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script.js
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script.js
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const canvas = document.getElementById("canvas1");
const ctx = canvas.getContext('2d');
const particleSize = 42;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
console.log(ctx);
ctx.fillStyle = 'blue';
ctx.strokeStyle = 'red';
ctx.lineWidth = 1;
class Vector{
constructor(startingX, startingY, endX, endY){
this.x = startingX;
this.y = startingY;
this.xComp = endX;
this.yComp = endY;
}
draw(context){
context.beginPath();
context.moveTo(this.x, this.y);
context.lineTo(this.x + this.xComp, this.y + this.yComp);
context.stroke();
context.closePath();
}
}
class Particle{
constructor(x, y, size){
this.x = x;
this.y = y;
this.size = size;
this.speedX = 10;
this.speedY = 10;
this.collided = false;
}
draw(context){
context.beginPath(this.x, this.y);
context.arc(this.x, this.y, this.size, 0, 2*Math.PI);
context.fill();
context.closePath();
}
handleCollision(effect){
effect.particles.forEach(particle => {
if(particle != this && !growingAppart(this, particle) && !this.collided){
if(distance(this.x - particle.x, this.y - particle.y) <= (this.size + particle.size)){
// INSERT PHYSICS CALCULATIONS TO HANDLE APPROPRIATELY
console.log("Collision!")
let prevSx = this.speedX;
let prevSy = this.speedY;
let [x, y] = unitVector((particle.x - this.x), (particle.y - this.y));
let [z, w] = [-y, x];
let P2VelocityPerpendicular = [x, y].map(element => ((particle.speedX)*x + (particle.speedY)*y)*element);
let P2VelocityParallel = [z, w].map(element => ((particle.speedX)*z + (particle.speedY)*w)*element);
let P1VelocityPerpendicular = [x, y].map(element => ((this.speedX)*x + (this.speedY)*y)*element);
let P1VelocityParallel = [z, w].map(element => ((this.speedX)*z + (this.speedY)*w)*element);
let newP1Perp = P2VelocityPerpendicular;
let newP2Perp = P1VelocityPerpendicular;
this.speedX = P1VelocityParallel[0] + newP1Perp[0];
this.speedY = P1VelocityParallel[1] + newP1Perp[1];
particle.speedX = P2VelocityParallel[0] + newP2Perp[0];
particle.speedY = P2VelocityParallel[1] + newP2Perp[1];
particle.collided = true;
}
}
});
}
update(effect){
this.handleCollision(effect);
if(this.speedX + this.x + this.size > window.innerWidth || this.speedX + this.x - this.size < 0){
this.speedX *=-1;
}
if(this.speedY + this.y + this.size > window.innerHeight || this.speedY + this.y - this.size < 0){
this.speedY *=-1;
}
this.x += this.speedX;
this.y += this.speedY;
this.collided = false;
}
}
class Effect{
constructor(width, height){
this.width = width;
this.height = height;
this.particles = [];
this.vectors = [];
}
render(context){
this.particles.forEach(particle => {
particle.draw(context);
particle.update(this);
});
this.vectors.forEach(vector => {
vector.draw(context);
});
}
}
const effect = new Effect(canvas.width, canvas.height, particleSize);
// CREATES A FEW PARTICLES
let p1 = new Particle((1/10)*canvas.width, canvas.height/4, particleSize);
effect.particles.push(p1);
let p2 = new Particle((1/10)*canvas.width, 3*canvas.height/4, particleSize);
effect.particles.push(p2);
for(let i = 1; i < 10; i++){
let particle = new Particle((i/10)*canvas.width, canvas.height/2, particleSize);
effect.particles.push(particle);
}
// CREATE A FEW VECTORS
/*
for(let i = 1; i < 10; i++){
let vect = new Vector((i/10)*canvas.width, canvas.height/5, Math.random()*10, Math.random()*10);
effect.vectors.push(vect);
}
*/
// DEBUGGING
console.log(effect);
effect.render(ctx);
function animate(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
effect.render(ctx);
requestAnimationFrame(animate);
}
animate();
function unitVector(relativeX, relativeY){
let magnitude = Math.sqrt((relativeX*relativeX) + (relativeY*relativeY));
let x = (relativeX)/magnitude;
let y = (relativeY)/magnitude;
return [x, y];
}
function distance(relativeX, relativeY){
return Math.sqrt((relativeX*relativeX)+(relativeY*relativeY));
}
function growingAppart(particle1, particle2){
let d1 = distance(particle1.x - particle2.x,
particle1.y - particle2.y);
let d2 = distance((particle1.x + particle1.speedX) - (particle2.x + particle2.speedX),
(particle1.y + particle1.speedY) - (particle2.y + particle2.speedY));
return (d2 > d1);
}