Update index.html
Browse files- index.html +206 -253
index.html
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<!DOCTYPE html>
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<html
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Relativistic Particle Accelerator</title>
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<style>
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margin: 0;
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box-sizing: border-box;
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}
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body {
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background: #000;
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color: #00ff00;
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font-family: monospace;
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overflow: hidden;
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}
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canvas {
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position: fixed;
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}
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.controls {
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position: fixed;
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top:
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left:
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padding: 15px;
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border: 1px solid #00ff00;
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z-index: 100;
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}
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.data {
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position: fixed;
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top:
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right:
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min-width: 200px;
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}
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button {
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background: #
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color: #
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border:
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padding:
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margin: 5px;
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cursor: pointer;
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font-
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transition:
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}
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button:hover {
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background: #
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color:
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}
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</style>
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</head>
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<body>
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<canvas id="mainCanvas"></canvas>
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<canvas id="effectCanvas"></canvas>
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<div class="controls">
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<button onclick="
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<button onclick="toggleAcceleration()">Toggle Acceleration</button>
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<button onclick="toggleCollisions()">Toggle Collisions</button>
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<button onclick="
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</div>
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<div>Energy: <span id="energyLevel">0</span> TeV</div>
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<div>Velocity: <span id="velocityC">0</span>c</div>
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<div>Particles: <span id="particleCount">0</span></div>
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<div>Collisions: <span id="collisionCount">0</span></div>
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<div>Time Dilation: <span id="timeDilation">1</span>x</div>
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</div>
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<script>
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const
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const
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this.trail = [];
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this.maxTrailLength = 100;
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this.collided = false;
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this.updatePosition();
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}
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}
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}
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}
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if (
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const acceleration = 0.001 * (1 - this.velocity);
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this.velocity = Math.min(0.9999999999, this.velocity + acceleration);
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// Energy calculation in TeV
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this.energy = (this.gamma - 1) * 0.511e-3 * 1000;
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}
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const angleChange = (this.velocity * 0.1) / this.gamma;
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this.angle += this.clockwise ? angleChange : -angleChange;
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this.x
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this.y = state.centerY + Math.sin(this.angle) * this.radius;
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this.trail.push({ x: this.x, y: this.y });
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if (this.trail.length > this.maxTrailLength) {
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this.trail.shift();
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}
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}
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this.
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ctx.lineWidth = 2 + (this.velocity * 3);
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for (let i = 0; i < this.trail.length; i++) {
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if (i === 0) {
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ctx.moveTo(this.trail[i].x, this.trail[i].y);
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} else {
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ctx.lineTo(this.trail[i].x, this.trail[i].y);
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}
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}
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ctx.stroke();
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// Draw particle
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const particleSize = 3 + (this.velocity * 2);
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ctx.beginPath();
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ctx.fillStyle =
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ctx.arc(this.x, this.y, particleSize, 0, Math.PI * 2);
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ctx.fill();
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//
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ctx.beginPath();
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for (let i = 0; i < particleCount; i++) {
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const angle = (i / particleCount) * Math.PI * 2 + Math.random() * 0.5;
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const speed = baseSpeed * (0.5 + Math.random());
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const velocity = {
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x: Math.cos(angle) * speed,
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y: Math.sin(angle) * speed
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};
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state.collisions.push({
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x, y,
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velocity,
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life: 1,
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energy: energy * Math.random(),
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color: `hsl(${30 + Math.random() * 60}, 100%, 50%)`
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});
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}
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}
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function drawAccelerator() {
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// Draw main ring
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mainCtx.beginPath();
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mainCtx.strokeStyle = '#111';
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mainCtx.lineWidth = 20;
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mainCtx.arc(state.centerX, state.centerY, state.ringRadius, 0, Math.PI * 2);
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mainCtx.stroke();
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// Draw acceleration segments
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for (let i = 0; i < 16; i++) {
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const angle = (i / 16) * Math.PI * 2;
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const x = state.centerX + Math.cos(angle) * state.ringRadius;
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const y = state.centerY + Math.sin(angle) * state.ringRadius;
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mainCtx.beginPath();
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mainCtx.strokeStyle = state.acceleratorActive ? '#0f0' : '#030';
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mainCtx.lineWidth = 2;
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mainCtx.arc(x, y, 5, 0, Math.PI * 2);
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mainCtx.stroke();
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}
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}
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function checkCollisions() {
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if (!
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for (let i = 0; i <
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for (let j = i + 1; j <
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const p1 =
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const p2 =
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if (p1.clockwise !== p2.clockwise) {
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const dx = p1.x - p2.x;
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const dy = p1.y - p2.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance < 10) {
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p1.collided = true;
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p2.collided = true;
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}
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}
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}
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}
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}
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function
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effectCtx.arc(p.x, p.y, 2 + p.energy/10, 0, Math.PI * 2);
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effectCtx.fill();
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});
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}
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function updateUI() {
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const particle = state.particles[0];
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if (particle) {
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document.getElementById('energyLevel').textContent = particle.energy.toFixed(2);
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document.getElementById('velocityC').textContent = particle.velocity.toFixed(9);
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document.getElementById('timeDilation').textContent = particle.gamma.toFixed(2);
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}
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document.getElementById('particleCount').textContent = state.particles.length;
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document.getElementById('collisionCount').textContent = state.collisionCount;
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}
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function
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}
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function toggleAcceleration() {
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}
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function toggleCollisions() {
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}
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function
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}
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function animate() {
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// Clear
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drawAccelerator();
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particle.update();
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particle.draw(
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});
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checkCollisions();
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drawCollisionEffects();
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updateUI();
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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<!DOCTYPE html>
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<html>
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<head>
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<style>
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body {
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margin: 0;
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background: black;
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overflow: hidden;
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font-family: Arial, sans-serif;
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}
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.controls {
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position: fixed;
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top: 20px;
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left: 20px;
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z-index: 1;
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}
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.stats {
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position: fixed;
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top: 20px;
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right: 20px;
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color: #0f0;
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font-family: monospace;
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font-size: 16px;
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text-align: right;
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}
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button {
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background: #333;
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color: #0f0;
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border: 2px solid #0f0;
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padding: 10px 20px;
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margin: 5px;
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cursor: pointer;
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font-size: 14px;
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transition: 0.3s;
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}
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button:hover {
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background: #0f0;
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color: black;
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}
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</style>
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</head>
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<body>
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<div class="controls">
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<button onclick="addParticles()">Add Particles</button>
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<button onclick="toggleAcceleration()">Toggle Acceleration</button>
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<button onclick="toggleCollisions()">Toggle Collisions</button>
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<button onclick="resetSimulation()">Reset</button>
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</div>
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<div class="stats">
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<div>Speed: <span id="speedDisplay">0</span>%</div>
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<div>Particles: <span id="particleCount">0</span></div>
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<div>Collisions: <span id="collisionCount">0</span></div>
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</div>
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<canvas id="canvas"></canvas>
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<script>
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const canvas = document.getElementById('canvas');
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const ctx = canvas.getContext('2d');
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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const centerX = canvas.width / 2;
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const centerY = canvas.height / 2;
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const radius = Math.min(canvas.width, canvas.height) / 3;
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let particles = [];
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let explosions = [];
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let isAccelerating = true;
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let collisionsEnabled = true;
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let baseSpeed = 0.01;
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let collisionCount = 0;
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class Explosion {
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constructor(x, y, energy) {
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this.x = x;
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this.y = y;
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this.particles = [];
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this.life = 1;
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// Create explosion particles
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const particleCount = Math.floor(energy * 100);
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for(let i = 0; i < particleCount; i++) {
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const angle = Math.random() * Math.PI * 2;
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const speed = Math.random() * energy * 10;
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this.particles.push({
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x: x,
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y: y,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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life: 1
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});
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}
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}
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update() {
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this.particles.forEach(p => {
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p.x += p.vx;
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p.y += p.vy;
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p.life *= 0.95;
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p.vx *= 0.98;
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p.vy *= 0.98;
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});
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this.particles = this.particles.filter(p => p.life > 0.01);
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this.life = this.particles.length > 0 ? 1 : 0;
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}
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draw() {
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this.particles.forEach(p => {
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ctx.beginPath();
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const gradient = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, 5);
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gradient.addColorStop(0, `rgba(255, 200, 0, ${p.life})`);
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gradient.addColorStop(1, 'rgba(255, 100, 0, 0)');
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ctx.fillStyle = gradient;
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ctx.arc(p.x, p.y, 5, 0, Math.PI * 2);
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ctx.fill();
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});
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}
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}
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class Particle {
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constructor(clockwise) {
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this.angle = clockwise ? 0 : Math.PI;
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this.clockwise = clockwise;
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this.speed = baseSpeed;
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this.trail = [];
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this.maxTrailLength = 20;
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this.collided = false;
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}
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update() {
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if (isAccelerating && !this.collided) {
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this.speed += 0.0001;
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}
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this.angle += this.clockwise ? this.speed : -this.speed;
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this.x = centerX + Math.cos(this.angle) * radius;
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this.y = centerY + Math.sin(this.angle) * radius;
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this.trail.push({x: this.x, y: this.y});
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if (this.trail.length > this.maxTrailLength) {
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141 |
this.trail.shift();
|
142 |
}
|
143 |
}
|
144 |
|
145 |
+
draw() {
|
146 |
+
if (this.collided) return;
|
147 |
+
|
148 |
+
// Draw trail
|
149 |
+
if (this.trail.length > 1) {
|
150 |
+
ctx.beginPath();
|
151 |
+
ctx.strokeStyle = this.clockwise ?
|
152 |
+
`rgba(255,50,50,${this.speed})` :
|
153 |
+
`rgba(50,50,255,${this.speed})`;
|
154 |
+
ctx.lineWidth = 2;
|
155 |
+
ctx.moveTo(this.trail[0].x, this.trail[0].y);
|
156 |
+
for (let pos of this.trail) {
|
157 |
+
ctx.lineTo(pos.x, pos.y);
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|
158 |
}
|
159 |
+
ctx.stroke();
|
160 |
}
|
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|
161 |
|
162 |
+
// Draw particle
|
|
|
163 |
ctx.beginPath();
|
164 |
+
ctx.fillStyle = this.clockwise ? 'red' : 'blue';
|
165 |
+
const particleSize = 3 + (this.speed * 20);
|
166 |
ctx.arc(this.x, this.y, particleSize, 0, Math.PI * 2);
|
167 |
ctx.fill();
|
168 |
|
169 |
+
// Draw glow
|
170 |
ctx.beginPath();
|
171 |
+
const gradient = ctx.createRadialGradient(
|
172 |
+
this.x, this.y, particleSize,
|
173 |
+
this.x, this.y, particleSize + 5
|
174 |
+
);
|
175 |
+
gradient.addColorStop(0, this.clockwise ? 'rgba(255,0,0,0.5)' : 'rgba(0,0,255,0.5)');
|
176 |
+
gradient.addColorStop(1, 'rgba(0,0,0,0)');
|
177 |
+
ctx.fillStyle = gradient;
|
178 |
+
ctx.arc(this.x, this.y, particleSize + 5, 0, Math.PI * 2);
|
179 |
+
ctx.fill();
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|
180 |
}
|
181 |
}
|
182 |
|
183 |
function checkCollisions() {
|
184 |
+
if (!collisionsEnabled) return;
|
185 |
|
186 |
+
for (let i = 0; i < particles.length; i++) {
|
187 |
+
for (let j = i + 1; j < particles.length; j++) {
|
188 |
+
const p1 = particles[i];
|
189 |
+
const p2 = particles[j];
|
190 |
|
191 |
+
if (!p1.collided && !p2.collided && p1.clockwise !== p2.clockwise) {
|
192 |
const dx = p1.x - p2.x;
|
193 |
const dy = p1.y - p2.y;
|
194 |
const distance = Math.sqrt(dx * dx + dy * dy);
|
195 |
|
196 |
if (distance < 10) {
|
197 |
+
// Create explosion
|
198 |
+
explosions.push(new Explosion(
|
199 |
+
(p1.x + p2.x) / 2,
|
200 |
+
(p1.y + p2.y) / 2,
|
201 |
+
(p1.speed + p2.speed)
|
202 |
+
));
|
203 |
+
|
204 |
p1.collided = true;
|
205 |
p2.collided = true;
|
206 |
+
collisionCount++;
|
207 |
+
document.getElementById('collisionCount').textContent = collisionCount;
|
208 |
}
|
209 |
}
|
210 |
}
|
211 |
}
|
212 |
|
213 |
+
// Remove collided particles
|
214 |
+
particles = particles.filter(p => !p.collided);
|
215 |
}
|
216 |
|
217 |
+
function drawAccelerator() {
|
218 |
+
// Main ring
|
219 |
+
ctx.beginPath();
|
220 |
+
ctx.strokeStyle = '#333';
|
221 |
+
ctx.lineWidth = 15;
|
222 |
+
ctx.arc(centerX, centerY, radius, 0, Math.PI * 2);
|
223 |
+
ctx.stroke();
|
224 |
+
|
225 |
+
// Energy points
|
226 |
+
for (let i = 0; i < 8; i++) {
|
227 |
+
const angle = (i / 8) * Math.PI * 2;
|
228 |
+
const x = centerX + Math.cos(angle) * radius;
|
229 |
+
const y = centerY + Math.sin(angle) * radius;
|
230 |
+
|
231 |
+
ctx.beginPath();
|
232 |
+
ctx.fillStyle = isAccelerating ? '#0f0' : '#333';
|
233 |
+
ctx.arc(x, y, 4, 0, Math.PI * 2);
|
234 |
+
ctx.fill();
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
235 |
}
|
|
|
|
|
236 |
}
|
237 |
|
238 |
+
function addParticles() {
|
239 |
+
particles.push(new Particle(true));
|
240 |
+
particles.push(new Particle(false));
|
241 |
+
updateStats();
|
242 |
}
|
243 |
|
244 |
function toggleAcceleration() {
|
245 |
+
isAccelerating = !isAccelerating;
|
246 |
}
|
247 |
|
248 |
function toggleCollisions() {
|
249 |
+
collisionsEnabled = !collisionsEnabled;
|
250 |
+
}
|
251 |
+
|
252 |
+
function resetSimulation() {
|
253 |
+
particles = [];
|
254 |
+
explosions = [];
|
255 |
+
baseSpeed = 0.01;
|
256 |
+
collisionCount = 0;
|
257 |
+
updateStats();
|
258 |
}
|
259 |
|
260 |
+
function updateStats() {
|
261 |
+
const currentSpeed = particles.length > 0 ?
|
262 |
+
Math.min(100, particles[0].speed * 1000).toFixed(1) : 0;
|
263 |
+
document.getElementById('speedDisplay').textContent = currentSpeed;
|
264 |
+
document.getElementById('particleCount').textContent = particles.length;
|
265 |
+
document.getElementById('collisionCount').textContent = collisionCount;
|
266 |
}
|
267 |
|
268 |
function animate() {
|
269 |
+
// Clear with trail effect
|
270 |
+
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
|
271 |
+
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
272 |
|
273 |
drawAccelerator();
|
274 |
+
|
275 |
+
// Update and draw explosions
|
276 |
+
explosions.forEach(explosion => explosion.update());
|
277 |
+
explosions = explosions.filter(explosion => explosion.life > 0);
|
278 |
+
explosions.forEach(explosion => explosion.draw());
|
279 |
+
|
280 |
+
// Update and draw particles
|
281 |
+
particles.forEach(particle => {
|
282 |
particle.update();
|
283 |
+
particle.draw();
|
284 |
});
|
285 |
|
286 |
checkCollisions();
|
287 |
+
updateStats();
|
|
|
|
|
|
|
288 |
requestAnimationFrame(animate);
|
289 |
}
|
290 |
|
291 |
+
window.addEventListener('resize', () => {
|
292 |
+
canvas.width = window.innerWidth;
|
293 |
+
canvas.height = window.innerHeight;
|
294 |
+
centerX = canvas.width / 2;
|
295 |
+
centerY = canvas.height / 2;
|
296 |
+
radius = Math.min(canvas.width, canvas.height) / 3;
|
297 |
+
});
|
298 |
+
|
299 |
+
// Start with initial particles
|
300 |
+
addParticles();
|
301 |
animate();
|
302 |
</script>
|
303 |
</body>
|