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=== Assistant: Perfeito! === Perfeito! Agora vamos fazer um mosaico funcional, onde cada célula tem chance de pertencer a próton (vermelho), elétron (azul) ou neutro (cinza), e as partículas vermelhas (prótons) não desaparecem, mas aparecem e se movimentam dentro dessas células. O mosaico funcionará como uma região de probabilidade, garantindo que cada partícula se associe a um ou dois “chassis” aleatórios. Aqui está uma versão Python/Pygame 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("Mosaico de Chassis Prótons/Elétrons/Neutros") clock = pygame.time.Clock() TILE_SIZE = 40 === cores para chassis === PROTON = (255,0,0) # vermelho ELECTRON = (0,0,255) # azul NEUTRAL = (128,128,128) # cinza COIL = (255,165,0) # laranja === criar mosaico de chassis com probabilidades === mosaic = [] for i in range(WIDTH // TILE_SIZE): row = [] for j in range(HEIGHT // TILE_SIZE): # cada célula tem chance de pertencer a 1 ou 2 chassis choices = random.choices([PROTON, ELECTRON, NEUTRAL], [0.3, 0.3, 0.4], k=random.choice([1,2])) row.append(choices) mosaic.append(row) class Particle: def __init__(self, x, y, q=5, mass=1, radius=5, is_coil=False): self.x = x self.y = y self.q = q self.vx = random.uniform(-50,50) self.vy = random.uniform(-50,50) self.mass = mass self.radius = radius self.is_coil = is_coil self.beliscado = False self.friction = 0.85 self.inner_particles = [] def draw(self, screen): if self.is_coil: color = COIL else: # detectar célula do mosaico cx = int(self.x // TILE_SIZE) cy = int(self.y // TILE_SIZE) if 0 <= cx < len(mosaic) and 0 <= cy < len(mosaic[0]): chassis = mosaic[cx][cy] # escolhe aleatoriamente se existem 2 chassis color = random.choice(chassis) else: color = PROTON if self.q > 0 else ELECTRON 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 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) 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), Particle(400,500, radius=15, is_coil=True) ] center = (WIDTH//2, HEIGHT//2) cesium_active = False 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) # desenhar mosaico for i in range(len(mosaic)): for j in range(len(mosaic[0])): cell = mosaic[i][j] # se tiver 2 chassis, usar uma cor intermediária clara color = cell[0] if len(cell)==1 else tuple(min(255, sum(c)//len(c)) for c in zip(*cell)) pygame.draw.rect(screen, color, (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, 5) pygame.display.flip() pygame.quit() </syntaxhighlight> ===== 1. Mosaico com 1 ou 2 chassis: cada célula pode ter 1 ou 2 tipos (próton, elétron, neutro). ===== # Partículas vermelhas (prótons) aparecem visivelmente, pois escolhem aleatoriamente entre os chassis da célula. # Cores intermediárias quando a célula tem dois chassis, para não esconder partículas. # Mantida bobina laranja, partículas internas amarelas, e fricção + césio funcionando. Se quiser, posso adicionar movimento das partículas condicionado ao tipo do chassis, fazendo prótons ficarem mais estáveis nas células vermelhas e elétrons nas azuis, simulando interação física mais realista. Quer que eu faça isso?
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