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SpritKit Particle Design alpha's speed parameter


SpritKit Particle Design alpha's speed parameter

By : user2952171
Date : November 19 2020, 12:41 AM
hop of those help? If you are using the particle editor then you don't give particles an ending value. If you have a particle at 0.2 alpha and the rate is 0.2 then eventually it will reach 1 alpha. After a time the particle will disappear because of its lifetime.
If I have a particle with a 60 second lifetime but my alpha is 0.2 and my rate is -0.2 then the particle will disappear much faster than the defined lifetime.
code :


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Javascript: Simple Particle Motion, Particle Elastically Bouncing Off Other Particle

Javascript: Simple Particle Motion, Particle Elastically Bouncing Off Other Particle


By : Hani El Amine
Date : March 29 2020, 07:55 AM
it helps some times You are only comparing a molecule with 2 other ones, which in fact might be anywhere.
Collision detection is a topic quite hard to solve, but if you want to have your idea working quickly you might go for a n^2 algorithm with 2 nested for loops.
code :
  // collision
  for(var t = 0; t < molecules.length-1; t++)
     for(var tt = t+1; tt < molecules.length; tt++) {
         var p1 = molecules[t];
         var p2 = molecules[tt];
         if (sq(p1.x-p2.x) +sq(p1.y-p2.y) < sq(p1.radius+p2.radius) ) 
          {
            p1.collided = 8;  // will diplay for next 8 frames
            p2.collided = 8;  // .
         }
  }
Snowfall Canvas, Change Particle Speed

Snowfall Canvas, Change Particle Speed


By : May
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , I'm trying to change the particle speed of this snowfall script but I can't seem to find the numbers that represent "Falling Speed". Right now the particles are falling too fast, here's the bulk of the script: , Look at the last line in the init() function:
code :
setInterval( loop, 1000 / 60 );
Jbox2d LiquidFun particle speed

Jbox2d LiquidFun particle speed


By : user2345587
Date : March 29 2020, 07:55 AM
should help you out I haven't updated to 1.0 of LiquidFun yet, which I think increases the speed of the particles. You might want to look at some of the constants. Also, you can always decrease the size of all of your objects, which will make the speed limit effectively faster.
how exactly adding all particle's speed when i press arrow up

how exactly adding all particle's speed when i press arrow up


By : Ryu Bohr
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further You have to add to every particle in list.
I use variable speed which I change using key and later I add it to every particle in loop:
code :
for i in range(len(partikel_ku)):
    partikel.cepat += speed
import pygame
import random
import math
import sys

# --- constants ---- (UPPER_CASE_NAMES)

PUTIH = (255, 255, 255)
HITAM = (0, 0, 0)
MERAH = (255, 0, 0)
HIJAU = (0, 255, 0)
BIRU  = (0, 0, 255)

LEBAR  = 800
TINGGI = 600

FPS = 30

# --- classes --- (CamelCaseNames)

class Partikel:

   def __init__(self, pos):
      x, y = pos
      self.x = x
      self.y = y
      self.size = 4
      self.cepat = 0
      self.sudut = 0
      self.warna = BIRU
      self.api = 0

   def partikel_di_layar(self):
       pygame.draw.circle(jendela, self.warna, [int(self.x), int(self.y)], self.size)

   def gerak(self):
       self.x += math.sin(self.sudut) * self.cepat
       self.y -= math.cos(self.sudut) * self.cepat

   def mantul(self):
       if self.x >= LEBAR-self.size:
           self.x = 2 * (LEBAR-self.size) - self.x
           self.sudut = -self.sudut

       elif self.x <= self.size:
           self.x = 2 * self.size - self.x
           self.sudut = -self.sudut

       if self.y >= TINGGI - 50 - self.size:
           self.y = 2 * (TINGGI - 50 - self.size) - self.y
           self.sudut = math.pi - self.sudut

       elif self.y <= self.size:
           self.y = 2 * self.size - self.y
           self.sudut = math.pi - self.sudut

# --- functions --- (lower_case_names)

def pantulan(p1, p2):

   dx = p1.x - p2.x
   dy = p1.y - p2.y

   jarak = math.hypot(dx,dy)

   if jarak < p1.size + p2.size:
      tangen = math.atan2(dy, dx)
      sudut = 0.5 * math.pi + tangen

      sudut1 = 2 * tangen - p1.sudut
      sudut2 = 2 * tangen - p2.sudut
      cepat1 = p2.cepat + p2.api
      cepat2 = p1.cepat + p1.api

      p1.sudut = sudut1
      p1.cepat = cepat1

      p2.sudut = sudut2
      p2.cepat = cepat2

      p1.x += math.sin(sudut)
      p1.y -= math.cos(sudut)
      p2.x -= math.sin(sudut)
      p2.y += math.cos(sudut)

# --- main ---

bnyk_partikel = 100
partikel_ku = []

# - init -

pygame.init()

jendela = pygame.display.set_mode((LEBAR, TINGGI))
pygame.display.set_caption('Animasi Bola')

pygame.key.set_repeat(1, 50)

# - objects - 

for n in range(bnyk_partikel):
    cp = random.randint(10, 50)
    x  = random.randint(cp, LEBAR - cp)
    y  = random.randint(cp, TINGGI - cp)

    partikel = Partikel((x,y))
    partikel.sudut = random.uniform(0, math.pi*2)
    partikel.cepat = 2
    partikel_ku.append(partikel)

speed = 0

# - mainloop -

clock=pygame.time.Clock()

while True:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_UP:
                speed += 1
            elif event.key == pygame.K_DOWN:
                speed -= 1

        elif event.type == pygame.KEYUP:
            if event.key == pygame.K_UP:
                speed = 0
            elif event.key == pygame.K_DOWN:
                speed = 0

    jendela.fill(HITAM)

    #partikel.api = 1 #masih g bisa
    for i in range(len(partikel_ku)):
        partikel = partikel_ku[i]
        partikel.cepat += speed
        partikel.gerak()
        partikel.mantul()
        partikel.partikel_di_layar()
        partikel.api = 1 #tak bisa dipanggil dari kontrol keyboard
        #partikel.warna= [0,0,[255-partikel.cepat]]
        for partikel2 in partikel_ku[i+1:]:
            pantulan(partikel,partikel2)

    pygame.display.update()
    clock.tick(FPS)
ValueError: Invalid parameter alphas for estimator Lasso

ValueError: Invalid parameter alphas for estimator Lasso


By : khawatin-e-islam
Date : March 29 2020, 07:55 AM
like below fixes the issue According to Lasso doc you should use alpha. In fact, modifying:
code :
tuned_parameters = [{'alphas': alphas}]
tuned_parameters = [{'alpha': alphas}]
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