# Ball physics

Developer
Size
3,874 Kb
Views
30,360

## How do I make an ball physics?

I made a bungee rope and a few hundred balls bounce around and a ball on the end of bungee rope. It actually simulates/displays the physics of panning for gold. When panning for gold the non gold materials are less dense so they take up more space for how much they weigh and the gold sinks to the bottom of the pan when allowed to slide past the other pieces with water.. What is a ball physics? How do you make a ball physics? This script and codes were developed by Darby Rathbone on 03 October 2022, Monday.

Ball physics Previews

## Ball physics - Script Codes HTML Codes

``````<!DOCTYPE html>
<html >
<body> <script src="js/index.js"></script>
</body>
</html>``````

## Ball physics - Script Codes JS Codes

``````var Vector = (function () { function Vector(x, y) { this.x = x; this.y = y; this.prevmag = 1 }; return Vector
})();
Vector.prototype = { toString: function () { return "[" + this.x + "," + this.y + "]" }, mag: function () { return Math.sqrt((this.x * this.x) + (this.y * this.y)) }, mult: function (k) { this.x = this.x * k; this.y = this.y * k; return this.toString() }, div: function (k) { this.x = (this.x) / k; this.y = (this.y) / k; return this.toString() }, norm: function () { this.prevmag = this.mag(); this.div((this.mag())); return this.toString() }, add: function (a) { this.x = this.x + a.x; this.y = this.y + a.y; return this.toString() }, sub: function (a) { this.x = this.x - a.x; this.y = this.y - a.y; return this.toString() }, direction: function () { return Math.atan2(this.y, this.x) }, dot: function (a) { return (a.x * this.x) + (a.y * this.y) }
};
var Position = (function () { function Position(x, y) { this.x = x; this.y = y; this.velocity = new Vector(0, 0); this.xMax = 100; this.yMax = 100; this.radius = 10; this.accel = new Vector(0, 0) }; return Position
})(), Spring = (function () { function Spring(k, d, a) { this.end1 = null; this.end2 = null; this.k = k; this.d = d; this.len = a }; return Spring })();
Spring.prototype = { force: function () { return new Vector(this.k * (this.end1.x - this.end2.x - this.len), this.k * (this.end1.y - this.end2.y - this.len)) }, damper: function () { return (new Vector(this.d * (this.end1.velocity.x - this.end2.velocity.x), this.d * (this.end1.velocity.y - this.end2.velocity.y))) }, calculate: function (a, b) { this.end1 = a; this.end2 = b; var c = new Vector(a.x - b.x, a.y - b.y), distan = c.mag(), x = a.x - b.x, y = a.y - b.y; a.velocity.x += -(((x - (this.len / distan)) / this.k) + ((x - (this.len / distan)) / this.d)) / (2.0 * this.d); a.velocity.y += -(((y - (this.len / distan)) / this.k) + ((y - (this.len / distan)) / this.d)) / (2.0 * this.d); b.velocity.x += (((x - (this.len / distan)) / this.k) + ((x - (this.len / distan)) / this.d)) / (2.0 * this.d); b.velocity.y += (((y - (this.len / distan)) / this.k) + ((y - (this.len / distan)) / this.d)) / (2.0 * this.d); a.velocity.mult(0.98); b.velocity.mult(0.98); return true }, length: function () { return Math.sqrt(this.end1.dist(this.end2)) }
};
Position.prototype = { impact: function (point2) { var point1 = this, normal = point1.toPoint(point2), normal2 = point2.toPoint(point1), tangent = new Vector(-normal.y, normal.x), tangent2 = new Vector(-normal2.y, normal2.x); normal.norm(); normal2.norm(); tangent.norm(); tangent2.norm(); var midpoint = new Vector(((point1.x + point2.x) / 2.0), (point1.y + point2.y) / 2.0); point1.x = midpoint.x - normal.x * (this.radius + 0.5); point1.y = midpoint.y - normal.y * (this.radius + 0.5); point2.x = midpoint.x - normal2.x * (point2.radius); point2.y = midpoint.y - normal2.y * (point2.radius); var v1n = normal.dot(point1.velocity), v1t = tangent.dot(point1.velocity), v2n = normal2.dot(point2.velocity), v2t = tangent2.dot(point2.velocity); normal.mult(v2n); //normal.mult(point1.velocity.mag); normal2.mult(v1n); //normal2.mult(point2.velocity.mag); tangent.mult(v1t); //tangent.mult(point1.velocity.mag); tangent2.mult(v2t); //tangent2.mult(point2.velocity.mag); var newv1 = new Vector(-(normal.x) + (tangent.x), -(normal.y) + (tangent.y)); var newv2 = new Vector(-(normal2.x) + (tangent2.x), -(normal2.y) + (tangent2.y)); point1.setvelocity(newv1); point2.setvelocity(newv2); }, checkBounds:function(){ var maxx = this.xMax; var maxy = this.yMax; if (this.x < 0) { this.x = (this.x ) * -1; this.velocity.x *= -1; this.velocity.mult(.9); } if (this.x > maxx) { this.x = maxx - ((this.x - maxx) ); this.velocity.x *= -1; this.velocity.mult(.9); } if (this.y > maxy) { this.y = maxy - ((this.y - maxy) ); this.velocity.y *= -1; this.velocity.mult(.9); } if (this.y < 0) { this.y = (this.y ) * -1; this.velocity.y *= -1; this.velocity.mult(.9); } }, getvelocity: function () { if (this.type === "ball" || this.movableanchor === "false" || typeof this.anchor === 'undefined') { return new Vector(this.velocity.x, this.velocity.y) } else { var t = this.anchor.getvelocity(); t.add(this.velocity); return new Vector(t.x, t.y) } }, display: function (c) { var a = c, p = this; a.beginPath(); var x = p.x|0, y = p.y|0, rx = this.radius, start = 0, end = 2 * Math.PI, anticlockwise = true; if (this.spring !== null) { a.moveTo(this.spring.end1.x|0, this.spring.end1.y|0); a.lineTo(this.spring.end2.x|0, this.spring.end2.y|0) } else a.arc(x|0, y|0, rx, start, end, anticlockwise); a.fillStyle = this.color; a.stroke(); a.fill(); }, dist: function (p) { return ((this.x - p.x) * (this.x - p.x) + (this.y - p.y) * (this.y - p.y)) }, step: function () { var vix= this.velocity.x, viy = this.velocity.y; this.velocity.x += this.accel.x*.1; this.velocity.y += this.accel.y*.1; this.x +=((vix*.1)+(this.velocity.x*.1))/2.0; this.y +=((viy*.1)+(this.velocity.y*.1))/2.0; }, toString: function () { return "[" + this.x + "," + this.y + "@" + this.velocity.toString + "]" }, toPoint: function (v) { return new Vector(-(this.x - v.x), -(this.y - v.y)) }, setvelocity: function (v) { this.velocity.x = v.x; this.velocity.y = v.y }
}
function displayp(p, q) { var a = can.getContext('2d'); a.beginPath(); var x = p.x|0, y = p.y|0, rx = 10, start = 0, end = 2 * Math.PI, anticlockwise = true; a.arc(x|0, y|0, rx, start, end, anticlockwise); a.stroke(); a.moveTo(x|0, y|0); a.lineTo((p.x + (p.velocity.x * 10.0))|0, (p.y + (p.velocity.y * 10.0))|0); a.stroke()
};
var bungiecount =8, can = document.createElement("canvas");
can.setAttribute("width", "500");
can.setAttribute("height", "500");
can.setAttribute("style", "transform: scale(0.70, 0.70);border-style:groove;border-width:4px;");
document.body.appendChild(can);
var balls = [];
for (var i = 0; i < bungiecount; i++) { balls.push(new Position(50, 50)); balls[balls.length - 1].xMax = can.width; balls[balls.length - 1].yMax = can.height; balls[balls.length - 1].velocity = new Vector(Math.random() - 0.5, Math.random() - 0.5); balls[balls.length - 1].velocity.mult(5.0); balls[balls.length - 1].radius = 20; balls[balls.length - 1].accel = new Vector(0, 10); balls[balls.length - 1].type = "pend"; balls[balls.length - 1].spring = new Spring(1, 1.5, 1.0); balls[balls.length - 1].color = "RGB(" + Math.round(Math.random() * 100) + "," + Math.round(Math.random() * 100) + "," + Math.round(Math.random() * 100) + ")"; if (i === 0) { balls[i].type = "ball"; balls[i].spring = null }
};
var ballcount = 200;
for (var i = 0; i < ballcount; i++) { balls.push(new Position(can.width * Math.random(), can.height * Math.random())); balls[balls.length - 1].velocity = new Vector(2 * Math.random() - 1, 2 * Math.random() - 1); balls[balls.length - 1].velocity.mult(2.0); balls[balls.length - 1].radius = 10; balls[balls.length - 1].xMax = can.width-balls[balls.length - 1].radius; balls[balls.length - 1].yMax = can.height-balls[balls.length - 1].radius; balls[balls.length - 1].accel = new Vector(0, 10); balls[balls.length - 1].type = "ball"; balls[balls.length - 1].spring = null
}
function repeater() { var c = can.getContext('2d'); c.clearRect(0, 0, can.width, can.height); for (var k = 0; k < balls.length; k++) { //balls[k].display(c); balls[k].step(); //balls[k].checkBounds(); //balls[k].display(c); balls[bungiecount-1].x = mx; balls[bungiecount-1].y = my; if (balls[k].type =="ball"){ balls[k].checkBounds();} } for (var k = 0; k < balls.length; k++) { //balls[k].display(c); if (balls[k].spring !==null ) { balls[k].spring.calculate(balls[k],balls[k-1]); }
if(balls[k].type =="ball")
{
for (var j = 0; j < ballcount; j++) { if(balls[j].type =="ball")
// balls[k].velocity.mult(.99); //balls[j].velocity.mult(.99); //balls[k].step(); //balls[j].step(); } } }
}
} //balls[k].checkBounds(); //balls[k].display(c); } for (var i = 0; i < balls.length; i++) { // balls[i].step(); balls[i].display(c); //balls[i].checkBounds();
balls[bungiecount-1].x = mx; balls[bungiecount-1].y = my; } requestAnimationFrame(repeater); };
var mx = 300, my = 300; requestAnimationFrame(repeater);
document.body.onmousemove = function mousemover(a) { mx = a.pageX; my = a.pageY
}``````
 Developer Darby Rathbone Username blackkbot Uploaded October 03, 2022 Rating 3.5 Size 3,874 Kb Views 30,360
Do you need developer help for Ball physics?

Find the perfect freelance services for your business! Fiverr's mission is to change how the world works together. Fiverr connects businesses with freelancers offering digital services in 500+ categories.

Darby Rathbone (blackkbot) Script Codes
 Name Size Drag, drop and snap 2,542 Kb Canvas buffer 2,791 Kb Golden ratio 1,893 Kb Remote image 1,989 Kb Graphing equations 3,529 Kb Balls 3,920 Kb JsLint 30,020 Kb Pendulum 3,104 Kb A Pen by Darby Rathbone 3,190 Kb 3d hand 18,673 Kb
Create amazing captions with AI!

Jasper is the AI Content Generator that helps you and your team break through creative blocks to create amazing, original content 10X faster. Discover all the ways the Jasper AI Content Platform can help streamline your creative workflows.