color chaos
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@@ -88,12 +88,13 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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var gravity rl.Vector2 = rl.Vector2{0, 300}
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var gravity rl.Vector2 = rl.Vector2{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 = 0.65
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var particleFriction float32 = 0.99 //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 = 4000
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var electroStrength float32 = 0.4000 //4000
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var hue = [MAXPOINTS]float32{}
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var hue = [MAXPOINTS]float32{}
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var speedcolor float32 = 10
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for j := float64(0); j < 50; {
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for j := float64(0); j < 50; {
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var startTime time.Time = time.Now()
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var startTime time.Time = time.Now()
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@@ -139,9 +140,10 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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}
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}
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hue[i]++
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//hue[i]++
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//(*particleColor)[i] = rl.ColorFromHSV(hue[i], 1.0, 1.0)
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hue[i] = rl.Clamp(speedcolor*360/(rl.Vector2Length(newParticleSpeed[i])+1), 1, 360)
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(*particleColor)[i] = rl.ColorFromHSV(hue[i], 1.0, 1.0)
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(*particleColor)[i] = rl.ColorFromHSV(hue[i], 1.0, 1.0)
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obstacleReflect(currentPositions[i], &particleSpeed[i], obstacles, particleRadius, obstacleCount)
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obstacleReflect(currentPositions[i], &particleSpeed[i], obstacles, particleRadius, obstacleCount)
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newParticleList[i] = rl.Vector2Add(
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newParticleList[i] = rl.Vector2Add(
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