large_hadron_collider / index.html
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Update index.html
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<!DOCTYPE html>
<html>
<head>
<style>
body {
margin: 0;
background: black;
overflow: hidden;
font-family: Arial, sans-serif;
}
.controls {
position: fixed;
top: 20px;
left: 20px;
z-index: 1;
}
.stats {
position: fixed;
top: 20px;
right: 20px;
color: #0f0;
font-family: monospace;
font-size: 16px;
text-align: right;
}
button {
background: #333;
color: #0f0;
border: 2px solid #0f0;
padding: 10px 20px;
margin: 5px;
cursor: pointer;
font-size: 14px;
transition: 0.3s;
}
button:hover {
background: #0f0;
color: black;
}
</style>
</head>
<body>
<div class="controls">
<button onclick="addParticles()">Add Particles</button>
<button onclick="toggleAcceleration()">Toggle Acceleration</button>
<button onclick="toggleCollisions()">Toggle Collisions</button>
<button onclick="resetSimulation()">Reset</button>
</div>
<div class="stats">
<div>Speed: <span id="speedDisplay">0</span>%</div>
<div>Particles: <span id="particleCount">0</span></div>
<div>Collisions: <span id="collisionCount">0</span></div>
</div>
<canvas id="canvas"></canvas>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
const radius = Math.min(canvas.width, canvas.height) / 3;
let particles = [];
let explosions = [];
let isAccelerating = true;
let collisionsEnabled = true;
let baseSpeed = 0.01;
let collisionCount = 0;
class Explosion {
constructor(x, y, energy) {
this.x = x;
this.y = y;
this.particles = [];
this.life = 1;
// Create explosion particles
const particleCount = Math.floor(energy * 100);
for(let i = 0; i < particleCount; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = Math.random() * energy * 10;
this.particles.push({
x: x,
y: y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
life: 1
});
}
}
update() {
this.particles.forEach(p => {
p.x += p.vx;
p.y += p.vy;
p.life *= 0.95;
p.vx *= 0.98;
p.vy *= 0.98;
});
this.particles = this.particles.filter(p => p.life > 0.01);
this.life = this.particles.length > 0 ? 1 : 0;
}
draw() {
this.particles.forEach(p => {
ctx.beginPath();
const gradient = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, 5);
gradient.addColorStop(0, `rgba(255, 200, 0, ${p.life})`);
gradient.addColorStop(1, 'rgba(255, 100, 0, 0)');
ctx.fillStyle = gradient;
ctx.arc(p.x, p.y, 5, 0, Math.PI * 2);
ctx.fill();
});
}
}
class Particle {
constructor(clockwise) {
this.angle = clockwise ? 0 : Math.PI;
this.clockwise = clockwise;
this.speed = baseSpeed;
this.trail = [];
this.maxTrailLength = 20;
this.collided = false;
}
update() {
if (isAccelerating && !this.collided) {
this.speed += 0.0001;
}
this.angle += this.clockwise ? this.speed : -this.speed;
this.x = centerX + Math.cos(this.angle) * radius;
this.y = centerY + Math.sin(this.angle) * radius;
this.trail.push({x: this.x, y: this.y});
if (this.trail.length > this.maxTrailLength) {
this.trail.shift();
}
}
draw() {
if (this.collided) return;
// Draw trail
if (this.trail.length > 1) {
ctx.beginPath();
ctx.strokeStyle = this.clockwise ?
`rgba(255,50,50,${this.speed})` :
`rgba(50,50,255,${this.speed})`;
ctx.lineWidth = 2;
ctx.moveTo(this.trail[0].x, this.trail[0].y);
for (let pos of this.trail) {
ctx.lineTo(pos.x, pos.y);
}
ctx.stroke();
}
// Draw particle
ctx.beginPath();
ctx.fillStyle = this.clockwise ? 'red' : 'blue';
const particleSize = 3 + (this.speed * 20);
ctx.arc(this.x, this.y, particleSize, 0, Math.PI * 2);
ctx.fill();
// Draw glow
ctx.beginPath();
const gradient = ctx.createRadialGradient(
this.x, this.y, particleSize,
this.x, this.y, particleSize + 5
);
gradient.addColorStop(0, this.clockwise ? 'rgba(255,0,0,0.5)' : 'rgba(0,0,255,0.5)');
gradient.addColorStop(1, 'rgba(0,0,0,0)');
ctx.fillStyle = gradient;
ctx.arc(this.x, this.y, particleSize + 5, 0, Math.PI * 2);
ctx.fill();
}
}
function checkCollisions() {
if (!collisionsEnabled) return;
for (let i = 0; i < particles.length; i++) {
for (let j = i + 1; j < particles.length; j++) {
const p1 = particles[i];
const p2 = particles[j];
if (!p1.collided && !p2.collided && p1.clockwise !== p2.clockwise) {
const dx = p1.x - p2.x;
const dy = p1.y - p2.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
// Create explosion
explosions.push(new Explosion(
(p1.x + p2.x) / 2,
(p1.y + p2.y) / 2,
(p1.speed + p2.speed)
));
p1.collided = true;
p2.collided = true;
collisionCount++;
document.getElementById('collisionCount').textContent = collisionCount;
}
}
}
}
// Remove collided particles
particles = particles.filter(p => !p.collided);
}
function drawAccelerator() {
// Main ring
ctx.beginPath();
ctx.strokeStyle = '#333';
ctx.lineWidth = 15;
ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);
ctx.stroke();
// Energy points
for (let i = 0; i < 8; i++) {
const angle = (i / 8) * Math.PI * 2;
const x = centerX + Math.cos(angle) * radius;
const y = centerY + Math.sin(angle) * radius;
ctx.beginPath();
ctx.fillStyle = isAccelerating ? '#0f0' : '#333';
ctx.arc(x, y, 4, 0, Math.PI * 2);
ctx.fill();
}
}
function addParticles() {
particles.push(new Particle(true));
particles.push(new Particle(false));
updateStats();
}
function toggleAcceleration() {
isAccelerating = !isAccelerating;
}
function toggleCollisions() {
collisionsEnabled = !collisionsEnabled;
}
function resetSimulation() {
particles = [];
explosions = [];
baseSpeed = 0.01;
collisionCount = 0;
updateStats();
}
function updateStats() {
const currentSpeed = particles.length > 0 ?
Math.min(100, particles[0].speed * 1000).toFixed(1) : 0;
document.getElementById('speedDisplay').textContent = currentSpeed;
document.getElementById('particleCount').textContent = particles.length;
document.getElementById('collisionCount').textContent = collisionCount;
}
function animate() {
// Clear with trail effect
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawAccelerator();
// Update and draw explosions
explosions.forEach(explosion => explosion.update());
explosions = explosions.filter(explosion => explosion.life > 0);
explosions.forEach(explosion => explosion.draw());
// Update and draw particles
particles.forEach(particle => {
particle.update();
particle.draw();
});
checkCollisions();
updateStats();
requestAnimationFrame(animate);
}
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
centerX = canvas.width / 2;
centerY = canvas.height / 2;
radius = Math.min(canvas.width, canvas.height) / 3;
});
// Start with initial particles
addParticles();
animate();
</script>
</body>
</html>