fix visual bug of ms per frame and ship departing from wrong planet
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3 changed files with 4 additions and 4 deletions
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@ -55,8 +55,8 @@ impl Circle {
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x = x3 - (r.powi(2)-(q/2.0).powi(2)).sqrt() * (y1-y2)/q;
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x = x3 - (r.powi(2)-(q/2.0).powi(2)).sqrt() * (y1-y2)/q;
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y = y3 - (r.powi(2)-(q/2.0).powi(2)).sqrt() * (x2-x1)/q;
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y = y3 - (r.powi(2)-(q/2.0).powi(2)).sqrt() * (x2-x1)/q;
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a2 = (y - y1).atan2(x - x1);
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a1 = (y - y1).atan2(x - x1);
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a1 = (y - y2).atan2(x - x2);
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a2 = (y - y2).atan2(x - x2);
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}
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}
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let distance = q.ceil() as usize + 1;
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let distance = q.ceil() as usize + 1;
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@ -20,7 +20,7 @@
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</div>
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</div>
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<div>
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<div>
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<span>Ms per frame: </span>
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<span>Ms per frame: </span>
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<input type="number" id="speed" value="500">
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<input type="number" id="speed" value="100">
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</div>
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</div>
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<div class="slidecontainer">
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<div class="slidecontainer">
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<input type="range" min="0" max="1" value="1" class="slider" id="turnSlider">
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<input type="range" min="0" max="1" value="1" class="slider" id="turnSlider">
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@ -51,7 +51,7 @@ const RESOLUTION = [CANVAS.width, CANVAS.height];
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const GL = CANVAS.getContext("webgl");
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const GL = CANVAS.getContext("webgl");
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var ms_per_frame = 100;
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var ms_per_frame = parseInt(SPEED.value);
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resizeCanvasToDisplaySize(CANVAS);
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resizeCanvasToDisplaySize(CANVAS);
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