package physics import ( "math" ) type Position Point type Velocity Vector type Acceleration Vector var Gravity = Acceleration{ X: 0, Y: 9.81, } type Motion struct { pos Position vel Velocity acc Acceleration } type Physics struct { current Motion initial Motion fps float64 } type Vector struct { X float64 Y float64 } type Point struct { X float64 Y float64 } // Distance calculates the euclidean distance between two points func (a Point) Distance(b Point) float64 { return math.Sqrt(math.Pow(b.X-a.X, 2) + math.Pow(b.Y-a.Y, 2)) } func New(pos Point, vel, acc Vector, fps float64) *Physics { motion := Motion{ pos: Position(pos), vel: Velocity(vel), acc: Acceleration(acc), } return &Physics{ initial: motion, current: motion, fps: fps, } } func (p *Physics) Reset() { p.current = p.initial } func (p *Physics) Update() { p.current.pos.X += p.current.vel.X / p.fps p.current.pos.Y += p.current.vel.Y / p.fps p.current.vel.X += p.current.acc.X / p.fps p.current.vel.Y += p.current.acc.Y / p.fps } func (p Physics) Displacement() float64 { return Point(p.initial.pos).Distance(Point(p.current.pos)) } func (p Physics) PosX() int { return int(math.Round(p.current.pos.X)) } func (p Physics) PosY() int { return int(math.Round(p.current.pos.Y)) }