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ball_slant.js
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ball_slant.js
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const v_i=5;
const v_t=2.5;
const n=50;
class particle{
constructor(x,y,r,vx,vy){
this.x=x;
this.y=y;
this.r=r;
this.vx=vx;
this.vy=vy;
if(this.x<w/2){
this.passed=false;
}
}
draw(){
var v=sqrt(this.vx**2+this.vy**2);
if(v<v_t){
var c="blue";
}
else{
var c="red";
}
new circle(this.x,this.y,this.r,c,0.6,"red",0);
}
update(){
this.x+=this.vx;
this.y+=this.vy;
}
}
class wedge{
constructor(x,y,w,h,theta){
this.x=x;
this.y=y;
this.w=w;
this.h=h;
this.theta=theta;
this.points=[[x,y],[x+w,y+h],[x,y+h]];
}
draw(){
new polygon(this.points,"#000",0.5,"black",2,true);
}
}
elem = document.getElementById("container");
setCanvas(elem);
w = WIDTH;
h = HEIGHT;
var world=[];
var particles=[];
for(i=0;i<n;i++){
var x = random(0,w);
var y = random(0,h);
var r = 6;
var vx = random(-v_i,v_i);
var vy = random(-v_i,v_i);
var p=new particle(x,y,r,vx,vy);
particles.push(p);
}
function draw() {
clearCanvas();
/*for(i=0;i<n;i++){
particles[i].draw();
particles[i].update();
checkWallBounce(particles[i]);
}
*/
var w1=new wedge(10,10,200,200,0);
w1.draw();
requestAnimationFrame(draw);
}
function checkWallBounce(particle){
if(particle.x<particle.r){
particle.x=particle.r;
particle.vx=-particle.vx;
}
if(particle.x>w-particle.r){
particle.x=w-particle.r;
particle.vx=-particle.vx;
}
if(particle.y<particle.r){
particle.y=particle.r;
particle.vy=-particle.vy;
}
if(particle.y>h-particle.r){
particle.y=h-particle.r;
particle.vy=-particle.vy;
}
}
///////////////////////////////////////////////////////////////////////////////
draw();