示例#1
0
        // Implement a ParticleRepeller class. A ParticleRepeller is a Particle, which pushes other particles away from it
        // (i.e. accelerates them in a direction, opposite of the direction in which the repeller is).
        // The repeller has an effect only on particles within a certain radius (see Euclidean distance).
        static void Main()
        {
            IRenderer renderer = new ConsoleRenderer(MaxRows, MaxCols);
            IParticleOperator particleOperator = new ParticleUpdater();

            // Add particle repeller (appears as 'R' on the console)
            MatrixCoords repellerPosition = new MatrixCoords(MaxRows * 2 / 4, MaxCols * 2 / 4);
            MatrixCoords repellerSpeed = new MatrixCoords(0, 0);
            int repellerGravity = -4; // negative for antigravity
            ParticleRepeller repeller = new ParticleRepeller(repellerPosition, repellerSpeed, repellerGravity);

            // Use a field engine - derives from Engine, but can affect the speed of the particles,
            // the center of the field is the repeller

            int sleepTimeMs = 50;
            FieldEngine engine = new FieldEngine(renderer, particleOperator, sleepTimeMs, repeller);
            engine.AddParticle(repeller);

            // Add emmitter for free particles (appears as 'E' on the console)
            MatrixCoords emitterPosition = new MatrixCoords(MaxRows / 4, MaxCols / 4);
            MatrixCoords emitterSpeed = new MatrixCoords(4, 4);
            int particleLifeTicks = 30;
            ParticleEmitter emitter = new ParticleEmitter(emitterPosition, emitterSpeed, particleLifeTicks);
            engine.AddParticle(emitter);

            SetConsole();
            engine.Run();
        }
        static void Main()
        {
            var renderer = new ConsoleRenderer(Rows,Col);

            var particleOperator = new ParticleUpdater();

            var engine = new Engine(renderer,particleOperator,null,300);

            GenerateParticle(engine);

            engine.Run();
        }
示例#3
0
        static void Main()
        {
            var renderer = new ConsoleRenderer(Rows, Cols);

            var particleOperator = new ParticleUpdater();

            var engine = new Engine(renderer, particleOperator, null, 300);

            GenerateInitialData(engine);

            engine.Run();
        }
示例#4
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        static void Main(string[] args)
        {
            var renderer = new ConsoleRenderer(SimulationRows, SimulationCols);
            var particleOperator = new ParticleUpdater();

            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), new Random())

            };

            var engine = new Engine(renderer, particleOperator, particles);

            engine.Run();
        }
示例#5
0
        // Create a ChickenParticle class.
        // The ChickenParticle class moves like a ChaoticParticle,
        // but randomly stops at different positions for several simulation ticks and,
        // for each of those stops, creates (lays) a new ChickenParticle.
        static void Main()
        {
            IRenderer renderer = new ConsoleRenderer(MaxRows, MaxCols);
            IParticleOperator particleOperator = new ParticleUpdater();

            int sleepTimeMs = 250;
            Engine engine = new Engine(renderer, particleOperator, sleepTimeMs);

            // Create a ChickenParticle (it will spawn other particles)
            MatrixCoords initialPosition = new MatrixCoords(MaxRows / 2, MaxCols / 2);
            MatrixCoords initialSpeed = new MatrixCoords(0, 0);
            Particle chickenParticle = new ChickenParticle(initialPosition, initialSpeed);
            engine.AddParticle(chickenParticle);

            SetConsole();
            engine.Run();
        }