static void Main(string[] args) { var renderer = new ConsoleRenderer(SimulationRows, SimulationCols); var particleOperator = new AdvancedParticleOperator(); var particleOperatorRepeller = new MoreComplexParticleOperator(); //Tasks 5 and 6 var particles = new List <Particle>() { new Particle(new MatrixCoords(5, 5), new MatrixCoords(1, 1)), new Particle(new MatrixCoords(5, 15), new MatrixCoords(1, 0)), //new ParticleEmitter(new MatrixCoords(10, 20), new MatrixCoords(0, 0), RandomGenerator), new ParticleEmitter(new MatrixCoords(5, 20), new MatrixCoords(0, 0), RandomGenerator), //new VariousLifetimeParticleEmitter(new MatrixCoords(29, 1), new MatrixCoords(0, 0), RandomGenerator), //new ParticleAttractor(new MatrixCoords(15, 8), new MatrixCoords(), 5), //new ParticleAttractor(new MatrixCoords(15, 20), new MatrixCoords(), 1), //Tasks 1 and 2 //new ChaoticParticle(new MatrixCoords(20, 20), new MatrixCoords(1, 0), 1, RandomGenerator), //use 1 for tolerance to be able to see how the particle is moving randomly //Tasks 3 and 4 //new ChickenParticle(new MatrixCoords(10, 20), new MatrixCoords(0, 0), 1, RandomGenerator), // note that the new created ChickenParticle is visible at the next turn //Tasks 5 and 6 new ParticleRepeller(new MatrixCoords(15, 15), new MatrixCoords(0, 0), 2, 8), }; //var engine = new Engine(renderer, particleOperator, particles, 500); var engine = new Engine(renderer, particleOperatorRepeller, particles, 500); engine.Run(); }
static void Main(string[] args) { var renderer = new ConsoleRenderer(SimulationRows, SimulationCols); var particleOperator = new AdvancedParticleOperator(); // Particle Repulsor Test //var particles = new List<Particle>() //{ // new ChaoticParticleEmitter(new MatrixCoords(8, 15), new MatrixCoords(0, 0), RandomGenerator), // new ParticleEmitter(new MatrixCoords(8, 25), new MatrixCoords(), RandomGenerator), // new ParticleRepulsor(new MatrixCoords(15, 20), new MatrixCoords(), 5), // new ChaoticParticleEmitter(new MatrixCoords(20, 25), new MatrixCoords(), RandomGenerator), // new ParticleEmitter(new MatrixCoords(20, 15), new MatrixCoords(), RandomGenerator) //}; // Chaotic Particle Test //var particles = new List<Particle>() //{ // new ChaoticParticle(new MatrixCoords(25, 30), new MatrixCoords(1, 1), RandomGenerator) //}; // Chicken Particle Test // I've slowed down the simulation for this particle, beacuse if the speed was faster, the screen would soon clutter with chicken particles var particles = new List <Particle>() { new ChickenParticle(new MatrixCoords(25, 30), new MatrixCoords(1, 1), RandomGenerator) }; var engine = new Engine(renderer, particleOperator, particles, 1000); engine.Run(); }
static void Main(string[] args) { var renderer = new ConsoleRenderer(Rows, Cols); var particleOperator = new AdvancedParticleOperator(); var engine = new Engine(renderer, particleOperator, null, 300); GenerateInitialData(engine); engine.Run(); }
static void Main(string[] args) { var renderer = new ConsoleRenderer(SimulationRows, SimulationCols); var particleOperator = new AdvancedParticleOperator(); var particles = new List<Particle>() { new Particle(new MatrixCoords(5, 5), new MatrixCoords(1, 1)), //new Particle(new MatrixCoords(5, 5), new MatrixCoords(1, 2)), //new ParticleEmitter(new MatrixCoords(5, 10), new MatrixCoords(0, 0), RandomGenerator), //new ParticleEmitter(new MatrixCoords(5, 20), new MatrixCoords(0, 0), RandomGenerator), //new VariousLifetimeParticleEmitter(new MatrixCoords(29, 1), new MatrixCoords(0, 0), RandomGenerator), //new DyingParticle(new MatrixCoords(5, 20), new MatrixCoords(4, 4), 1), new ChaoticParticle(new MatrixCoords(7, 9), new MatrixCoords(6, 4), new Random()), new ParticleAttractor(new MatrixCoords(15, 8), new MatrixCoords(), 5), //new ParticleAttractor(new MatrixCoords(15, 20), new MatrixCoords(), 1), }; var engine = new Engine(renderer, particleOperator, particles, 500); engine.Run(); }
static void Main(string[] args) { Random random = new Random(); var renderer = new ConsoleRenderer(SimulationRows, SimulationCols); var particleOperator = new AdvancedParticleOperator(); var particles = new List<Particle>() { //new Particle(new MatrixCoords(5, 5), new MatrixCoords(1, 1)), //new ParticleEmitter(new MatrixCoords(5, 10), new MatrixCoords(0, 0), RandomGenerator), //new ParticleEmitter(new MatrixCoords(5, 20), new MatrixCoords(0, 0), RandomGenerator), //new VariousLifetimeParticleEmitter(new MatrixCoords(29, 1), new MatrixCoords(0, 0), RandomGenerator), //new ChaoticParticle(new MatrixCoords(20, 25), new MatrixCoords (1,1)), // First and Second exercises new ChickenParticle(new MatrixCoords(14,10),new MatrixCoords(1,1), 3, 3), //Third and Fourth exercises //new ParticleRepeller(new MatrixCoords(12,20), new MatrixCoords(0,0), 3, 8) // Fifth and Sixth exercises }; var engine = new Engine(renderer, particleOperator, particles, 500); engine.Run(); }
static void Main(string[] args) { var renderer = new ConsoleRenderer(Rows, Cols); var particleOperator = new AdvancedParticleOperator(); var engine = new Engine(renderer, particleOperator, null, 100); GenerateInitialData(engine); engine.Run(); }