Created
April 6, 2024 21:52
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Play balls
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package main | |
import ( | |
"fmt" | |
"github.com/gopxl/pixel" | |
"github.com/gopxl/pixel/imdraw" | |
"github.com/gopxl/pixel/pixelgl" | |
"golang.org/x/image/colornames" | |
"math" | |
"math/rand" | |
"time" | |
) | |
var ( | |
ww = 1024.0 | |
hh = 768.0 | |
) | |
type circle struct { | |
x float64 | |
y float64 | |
r float64 | |
dx float64 | |
dy float64 | |
c pixel.RGBA | |
} | |
func run() { | |
cfg := pixelgl.WindowConfig{ | |
//Title: "Let's draw!", | |
Bounds: pixel.R(0, 0, ww, hh), | |
VSync: true, // check if we need it on manual update | |
Resizable: true, | |
} | |
win, err := pixelgl.NewWindow(cfg) | |
if err != nil { | |
panic(err) | |
} | |
var circles []*circle | |
for len(circles) < 10 { | |
r := 5 + rand.Float64()*30 | |
c := &circle{ | |
x: r + rand.Float64()*(win.Bounds().W()-r), | |
y: r + rand.Float64()*(win.Bounds().H()-r), | |
r: r, | |
dx: rand.Float64()*10 - 5, | |
dy: rand.Float64()*10 - 5, | |
c: pixel.RGB(rand.Float64(), rand.Float64(), rand.Float64()), | |
} | |
circles = append(circles, c) | |
} | |
var ( | |
frames = 0 | |
second = time.Tick(time.Second) | |
) | |
for !win.Closed() { | |
win.Clear(colornames.Antiquewhite) | |
for _, c := range circles { | |
imd := imdraw.New(nil) | |
imd.Color = c.c | |
imd.Push(pixel.V(c.x, c.y)) | |
imd.Circle(c.r, 0) | |
imd.Draw(win) | |
} | |
for i := 0; i < len(circles); i++ { | |
c1 := circles[i] | |
for j := 0; j < len(circles); j++ { | |
if i == j { | |
continue | |
} | |
c2 := circles[j] | |
dist := math.Sqrt(math.Pow(c1.x-c2.x, 2) + math.Pow(c1.y-c2.y, 2)) | |
// Collision! | |
if dist < c1.r+c2.r { | |
//c1.dx, c2.dx = c2.dx, c1.dx | |
//c1.dy, c2.dy = c2.dy, c1.dy | |
// Calculate the total mass | |
totalMass := c1.r + c2.r | |
// Calculate the mass difference | |
massDiffC1C2 := c1.r - c2.r | |
massDiffC2C1 := c2.r - c1.r | |
// Calculate new velocities based on the conservation of momentum and energy | |
newDxC1 := (massDiffC1C2*c1.dx + 2*c2.r*c2.dx) / totalMass | |
newDyC1 := (massDiffC1C2*c1.dy + 2*c2.r*c2.dy) / totalMass | |
newDxC2 := (massDiffC2C1*c2.dx + 2*c1.r*c1.dx) / totalMass | |
newDyC2 := (massDiffC2C1*c2.dy + 2*c1.r*c1.dy) / totalMass | |
// Assign the new velocities to the circles | |
c1.dx, c1.dy = newDxC1, newDyC1 | |
c2.dx, c2.dy = newDxC2, newDyC2 | |
} | |
} | |
if c1.x-c1.r < 0 || c1.x+c1.r > win.Bounds().W() { | |
c1.dx = -c1.dx | |
} | |
if c1.y-c1.r < 0 || c1.y+c1.r > win.Bounds().H() { | |
c1.dy = -c1.dy | |
} | |
c1.x += c1.dx | |
c1.y += c1.dy | |
} | |
win.Update() | |
frames++ | |
select { | |
case <-second: | |
win.SetTitle(fmt.Sprintf("%s FPS: %d", cfg.Title, frames)) | |
frames = 0 | |
default: | |
} | |
} | |
} | |
func main() { | |
pixelgl.Run(run) | |
} |
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