anziehkraft umgekehrt und arena umgebaut
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@@ -19,7 +19,7 @@ type quad struct {
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}
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func spawnParticlesAsGrid(particleWidth float32, particleHeight float32, particleColumnCount int, particleRowCount int, particleList *[MAXPOINTS]rl.Vector2) {
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var particleLeftCornerPos rl.Vector2 = rl.Vector2{500, 200}
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var particleLeftCornerPos rl.Vector2 = rl.Vector2{200, 100}
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for y := 0; y < (particleColumnCount); y++ {
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for x := 0; x < particleRowCount; x++ {
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@@ -89,9 +89,9 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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var newParticleSpeed [MAXPOINTS]rl.Vector2
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var particleFriction float32 = 0.85
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var particleLadung int = -1
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var masse float32 = 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 electroStrength float32 = 500000
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var electroStrength float32 = 5000
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for j := float64(0); j < 50; {
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var startTime time.Time = time.Now()
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@@ -128,7 +128,7 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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particleSpeed[i] = rl.Vector2Scale(rl.Vector2Reflect(particleSpeed[i], colNormal), particleFriction)
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}
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if dist < electrostaticRange {
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var tempForce rl.Vector2 = rl.Vector2Scale(diff, float32(particleLadung)*(electroStrength/(dist*dist)))
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var tempForce rl.Vector2 = rl.Vector2Scale(diff, float32(particleLadung)*(electroStrength/(dist*dist*dist)))
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electroForce = rl.Vector2Add(electroForce, tempForce)
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}
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newParticleSpeed[i] = rl.Vector2Add(
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@@ -182,10 +182,10 @@ func main() {
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rl.EndDrawing()
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var particleWidth float32 = 300
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var particleHeight float32 = 300
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var particleColumnCount int = 20
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var particleRowCount int = 20
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var particleWidth float32 = 700
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var particleHeight float32 = 500
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var particleColumnCount int = 40
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var particleRowCount int = 40
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var particleCount int = particleRowCount * particleColumnCount
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var particleRadius float32 = 5
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var particleColor rl.Color = rl.Black
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@@ -202,10 +202,10 @@ func main() {
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var obstacles = [MAXOBSTACLES]*quad{}
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obstacles[0] = &floor
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obstacleCount++
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var hillLeft quad = createRectangle(rl.Vector2{500, 700}, 1200, 100, PI/6)
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var hillLeft quad = createRectangle(rl.Vector2{0, 500}, 1200, 100, PI/2)
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obstacles[1] = &hillLeft
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obstacleCount++
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var hillRight quad = createRectangle(rl.Vector2{700, 700}, 1200, 100, -PI/6)
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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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obstacleCount++
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