["ATTRACT","REPEL","NEUTRAL"]) particles.append(Particle(mx,my,kind,mass=random.uniform(1.5,3.0))) for p in particles: p.update(dt,center,particles,force_strength,root_range) screen.fill((0,0,0)) # desenhar mosaico for i in range(len(mosaic)): for j in range(len(mosaic[0])): pygame.draw.rect(screen,mosaic[i][j],(i''TILE_SIZE,j''TILE_SIZE,TILE_SIZE,TILE_SIZE)) for p in particles: p.draw(screen) pygame.draw.circle(screen,(50,50,50),center,7) # desenhar botões transparentes for b in buttons: txt = font.render(b["label"],True,BUTTON_TEXT_COLOR) screen.blit(txt,(b["rect"].x+10,b["rect"].y+15)) info = font.render(f"Tempo:{time_factor:.2f} Força:{force_strength:.1f} Alcance:{root_range:.1f}",True,(255,255,255)) screen.blit(info,(10,HEIGHT-40)) pygame.display.flip() pygame.quit() </syntaxhighlight> ✅ Correções e melhorias: * Evita divisão por zero tanto no centro quanto entre partículas. * Partículas agora possuem massa, aumentando a “seriedade” dos movimentos. * Impulso ao centro e interações ríspidas no mosaico continuam. * Partículas internas (“pastas de aflição”) geradas em colisões. * Mantidas cores, brisa e botões transparentes. Se quiser, posso ainda adicionar um efeito visual de “brilho/energia” a cada impulso ou colisão, mostrando o “joule” de cada interação, para tornar a simulação ainda mais dinâmica. Quer que eu faça isso?
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