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<html>
<head>
  <title>Collision test</title>
</head>
<body>
  <canvas id="canvas"></canvas>
  <script>
    const canvas = document.getElementById("canvas");
    const ctx = canvas.getContext("2d");
    const width = window.innerWidth;
    const height = window.innerHeight-4;
    const center = { x: width/2, y: height/2 };
    canvas.width = width;
    canvas.height = height;
    // Ball Class Definition
    class Ball {
      constructor(x, y, mass, direction, speed, color) {
          this.x = x;
          this.y = y;
          this.vx = (Math.cos(direction) * speed) || 0;
          this.vy = (Math.sin(direction) * speed) || 0;
          this.mass = mass || 1;
          this.radius = mass * 3;
          this.color = color || "#000000";
      }
      update() {
          this.x += this.vx;
          this.y += this.vy;
      }
    }
    
    let speedA = 1.5;
    let speedB = 1;
    // Create two balls that will collide
    let ballA = new Ball(center.x - 300, center.y, 3, Math.PI*2, speedA, "green");
    let ballB = new Ball(center.x + 100, center.y, 2.2, Math.PI, speedB, "green");
    // Main update/draw function
    function draw() {
      window.requestAnimationFrame(draw);
      ctx.clearRect(0,0, width, height);
      ballA.update();
      ballB.update();
      handleCollisions(ballA, ballB);
      // Draw Ball A
      ctx.beginPath();
      ctx.arc(ballA.x, ballA.y, ballA.radius, 0, Math.PI * 2, false);
      ctx.fillStyle = ballA.color;
      ctx.fill();
      // Draw Ball B
      ctx.beginPath();
      ctx.arc(ballB.x, ballB.y, ballB.radius, 0, Math.PI * 2, false);
      ctx.fillStyle = ballB.color;
      ctx.fill();
    }
    // Detect and handle collision
    function handleCollisions(p1, p2) {
        let xDist, yDist;
        xDist = p1.x -  p2.x;
        yDist = p1.y -  p2.y;
        let distSquared = xDist*xDist + yDist*yDist;
        //Check the squared distances instead of the the distances, same result, but avoids a square root.
        if(distSquared <= (p1.radius + p2.radius)*(p1.radius + p2.radius)){
            let xVelocity = p2.vx - p1.vx;
            let yVelocity = p2.vy - p1.vy;
            let dotProduct = xDist*xVelocity + yDist*yVelocity;
            //Neat vector maths, used for checking if the objects moves towards one another.
            if(dotProduct > 0){
              let collisionScale = dotProduct / distSquared;
              let xCollision = xDist * collisionScale;
              let yCollision = yDist * collisionScale;
              //The Collision vector is the speed difference projected on the Dist vector,
              //thus it is the component of the speed difference needed for the collision.
              let combinedMass = p1.mass + p2.mass;
              let collisionWeightA = 2 * p2.mass / combinedMass;
              let collisionWeightB = 2 * p1.mass / combinedMass;
              p1.vx += collisionWeightA * xCollision;
              p1.vy += collisionWeightA * yCollision;
              p2.vx -= collisionWeightB * xCollision;
              p2.vy -= collisionWeightB * yCollision;
            }
        }
    }
    draw();
    </script>
</body>
</html>
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