Allgemein zufriedenes Ende. plus decke geadded
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@@ -87,7 +87,7 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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var gravity rl.Vector2 = rl.Vector2{0, 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 = 0.85
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var particleFriction float32 = 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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@@ -208,6 +208,9 @@ func main() {
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var hillRight quad = createRectangle(rl.Vector2{1200, 500}, 1200, 100, -PI/2)
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var hillRight quad = createRectangle(rl.Vector2{1200, 500}, 1200, 100, -PI/2)
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obstacles[2] = &hillRight
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obstacles[2] = &hillRight
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obstacleCount++
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obstacleCount++
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var ceiling quad = createRectangle(rl.Vector2{600, 0}, 1200, 100, 0)
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obstacles[3] = &ceiling
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obstacleCount++
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go physics(&particleList, particleCount, &particleListKey, &obstacles, &particleRadius, &obstacleCount)
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go physics(&particleList, particleCount, &particleListKey, &obstacles, &particleRadius, &obstacleCount)
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@@ -225,6 +228,7 @@ func main() {
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drawRec(&floor)
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drawRec(&floor)
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drawRec(&hillLeft)
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drawRec(&hillLeft)
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drawRec(&hillRight)
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drawRec(&hillRight)
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drawRec(&ceiling)
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rl.EndDrawing()
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rl.EndDrawing()
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}
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}
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