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let physics;
var PHYS_GRAVITY = 0.1;
var PHYS_DRAG = 0.01;
var SPRING_STRENGTH = 0.2;
var SPRING_DAMPING = 0.1;
function setup() {
createCanvas(600, 600);
background(100);
physics = new ParticleSystem(PHYS_GRAVITY, PHYS_DRAG);
}
function draw() {
background(0);
stroke(255);
noFill();
physics.tick();
for (i=0; i<physics.particles.length; i++) {
let particle = physics.particles[i];
ellipse(particle.position.x, particle.position.y, 5, 5);
}
// Wasserfall
//let p = physics.makeParticle(1, width/2, height/2, 0.0);
// Ablenkungskraft in x-Richtung
//p.velocity = createVector(random(-1, 1), 0);
// Alle Richtungen
let p = physics.makeParticle(random(-1, 1), width/2, height/2, 0.0);
// Ablenkungskraft in x-Richtung
p.velocity = createVector(random(-2, 2), random(-2, 2));
}