Ball Physics

Size
3,149 Kb
Views
12,144

How do I make an ball physics?

Bouncing, colliding rubber balls.. What is a ball physics? How do you make a ball physics? This script and codes were developed by Seth Broweleit on 14 October 2022, Friday.

Ball Physics Previews

Ball Physics - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Ball Physics</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <canvas id="c"></canvas> <script src="js/index.js"></script>
</body>
</html>

Ball Physics - Script Codes CSS Codes

* { padding:0; margin:0;
}
canvas { width:100%; height:100%;
}

Ball Physics - Script Codes JS Codes

/*
By Adam at codepen (https://codepen.io/stuffit) 2012
Rubber bouncing balls.
Still a work in progress.
Reduce BALL_NUMBER if it runs slowly.
*/
var balls = function() { /* configuration */ var BALL_NUMBER = 40; var BALL_SIZE = 60; var BALL_COLOR = "#70CDFF"; var BACK_COLOR = "#f9f9f9"; var GRAVITY_X = 0; var GRAVITY_Y = 0.5; var MOUSE_REPEL = false; var MOUSE_STRENGTH = 1.4; var BOUNCINESS = 0.8; var FRICTION = 1.01; var WALL_STICK = false; var WALL_BOUNCE = true; var STICKINESS = 50; window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function( callback ){ window.setTimeout(callback, 1000 / 60); }; })();	var pixels, mouseX, mouseY, mouseDown = false, balls = [], canvas, context, width, height;	var loop = function() {	pixels = new Array(width * height); context.fillStyle = BACK_COLOR; context.fillRect(0,0,width,height);	for (var i = 0; i < BALL_NUMBER; i++) {	balls[i].tick();	}	requestAnimFrame(loop);	};	var Ball = function(radius) {	this.x	= Math.random() * width;	this.y	= Math.random() * height;	this.fx = 0;	this.fy = 0;	this.dx = 0;	this.dy = 0;	};	Ball.prototype.tick = function() {	if (mouseDown) {	var dx = this.x - mouseX;	var dy = this.y - mouseY;	var d = Math.sqrt(dx * dx + dy * dy)/(MOUSE_STRENGTH);	if (d < BALL_SIZE * 4) { if(MOUSE_REPEL) { this.dx += dx / d; this.dy += dy / d; } else { this.dx -= dx / d; this.dy -= dy / d; }	}	}	this.fy += GRAVITY_Y;	this.fx += GRAVITY_X;	this.x += this.fx;	this.y += this.fy;	if (this.x < BALL_SIZE * .5) { if(WALL_STICK) { this.x = BALL_SIZE * .5; this.fy /= FRICTION*STICKINESS; } else if(WALL_BOUNCE) { this.x = BALL_SIZE * .5; this.fx = this.fx * (-1) * BOUNCINESS; this.fy /= FRICTION; } else { this.dx += (BALL_SIZE * .5 - this.x); }	}	else if (this.x > width - BALL_SIZE * .5) { if(WALL_STICK) { this.x = width - BALL_SIZE * .5; this.fy /= FRICTION*STICKINESS; } else if(WALL_BOUNCE) { this.x = width - BALL_SIZE * .5; this.fx = this.fx * (-1) * BOUNCINESS; this.fy /= FRICTION; } else { this.dx -= (this.x - width + BALL_SIZE * .5); }	}	if (this.y < BALL_SIZE * .5) { if(WALL_STICK) { this.y = BALL_SIZE * .5; this.fx /= FRICTION*STICKINESS; } else if(WALL_BOUNCE) { this.y = BALL_SIZE * .5; this.fy = this.fy * (-1) * BOUNCINESS; this.fx /= FRICTION; } else { this.dy += (BALL_SIZE * .5 - this.y); }	}	else if (this.y > height - BALL_SIZE * .5) { if(WALL_STICK) { this.y = height - BALL_SIZE * .5; this.fx /= FRICTION*STICKINESS; } else if(WALL_BOUNCE) { this.y = height - BALL_SIZE * .5; this.fy = this.fy * (-1) * BOUNCINESS; this.fx /= FRICTION; } else { this.dy -= (this.y - height + BALL_SIZE * .5); }	}	var inwidth = Math.round(this.x / BALL_SIZE);	var inheight = Math.round(this.y / BALL_SIZE);	for (var a = inwidth - 1; a <= inwidth + 1; a++) {	for (var b = inheight - 1; b <= inheight + 1; b++) {	var g = pixels[b * width + a] || [];	for (j = 0, l = g.length; j < l; j++) {	var that = g[j];	var dx = that.x - this.x;	var dy = that.y - this.y;	var d = Math.sqrt(dx * dx + dy * dy);	if (d < BALL_SIZE && d > 0) {	dx = (dx / d) * (BALL_SIZE - d) * .25;	dy = (dy / d) * (BALL_SIZE - d) * .25;	this.dx -= dx;	this.dy -= dy;	that.dx += dx;	that.dy += dy;	}	}	}	}	if (!pixels[inheight * width + inwidth]) {	pixels[inheight * width + inwidth] = [this];	}	else {	pixels[inheight * width + inwidth].push(this);	}	this.x	+= this.dx;	this.y	+= this.dy;	this.fx += this.dx;	this.fy += this.dy;	this.dx = 0;	this.dy = 0;	context.beginPath();	context.fillStyle = BALL_COLOR;	context.arc(this.x, this.y, BALL_SIZE / 2, 0, Math.PI * 2, true);	context.closePath();	context.fill();	};	return {	init: function(canvas, w, h) { canvas = document.getElementById(canvas);	context = canvas.getContext('2d');	canvas.height = (h) ? h : window.innerHeight;	canvas.width = (w) ? w : window.innerWidth;	width = canvas.width;	height = canvas.height;	canvas.addEventListener('mousedown', function(e) {	if (e.preventDefault) e.preventDefault();	mouseDown = true;	return false;	}, false);	canvas.addEventListener('mouseup', function(e) {	mouseDown = false;	return false;	}, false);	canvas.addEventListener('mousemove', function(e) { if(e.offsetX) { mouseX = e.offsetX; mouseY = e.offsetY; } else if(e.layerX) { mouseX = e.layerX; mouseY = e.layerY; }	return false;	}, false);	window.onresize = function() {	init(c,w,h);	return false;	}	setTimeout(function() {	for (var i = 0; i < BALL_NUMBER; i++) {	balls[i] = new Ball(20);	}	loop();	}, 100);	}	};
}();
balls.init('c');
Ball Physics - Script Codes
Ball Physics - Script Codes
Home Page Home
Developer Seth Broweleit
Username getsetbro
Uploaded October 14, 2022
Rating 3
Size 3,149 Kb
Views 12,144
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Seth Broweleit (getsetbro) Script Codes
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