diff --git a/main.go b/main.go index c98aee9..c0f03d4 100644 --- a/main.go +++ b/main.go @@ -19,7 +19,7 @@ type quad struct { } func spawnParticlesAsGrid(particleWidth float32, particleHeight float32, particleColumnCount int, particleRowCount int, particleList *[MAXPOINTS]rl.Vector2) { - var particleLeftCornerPos rl.Vector2 = rl.Vector2{500, 200} + var particleLeftCornerPos rl.Vector2 = rl.Vector2{200, 100} for y := 0; y < (particleColumnCount); y++ { for x := 0; x < particleRowCount; x++ { @@ -89,9 +89,9 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis var newParticleSpeed [MAXPOINTS]rl.Vector2 var particleFriction float32 = 0.85 var particleLadung int = -1 - var masse float32 = 1 + var masse float32 = 0.1 var electrostaticRange float32 = 50 //range wiie weit die kraftwirkung ist - var electroStrength float32 = 500000 + var electroStrength float32 = 5000 for j := float64(0); j < 50; { var startTime time.Time = time.Now() @@ -128,7 +128,7 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis particleSpeed[i] = rl.Vector2Scale(rl.Vector2Reflect(particleSpeed[i], colNormal), particleFriction) } if dist < electrostaticRange { - var tempForce rl.Vector2 = rl.Vector2Scale(diff, float32(particleLadung)*(electroStrength/(dist*dist))) + var tempForce rl.Vector2 = rl.Vector2Scale(diff, float32(particleLadung)*(electroStrength/(dist*dist*dist))) electroForce = rl.Vector2Add(electroForce, tempForce) } newParticleSpeed[i] = rl.Vector2Add( @@ -182,10 +182,10 @@ func main() { rl.EndDrawing() - var particleWidth float32 = 300 - var particleHeight float32 = 300 - var particleColumnCount int = 20 - var particleRowCount int = 20 + var particleWidth float32 = 700 + var particleHeight float32 = 500 + var particleColumnCount int = 40 + var particleRowCount int = 40 var particleCount int = particleRowCount * particleColumnCount var particleRadius float32 = 5 var particleColor rl.Color = rl.Black @@ -202,10 +202,10 @@ func main() { var obstacles = [MAXOBSTACLES]*quad{} obstacles[0] = &floor obstacleCount++ - var hillLeft quad = createRectangle(rl.Vector2{500, 700}, 1200, 100, PI/6) + var hillLeft quad = createRectangle(rl.Vector2{0, 500}, 1200, 100, PI/2) obstacles[1] = &hillLeft obstacleCount++ - var hillRight quad = createRectangle(rl.Vector2{700, 700}, 1200, 100, -PI/6) + var hillRight quad = createRectangle(rl.Vector2{1200, 500}, 1200, 100, -PI/2) obstacles[2] = &hillRight obstacleCount++