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=== Assistant: Perfeito! === Perfeito! Pelo que você descreveu, você quer criar partículas tipo cúpula que interagem de forma selecionada: * Algumas partículas capturam outras (atração intensa). * Outras repelentes (se afastam de partículas específicas). * Cores distintas para cada tipo, para identificar facilmente. * Movimentação mais intensa (mais velocidade, mais dinâmica). * Mantendo dispersão de partículas internas e mosaico. Vou montar um código Python/Pygame completo com essas regras: <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("Cúpulas Químicas Dinâmicas") clock = pygame.time.Clock() TILE_SIZE = 40 === cores base para tipos de cúpula === ATTRACT = (255, 50, 50) # vermelho intenso: captura REPEL = (50, 50, 255) # azul intenso: repele NEUTRAL = (180,180,180) # cinza COIL = (255,165,0) # laranja ALCHEMY = (255,255,100) # partículas internas === mosaico === mosaic = [] for i in range(WIDTH // TILE_SIZE): row = [] for j in range(HEIGHT // TILE_SIZE): choices = random.choices([ATTRACT, REPEL, 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, kind="ATTRACT", mass=1, radius=14, is_coil=False): self.x = x self.y = y self.kind = kind # ATTRACT, REPEL, NEUTRAL self.vx = random.uniform(-150,150) # maior movimentação self.vy = random.uniform(-150,150) self.mass = mass self.radius = radius self.is_coil = is_coil self.inner_particles = [] def draw(self, screen): if self.is_coil: color = COIL elif self.kind=="ATTRACT": color = ATTRACT elif self.kind=="REPEL": color = REPEL else: color = NEUTRAL 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])),3) def update(self, dt, center, particles): # interação entre 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: dist=0.1 # cúpulas de captura: atraem if self.kind=="ATTRACT": force = 400/dist self.vx += dx/dist''force''dt self.vy += dy/dist''force''dt # cúpulas repulsivas elif self.kind=="REPEL": if dist<150: force = 300/(dist) self.vx -= dx/dist''force''dt self.vy -= dy/dist''force''dt # neutras apenas se dispersam levemente elif self.kind=="NEUTRAL": if dist<50: force = 50/(dist) self.vx -= dx/dist''force''dt self.vy -= dy/dist''force''dt # centro como jockey: apenas referência dx_center = center[0]-self.x dy_center = center[1]-self.y dist_center = math.hypot(dx_center,dy_center) if dist_center<30: self.vx *= 0.8 self.vy *= 0.8 else: self.vx *= 0.9 self.vy *= 0.9 # atualizar posição 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)) # 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(200,400) 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(400,300,"ATTRACT"), Particle(200,200,"REPEL"), Particle(600,400,"NEUTRAL"), Particle(400,500,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() kind=random.choice(["ATTRACT","REPEL","NEUTRAL"]) particles.append(Particle(x,y,kind)) elif event.type==pygame.KEYDOWN: if event.key==pygame.K_SPACE: for p in particles: if p.is_coil: p.emit_inner(20) for p in particles: p.update(dt,center,particles) # desenhar mosaico for i in range(len(mosaic)): for j in range(len(mosaic[0])): cell = mosaic[i][j] if len(cell)==1: color = cell[0] else: color = 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)) # desenhar partículas for p in particles: p.draw(screen) pygame.draw.circle(screen,(50,50,50),center,5) pygame.display.flip() pygame.quit() </syntaxhighlight> ===== 1. Cúpulas de captura (vermelhas): atraem outras partículas próximas. ===== # Cúpulas repulsivas (azuis): afastam outras partículas dentro de 150px. # Cúpulas neutras (cinza): dispersão leve. # Movimentação intensa: partículas se movem rapidamente, criando dinâmica química viva. # Partículas internas (alquimia) continuam visíveis e interativas. # Mosaico ativo e centro como jockey. Se quiser, posso adicionar ainda uma função de “fusão temporária”, onde duas cúpulas que se encontram podem trocar cores e propriedades por alguns segundos, simulando reação química dinâmica. Quer que eu faça isso?
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