206 lines
5.1 KiB
Go
206 lines
5.1 KiB
Go
package main
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import (
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"fmt"
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"math"
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"math/rand"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type magnet struct {
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pos rl.Vector2
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color rl.Color
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force float32
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radius float32
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}
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type state struct {
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windowHeight int32
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windowWidth int32
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magnetsDistance float32
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}
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type ball struct {
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pos rl.Vector2
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originGrid rl.Vector2
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radius float32
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speed rl.Vector2
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}
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func main() {
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state := state{
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windowWidth: 800,
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windowHeight: 450,
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}
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rl.InitWindow(
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state.windowWidth, state.windowHeight,
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"raylib [core] example - basic window",
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)
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defer rl.CloseWindow()
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// rl.SetTargetFPS(60)
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const RADIUS = 10
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const FORCE = 8
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magnets := []magnet{
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{
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color: rl.Red,
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radius: RADIUS,
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force: FORCE,
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},
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{
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color: rl.Green,
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radius: RADIUS,
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force: FORCE,
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},
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{
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color: rl.Blue,
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radius: RADIUS,
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force: FORCE,
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},
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}
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// pocisionar imas no meio da tela
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xCenter := float32(state.windowWidth / 2)
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yCenter := float32(state.windowHeight / 2)
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var magnetsDistance float32 = 80
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for i := range magnets {
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angle := 2.0 * math.Pi * float64(i) / float64(len(magnets))
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magnets[i].pos = rl.Vector2{
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X: float32(math.Cos(angle)) * magnetsDistance + xCenter,
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Y: float32(math.Sin(angle)) * magnetsDistance + yCenter,
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}
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}
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verticalGrids := 60
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horizontalGrids := 60
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grid := make([][]rl.Color, verticalGrids)
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for i := range grid {
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grid[i] = make([]rl.Color, horizontalGrids)
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for j := range grid[i] {
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grid[i][j] = rl.Black
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}
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}
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// ball := ball{
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// pos: rl.Vector2{0, 0},
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// originGrid: rl.Vector2{X: 0, Y: 0},
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// }
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//
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gridSize := rl.Vector2{
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X: float32(state.windowWidth / int32(verticalGrids)),
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Y: float32(state.windowHeight / int32(horizontalGrids)),
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}
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var fallingBall *ball
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fallingBall = nil
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var fallingBallOrder []rl.Vector2
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for y := range grid {
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for x := range grid[y] {
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fallingBallOrder = append(fallingBallOrder, rl.Vector2{
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X: float32(x),
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Y: float32(y),
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})
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}
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}
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rand.Shuffle(len(fallingBallOrder), func(i, j int) {
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fallingBallOrder[i], fallingBallOrder[j] =
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fallingBallOrder[j], fallingBallOrder[i]
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})
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for !rl.WindowShouldClose() {
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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for y := range grid {
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for x := range grid[y] {
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pos := rl.Vector2{
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X: gridSize.X * float32(x),
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Y: gridSize.Y * float32(y),
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}
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rl.DrawRectangleV(pos, gridSize, grid[y][x])
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}
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}
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for i := range magnets {
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rl.DrawCircleV(magnets[i].pos, RADIUS+2, rl.Black)
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rl.DrawCircleV(magnets[i].pos, RADIUS, magnets[i].color)
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}
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if len(fallingBallOrder) == 0 {
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rl.EndDrawing()
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continue
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}
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if fallingBall == nil {
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next := fallingBallOrder[0]
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fallingBallOrder = fallingBallOrder[1:]
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x := next.X * gridSize.X + gridSize.X/2
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y := next.Y * gridSize.Y + gridSize.Y/2
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fallingBall = &ball{
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pos: rl.Vector2{X: x, Y: y},
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originGrid: next,
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radius: RADIUS/2,
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}
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}
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magnetsPull := rl.Vector2{}
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var ballMass float32 = 1
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var gravConst float32 = 8
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for _, magnet := range magnets {
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direction := rl.Vector2Normalize(
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rl.Vector2Subtract(fallingBall.pos, magnet.pos),
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)
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distance := rl.Vector2Distance(magnet.pos, fallingBall.pos)
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force := gravConst * (ballMass * magnet.force) / distance
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acceleration := rl.Vector2Scale(direction, -force)
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magnetsPull = rl.Vector2Add(magnetsPull, acceleration)
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}
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// fmt.Println(magnetsPull)
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fallingBall.speed = rl.Vector2Add(fallingBall.speed, magnetsPull)
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fallingBall.pos = rl.Vector2Add(fallingBall.speed, fallingBall.pos)
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rl.DrawCircleV(
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fallingBall.pos, fallingBall.radius+1, rl.Black,
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)
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rl.DrawCircleV(
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fallingBall.pos, fallingBall.radius,
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rl.NewColor(100, 100, 100, 255),
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)
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for _, magnet := range magnets {
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distance := rl.Vector2Distance(fallingBall.pos, magnet.pos)
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if distance < magnet.radius + fallingBall.radius {
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x := fallingBall.originGrid.X
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y := fallingBall.originGrid.Y
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grid[int(y)][int(x)] = magnet.color
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fallingBall = nil
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break
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}
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}
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rl.EndDrawing()
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}
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stat := make(map[rl.Color]int)
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stat[rl.Red] = 0
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stat[rl.Green] = 0
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stat[rl.Blue] = 0
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for y := range grid {
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for x := range grid[y] {
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stat[grid[y][x]] += 1
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}
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}
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fmt.Println(stat)
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}
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