From 397d818c62a7da150e271433e7572faeb4f8f47b Mon Sep 17 00:00:00 2001 From: Hector van der Aa Date: Wed, 30 Sep 2026 21:51:34 +0200 Subject: [PATCH] Updated canvas size --- mechanics.c | 33 ++++++++++++++++----------------- 1 file changed, 16 insertions(+), 17 deletions(-) diff --git a/mechanics.c b/mechanics.c index 1f51b49..c902fcd 100644 --- a/mechanics.c +++ b/mechanics.c @@ -2,7 +2,6 @@ #include "objects.h" #include - Vector2 body_collision(mass_body_t *a, mass_body_t *b) { Vector2 diff = vec2_diff(&a->position, &b->position); float len = vec2_len(diff); @@ -49,8 +48,8 @@ void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal, } void collide_rigid(mass_body_t *a, float restitution) { - float max_x = GetRenderWidth() / 2.0f - a->radius; - float max_y = GetRenderHeight() / 2.0f - a->radius; + float max_x = GetRenderWidth() * 10 / 2.0f - a->radius; + float max_y = GetRenderHeight() * 10 / 2.0f - a->radius; if (a->position.x > max_x) { a->position.x = max_x; @@ -73,26 +72,26 @@ void collide_rigid(mass_body_t *a, float restitution) { } } -void mechanics(universe_t* uni){ +void mechanics(universe_t *uni) { mass_body_t body_1; mass_body_t body_2; Vector2 collision; Vector2 scaled_speed; for (unsigned int i = 0; i < uni->num_bodies; i++) { - body_1 = uni->bodies[i]; - scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx); - body_1.position = vec2_sum(&body_1.position, &scaled_speed); - if (i < uni->num_bodies - 1) { - for (unsigned int y = i + 1; y < uni->num_bodies; y++) { - body_2 = uni->bodies[y]; - collision = body_collision(&body_1, &body_2); - if (!vec2_is_null(collision)) { - collide(&body_1, &body_2, &collision, 1.0); - } - uni->bodies[y] = body_2; + body_1 = uni->bodies[i]; + scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx); + body_1.position = vec2_sum(&body_1.position, &scaled_speed); + if (i < uni->num_bodies - 1) { + for (unsigned int y = i + 1; y < uni->num_bodies; y++) { + body_2 = uni->bodies[y]; + collision = body_collision(&body_1, &body_2); + if (!vec2_is_null(collision)) { + collide(&body_1, &body_2, &collision, 1.0); } + uni->bodies[y] = body_2; } - collide_rigid(&body_1, 1.1); - uni->bodies[i] = body_1; } + collide_rigid(&body_1, 1.1); + uni->bodies[i] = body_1; + } }