Partikel verschwinden bei berührung mit dem boden

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2026-05-10 19:11:45 +02:00
parent 7bde48730d
commit d015d0e930
+3 -5
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@@ -69,10 +69,8 @@ func physics(particleList *[MAXPOINTS]rl.Vector2, particleCount int, particleLis
if rl.CheckCollisionCircleLine(particleList[i], *particleRadius, floor.lu, floor.ru) { if rl.CheckCollisionCircleLine(particleList[i], *particleRadius, floor.lu, floor.ru) {
var floorVector rl.Vector2 = rl.Vector2Subtract(floor.ru, floor.lu) var floorVector rl.Vector2 = rl.Vector2Subtract(floor.ru, floor.lu)
var normalFloor rl.Vector2 = rl.Vector2Rotate(floorVector, -90) var normalFloor rl.Vector2 = rl.Vector2Rotate(floorVector, -90)
var collisionAngle float32 = 2 * rl.Vector2Angle(particleSpeed[i], normalFloor) //var collisionAngle float32 = 2 * rl.Vector2Angle(rl.Vector2Negate(particleSpeed[i]), normalFloor)
particleSpeed[i] = rl.Vector2Rotate( particleSpeed[i] = rl.Vector2Reflect(rl.Vector2Negate(particleSpeed[i]), normalFloor)
particleSpeed[i],
collisionAngle)
} }
particleList[i] = particleList[i] =
rl.Vector2Add( rl.Vector2Add(
@@ -126,7 +124,7 @@ func main() {
spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList) spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList)
var floor quad = createRectangle(rl.Vector2{600, 700}, 600, 100, 0) var floor quad = createRectangle(rl.Vector2{600, 700}, 600, 100, 0.5)
go physics(&particleList, particleCount, &particleListKey, &floor, &particleRadius) go physics(&particleList, particleCount, &particleListKey, &floor, &particleRadius)