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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Particle Collider</title>
    <style>
        body {
            margin: 0;
            overflow: hidden;
            background: #000;
            display: flex;
            justify-content: center;
            align-items: center;
            height: 100vh;
        }
        canvas {
            border: 1px solid #333;
        }
        .controls {
            position: fixed;
            top: 10px;
            left: 10px;
            color: white;
        }
        button {
            padding: 5px 10px;
            margin: 5px;
            cursor: pointer;
        }
    </style>
</head>
<body>
    <div class="controls">
        <button onclick="addParticles(10)">Add 10 Particles</button>
        <button onclick="toggleGravity()">Toggle Gravity</button>
        <button onclick="clearParticles()">Clear</button>
    </div>
    <canvas id="canvas"></canvas>

    <script>
        const canvas = document.getElementById('canvas');
        const ctx = canvas.getContext('2d');

        // Set canvas size
        canvas.width = 800;
        canvas.height = 600;

        let particles = [];
        let gravity = false;

        class Particle {
            constructor(x, y) {
                this.x = x;
                this.y = y;
                this.radius = Math.random() * 10 + 5;
                this.mass = this.radius;
                this.vx = (Math.random() - 0.5) * 10;
                this.vy = (Math.random() - 0.5) * 10;
                this.color = `hsl(${Math.random() * 360}, 50%, 50%)`;
            }

            draw() {
                ctx.beginPath();
                ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
                ctx.fillStyle = this.color;
                ctx.fill();
                ctx.strokeStyle = 'rgba(255, 255, 255, 0.5)';
                ctx.stroke();
            }

            update() {
                if (gravity) {
                    this.vy += 0.2; // Gravity effect
                }

                this.x += this.vx;
                this.y += this.vy;

                // Bounce off walls
                if (this.x - this.radius < 0 || this.x + this.radius > canvas.width) {
                    this.vx *= -0.9;
                    this.x = Math.max(this.radius, Math.min(canvas.width - this.radius, this.x));
                }
                if (this.y - this.radius < 0 || this.y + this.radius > canvas.height) {
                    this.vy *= -0.9;
                    this.y = Math.max(this.radius, Math.min(canvas.height - this.radius, this.y));
                }
            }
        }

        function checkCollision(p1, p2) {
            const dx = p2.x - p1.x;
            const dy = p2.y - p1.y;
            const distance = Math.sqrt(dx * dx + dy * dy);

            if (distance < p1.radius + p2.radius) {
                // Collision detected - Calculate collision response
                const angle = Math.atan2(dy, dx);
                const sin = Math.sin(angle);
                const cos = Math.cos(angle);

                // Rotate velocities
                const vx1 = p1.vx * cos + p1.vy * sin;
                const vy1 = p1.vy * cos - p1.vx * sin;
                const vx2 = p2.vx * cos + p2.vy * sin;
                const vy2 = p2.vy * cos - p2.vx * sin;

                // Collision elastic equations
                const m1 = p1.mass;
                const m2 = p2.mass;
                const u1 = vx1 * (m1 - m2) / (m1 + m2) + vx2 * 2 * m2 / (m1 + m2);
                const u2 = vx2 * (m2 - m1) / (m1 + m2) + vx1 * 2 * m1 / (m1 + m2);

                // Rotate velocities back
                p1.vx = u1 * cos - vy1 * sin;
                p1.vy = vy1 * cos + u1 * sin;
                p2.vx = u2 * cos - vy2 * sin;
                p2.vy = vy2 * cos + u2 * sin;

                // Move particles apart to prevent sticking
                const overlap = (p1.radius + p2.radius - distance) / 2;
                p1.x -= overlap * cos;
                p1.y -= overlap * sin;
                p2.x += overlap * cos;
                p2.y += overlap * sin;
            }
        }

        function addParticles(count) {
            for (let i = 0; i < count; i++) {
                particles.push(new Particle(
                    Math.random() * canvas.width,
                    Math.random() * canvas.height
                ));
            }
        }

        function toggleGravity() {
            gravity = !gravity;
        }

        function clearParticles() {
            particles = [];
        }

        function animate() {
            ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
            ctx.fillRect(0, 0, canvas.width, canvas.height);

            // Update and draw particles
            particles.forEach(particle => {
                particle.update();
                particle.draw();
            });

            // Check collisions
            for (let i = 0; i < particles.length; i++) {
                for (let j = i + 1; j < particles.length; j++) {
                    checkCollision(particles[i], particles[j]);
                }
            }

            requestAnimationFrame(animate);
        }

        // Add initial particles and start animation
        addParticles(20);
        animate();

        // Mouse interaction
        let isMouseDown = false;
        canvas.addEventListener('mousedown', () => isMouseDown = true);
        canvas.addEventListener('mouseup', () => isMouseDown = false);
        canvas.addEventListener('mousemove', (e) => {
            if (isMouseDown) {
                const rect = canvas.getBoundingClientRect();
                const x = e.clientX - rect.left;
                const y = e.clientY - rect.top;
                particles.push(new Particle(x, y));
            }
        });
    </script>
</body>
</html>