其中用到了二維非彈性碰撞物理公式
假設每個球的質量都一樣,
設置了牆壁和球的恢復係數 (coefficient of restitution) ,
在空白處按滑鼠可以產生出一個新的球
https://jsfiddle.net/hugogo7646/ep4x608d/
html:
<canvas></canvas>
==================
CSS:
CSS:
canvas {
display: block;
width: 100%;
height: 100%;
border: 1px solid blue;
}
==================
Javascript:
Javascript:
//Class definition - Start
function Ball(x, y) {
this.x = x;
this.y = y;
this.r = 10;
this.vx = 0; //Math.random(10);
this.vy = 0; //Math.random(10);
this.ax = 0;
this.ay = g;
this.color_R = Math.round(Math.random() * 255);
this.color_G = Math.round(Math.random() * 255);
this.color_B = Math.round(Math.random() * 255);
}
Ball.prototype = {
draw: function() {
this.vx += this.ax;
this.vy += this.ay;
this.x += this.vx;
this.y += this.vy;
//if ball hit with border
if (isTopWallCollision(this)) {
this.y = this.r;
this.vy *= -1 * restitutionCoefficient_of_border
}
if (isBottomWallCollision(this)) {
this.y = canvas.height - this.r;
this.vy *= -1 * restitutionCoefficient_of_border
}
if (isLeftWallCollision(this)) {
this.x = this.r;
this.vx *= -1 * restitutionCoefficient_of_border
}
if (isRightWallCollision(this)) {
this.x = canvas.width - this.r;
this.vx *= -1 * restitutionCoefficient_of_border
}
context.beginPath();
context.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
context.fillStyle = 'rgba(' + this.color_R + ', ' + this.color_G + ', ' + this.color_B + ', 1)';
context.fill()
}
}
//Class definition - End
//Config - Start //
var ballCount = 30;
var ballList = [];
var g = 0.1;
var restitutionCoefficient_of_border = 0.9;
var restitutionCoefficient_of_ball = 0.9;
//Config - End //
var canvas = document.querySelectorAll("canvas")[0];
var context = canvas.getContext("2d");
//Create balls
for (var i = 0; i < ballCount; i++) {
var isNewBallCollision = false;
var newBall;
do {
newBall = new Ball(Math.random() * canvas.width, Math.random() * canvas.height);
isNewBallCollision = isWallCollision(newBall);
if (isNewBallCollision){
continue;
}
for (var j = 0; j < ballList.length; j++) {
isNewBallCollision = isBallCollision(ballList[j], newBall);
if (isNewBallCollision) {
break;
}
}
} while (isNewBallCollision);
ballList.push(newBall);
}
draw();
canvas.addEventListener('click', function(e) {
var x = event.clientX;
var y = event.clientY;
var rect = this.getBoundingClientRect();
//Recalculate mouse offsets to relative offsets
x -= rect.left;
y -= rect.top;
//Also recalculate offsets of canvas is stretched
//changes coordinates by ratio
x *= this.width / this.clientWidth;
y *= this.height / this.clientHeight;
ballList.push(new Ball(x, y));
})
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < ballList.length; i++) {
ballList[i].draw();
for (var j = i + 1; j < ballList.length; j++) {
if (isBallCollision(ballList[i], ballList[j])) {
ballCollision(ballList[i], ballList[j]);
}
}
}
requestAnimationFrame(draw);
}
function isBallCollision(ball1, ball2) {
return Math.pow(ball1.x - ball2.x, 2) + Math.pow(ball1.y - ball2.y, 2) <= Math.pow(ball1.r + ball2.r, 2)
}
//Wall Collision functions - Start
function isWallCollision(ball) {
return isTopWallCollision(ball) || isBottomWallCollision(ball) || isLeftWallCollision(ball) || isRightWallCollision(ball);
}
function isTopWallCollision(ball) {
return (ball.y - ball.r) <= 0;
}
function isBottomWallCollision(ball) {
return (ball.y + ball.r) >= canvas.height;
}
function isLeftWallCollision(ball) {
return (ball.x - ball.r) <= 0;
}
function isRightWallCollision(ball) {
return (ball.x + ball.r) >= canvas.width;
}
//Wall Collision functions - End
function ballCollision(ball1, ball2) {
var clooisionVectorLength = Math.sqrt(Math.pow((ball1.x - ball2.x), 2) + Math.pow((ball1.y - ball2.y), 2));
var collisionX = (ball1.x - ball2.x) / clooisionVectorLength;
var collisionY = (ball1.y - ball2.y) / clooisionVectorLength;
var collision_ball1_x = Math.pow(collisionX, 2) * ball1.vx + collisionX * collisionY * ball1.vy;
var collision_ball1_y = collisionX * collisionY * ball1.vx + Math.pow(collisionY, 2) * ball1.vy;
var collision_ball2_x = Math.pow(collisionX, 2) * ball2.vx + collisionX * collisionY * ball2.vy;
var collision_ball2_y = collisionX * collisionY * ball2.vx + Math.pow(collisionY, 2) * ball2.vy;
ball1.vx = collision_ball2_x + (ball1.vx - collision_ball1_x);
ball1.vy = collision_ball2_y + (ball1.vy - collision_ball1_y);
ball2.vx = collision_ball1_x + (ball2.vx - collision_ball2_x);
ball2.vy = collision_ball1_y + (ball2.vy - collision_ball2_y);
ball1.vx *= restitutionCoefficient_of_ball;
ball1.vy *= restitutionCoefficient_of_ball;
ball2.vx *= restitutionCoefficient_of_ball;
ball2.vy *= restitutionCoefficient_of_ball;
ball1.x += collisionX * (ball1.r + ball2.r - clooisionVectorLength);
ball1.y += collisionY * (ball1.r + ball2.r - clooisionVectorLength);
ball2.x += -1 * collisionX * (ball1.r + ball2.r - clooisionVectorLength);
ball2.y += -1 * collisionY * (ball1.r + ball2.r - clooisionVectorLength);
}
function Ball(x, y) {
this.x = x;
this.y = y;
this.r = 10;
this.vx = 0; //Math.random(10);
this.vy = 0; //Math.random(10);
this.ax = 0;
this.ay = g;
this.color_R = Math.round(Math.random() * 255);
this.color_G = Math.round(Math.random() * 255);
this.color_B = Math.round(Math.random() * 255);
}
Ball.prototype = {
draw: function() {
this.vx += this.ax;
this.vy += this.ay;
this.x += this.vx;
this.y += this.vy;
//if ball hit with border
if (isTopWallCollision(this)) {
this.y = this.r;
this.vy *= -1 * restitutionCoefficient_of_border
}
if (isBottomWallCollision(this)) {
this.y = canvas.height - this.r;
this.vy *= -1 * restitutionCoefficient_of_border
}
if (isLeftWallCollision(this)) {
this.x = this.r;
this.vx *= -1 * restitutionCoefficient_of_border
}
if (isRightWallCollision(this)) {
this.x = canvas.width - this.r;
this.vx *= -1 * restitutionCoefficient_of_border
}
context.beginPath();
context.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
context.fillStyle = 'rgba(' + this.color_R + ', ' + this.color_G + ', ' + this.color_B + ', 1)';
context.fill()
}
}
//Class definition - End
//Config - Start //
var ballCount = 30;
var ballList = [];
var g = 0.1;
var restitutionCoefficient_of_border = 0.9;
var restitutionCoefficient_of_ball = 0.9;
//Config - End //
var canvas = document.querySelectorAll("canvas")[0];
var context = canvas.getContext("2d");
//Create balls
for (var i = 0; i < ballCount; i++) {
var isNewBallCollision = false;
var newBall;
do {
newBall = new Ball(Math.random() * canvas.width, Math.random() * canvas.height);
isNewBallCollision = isWallCollision(newBall);
if (isNewBallCollision){
continue;
}
for (var j = 0; j < ballList.length; j++) {
isNewBallCollision = isBallCollision(ballList[j], newBall);
if (isNewBallCollision) {
break;
}
}
} while (isNewBallCollision);
ballList.push(newBall);
}
draw();
canvas.addEventListener('click', function(e) {
var x = event.clientX;
var y = event.clientY;
var rect = this.getBoundingClientRect();
//Recalculate mouse offsets to relative offsets
x -= rect.left;
y -= rect.top;
//Also recalculate offsets of canvas is stretched
//changes coordinates by ratio
x *= this.width / this.clientWidth;
y *= this.height / this.clientHeight;
ballList.push(new Ball(x, y));
})
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < ballList.length; i++) {
ballList[i].draw();
for (var j = i + 1; j < ballList.length; j++) {
if (isBallCollision(ballList[i], ballList[j])) {
ballCollision(ballList[i], ballList[j]);
}
}
}
requestAnimationFrame(draw);
}
function isBallCollision(ball1, ball2) {
return Math.pow(ball1.x - ball2.x, 2) + Math.pow(ball1.y - ball2.y, 2) <= Math.pow(ball1.r + ball2.r, 2)
}
//Wall Collision functions - Start
function isWallCollision(ball) {
return isTopWallCollision(ball) || isBottomWallCollision(ball) || isLeftWallCollision(ball) || isRightWallCollision(ball);
}
function isTopWallCollision(ball) {
return (ball.y - ball.r) <= 0;
}
function isBottomWallCollision(ball) {
return (ball.y + ball.r) >= canvas.height;
}
function isLeftWallCollision(ball) {
return (ball.x - ball.r) <= 0;
}
function isRightWallCollision(ball) {
return (ball.x + ball.r) >= canvas.width;
}
//Wall Collision functions - End
function ballCollision(ball1, ball2) {
var clooisionVectorLength = Math.sqrt(Math.pow((ball1.x - ball2.x), 2) + Math.pow((ball1.y - ball2.y), 2));
var collisionX = (ball1.x - ball2.x) / clooisionVectorLength;
var collisionY = (ball1.y - ball2.y) / clooisionVectorLength;
var collision_ball1_x = Math.pow(collisionX, 2) * ball1.vx + collisionX * collisionY * ball1.vy;
var collision_ball1_y = collisionX * collisionY * ball1.vx + Math.pow(collisionY, 2) * ball1.vy;
var collision_ball2_x = Math.pow(collisionX, 2) * ball2.vx + collisionX * collisionY * ball2.vy;
var collision_ball2_y = collisionX * collisionY * ball2.vx + Math.pow(collisionY, 2) * ball2.vy;
ball1.vx = collision_ball2_x + (ball1.vx - collision_ball1_x);
ball1.vy = collision_ball2_y + (ball1.vy - collision_ball1_y);
ball2.vx = collision_ball1_x + (ball2.vx - collision_ball2_x);
ball2.vy = collision_ball1_y + (ball2.vy - collision_ball2_y);
ball1.vx *= restitutionCoefficient_of_ball;
ball1.vy *= restitutionCoefficient_of_ball;
ball2.vx *= restitutionCoefficient_of_ball;
ball2.vy *= restitutionCoefficient_of_ball;
ball1.x += collisionX * (ball1.r + ball2.r - clooisionVectorLength);
ball1.y += collisionY * (ball1.r + ball2.r - clooisionVectorLength);
ball2.x += -1 * collisionX * (ball1.r + ball2.r - clooisionVectorLength);
ball2.y += -1 * collisionY * (ball1.r + ball2.r - clooisionVectorLength);
}
沒有留言 :
張貼留言