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Openai/68c9bd38-1494-8003-92de-0fcfb17eb8dc
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=== Assistant: Perfeito! === Perfeito! Se as partículas estão quase fixas e a vermelha não aparece, isso normalmente acontece porque: # Velocidade inicial das partículas é zero. # A força do césio ou do beliscamento ainda não é suficiente para movimentá-las. # O efeito do mosaico ou fricção “prende” as partículas. Vamos dar um impulso inicial aleatório a cada partícula e aumentar a intensidade das forças do césio e beliscagem, para que elas se movam mais rápido e a vermelha apareça. Aqui está a versão ajustada: <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("Partículas Vermelhas Visíveis e Cores") clock = pygame.time.Clock() class Particle: def __init__(self, x, y, q=5, mass=1, radius=5, is_coil=False, is_fake=False): self.x = x self.y = y self.q = q self.vx = random.uniform(-50,50) # impulso inicial self.vy = random.uniform(-50,50) self.mass = mass self.radius = radius self.is_coil = is_coil self.is_fake = is_fake self.beliscado = False self.friction = 0.85 # leve fricção para não travar self.inner_particles = [] def draw(self, screen): 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) 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, cesium_field=False): if self.beliscado: dx = center[0] - self.x dy = center[1] - self.y self.vx += dx '' 10 '' dt # força maior self.vy += dy '' 10 '' dt self.vx *= self.friction self.vy *= self.friction if cesium_field: dx = center[0] - self.x dy = center[1] - self.y dist = math.hypot(dx, dy) if dist>0: force = 4000 / (dist**1.2) # força do césio mais intensa angle = math.atan2(dy, dx) self.vx += math.cos(angle)''force''dt/self.mass self.vy += math.sin(angle)''force''dt/self.mass 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)) 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(50,200) 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,q=5), Particle(200,200,q=-5), Particle(600,400,q=5,is_fake=True), Particle(400,500, radius=15, is_coil=True) ] center = (WIDTH//2, HEIGHT//2) cesium_active = False def draw_mosaic_background(screen, tile_size=40): for i in range(0, WIDTH, tile_size): for j in range(0, HEIGHT, tile_size): color = (50,50,50) if (i//tile_size + j//tile_size)%2==0 else (30,30,30) pygame.draw.rect(screen, color, (i,j,tile_size,tile_size)) 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 particles.append(Particle(x,y,q)) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: for p in particles: if p.is_coil: p.emit_inner(20) elif event.key == pygame.K_c: cesium_active = not cesium_active for p in particles: if math.hypot(p.x-center[0], p.y-center[1])<200: p.beliscado = True else: p.beliscado = False p.update(dt, center, cesium_field=cesium_active) draw_mosaic_background(screen, tile_size=40) for p in particles: p.draw(screen) pygame.draw.circle(screen, (50,50,50), center, 5) pygame.display.flip() pygame.quit() </syntaxhighlight> ===== 1. Velocidade inicial aleatória: vx e vy randomizados para movimentação. ===== # Força do beliscamento aumentada (dx''10''dt). # Força do césio aumentada e menos dependente da distância extrema. # Fricção reduzida (0.85) para não travar partículas. Agora a partícula vermelha deve se mover visivelmente no mosaico. Se quiser, posso aumentar ainda mais a velocidade inicial da vermelha, para que ela se destaque imediatamente ao aparecer. Quer que eu faça isso?
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