public Particle(Pooint position) { fitness = 0; Current = position; HistoryPositons = new List <Pooint>(); HistoryBest = position; Velocity = new Pooint(GetRandomNum.GetIntNumber(0, 50), GetRandomNum.GetIntNumber(0, 50)); }
private void CalcOsobnikSpeed(Particle single, double inertia, double social, double coginitiv) { double R1 = GetRandomNum.GetDoubleNum(); double R2 = GetRandomNum.GetDoubleNum(); int xVelocity = 0; int yVelocity = 0; xVelocity = (int)(inertia * single.Velocity.X + (coginitiv * R1 * (single.HistoryBest.X - single.Current.X)) + (social * R2 * (theBest.Current.X - single.Current.X))); yVelocity = (int)(inertia * single.Velocity.Y + (coginitiv * R1 * (single.HistoryBest.Y - single.Current.Y)) + (social * R2 * (theBest.Current.Y - single.Current.Y))); single.Velocity.X = xVelocity; single.Velocity.Y = yVelocity; }
private static List <Particle> MakeLudziki(Pooint SpawnOne, bool Choice) { List <Particle> Czastki = new List <Particle>(); int jakiRodzaj = Choice ? iloscAut : iloscLudzikow; for (int i = 0; i < jakiRodzaj; i++) { int x = GetRandomNum.GetIntNumber(SpawnOne.X - 10, SpawnOne.X + 10); int y = GetRandomNum.GetIntNumber(SpawnOne.Y - 10, SpawnOne.Y + 10); if (Choice) { Czastki.Add(new Car(new Pooint(x, y))); } else { Czastki.Add(new Scout(new Pooint(x, y))); } } return(Czastki); }