rainbow speed
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@@ -85,14 +85,14 @@ func obstacleReflect(particlePos rl.Vector2, particleSpeed *rl.Vector2, obstacle
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func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex, obstacles *([MAXOBSTACLES](*quad)), particleRadius *float32, obstacleCount *int, particleColor *[MAXPOINTS]rl.Color) {
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func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleListKey *sync.Mutex, obstacles *([MAXOBSTACLES](*quad)), particleRadius *float32, obstacleCount *int, particleColor *[MAXPOINTS]rl.Color) {
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var particleSpeed = [MAXPOINTS]rl.Vector2{{0, -300}} //pixel pro Sekunde
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var particleSpeed = [MAXPOINTS]rl.Vector2{{0, -300}} //pixel pro Sekunde
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var timeIncrement float64 = 0.03
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var timeIncrement float64 = 0.03
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var gravity rl.Vector2 = rl.Vector2{0, 300}
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var gravity rl.Vector2 = rl.Vector2{0, 0 * 300}
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var newParticleList [MAXPOINTS]rl.Vector2
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var newParticleList [MAXPOINTS]rl.Vector2
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var newParticleSpeed [MAXPOINTS]rl.Vector2
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var newParticleSpeed [MAXPOINTS]rl.Vector2
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var particleFriction float32 = 0.99 //0.65
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var particleFriction float32 = 0.65 //0.65
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var particleLadung int = -1
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var particleLadung int = -1
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var masse float32 = 0.1
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var masse float32 = 0.1
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var electrostaticRange float32 = 50 //range wiie weit die kraftwirkung ist
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var electrostaticRange float32 = 50 //range wiie weit die kraftwirkung ist
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var electroStrength float32 = 400 //4000
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var electroStrength float32 = 4000 //4000
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var hue = [MAXPOINTS]float32{}
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var hue = [MAXPOINTS]float32{}
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var speedcolor float32 = 30
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var speedcolor float32 = 30
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