color balanced color chaos
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@@ -59,7 +59,7 @@ func drawRec(rectangle *quad) {
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}
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}
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func obstacleReflect(particlePos rl.Vector2, particleSpeed *rl.Vector2, obstacles *([MAXOBSTACLES](*quad)), particleRadius *float32, obstacleCount *int) {
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func obstacleReflect(particlePos rl.Vector2, particleSpeed *rl.Vector2, obstacles *([MAXOBSTACLES](*quad)), particleRadius *float32, obstacleCount *int) {
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var friction float32 = 0.9
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var friction float32 = 0.99
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for k := 0; k < *obstacleCount; k++ {
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for k := 0; k < *obstacleCount; k++ {
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if rl.CheckCollisionCircleLine(particlePos, *particleRadius, (*((*obstacles)[k])).lu, (*((*obstacles)[k])).ru) {
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if rl.CheckCollisionCircleLine(particlePos, *particleRadius, (*((*obstacles)[k])).lu, (*((*obstacles)[k])).ru) {
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@@ -91,10 +91,10 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
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var particleFriction float32 = 0.99 //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 = 0.4000 //4000
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var electroStrength float32 = 400 //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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var speedcolor float32 = 30
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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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