<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>物理重力弹性动画</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
overflow: hidden;
background: linear-gradient(135deg, #1e5799 0%,#2989d8 50%,#207cca 51%,#7db9e8 100%);
font-family: Arial, sans-serif;
}
#canvas {
display: block;
width: 100%;
height: 100vh;
cursor: pointer;
}
.controls {
position: absolute;
top: 20px;
left: 20px;
background: rgba(255, 255, 255, 0.8);
padding: 15px;
border-radius: 10px;
box-shadow: 0 4px 10px rgba(0, 0, 0, 0.2);
}
.control-group {
margin-bottom: 10px;
}
label {
display: block;
margin-bottom: 5px;
font-weight: bold;
}
input[type="range"] {
width: 200px;
}
.value-display {
font-size: 12px;
color: #666;
}
.ad-container {
position: absolute;
bottom: 20px;
left: 0;
right: 0;
text-align: center;
color: white;
font-size: 14px;
background: rgba(0, 0, 0, 0.5);
padding: 10px;
border-radius: 5px;
margin: 0 auto;
width: fit-content;
}
.ad-container a {
color: #ffcc00;
text-decoration: none;
font-weight: bold;
}
.ad-container a:hover {
text-decoration: underline;
}
</style>
</head>
<body>
<div class="controls">
<div class="control-group">
<label for="gravity">重力</label>
<input type="range" id="gravity" min="0" max="2" step="0.1" value="0.5">
<span class="value-display" id="gravity-value">0.5</span>
</div>
<div class="control-group">
<label for="elasticity">弹性</label>
<input type="range" id="elasticity" min="0" max="1" step="0.1" value="0.7">
<span class="value-display" id="elasticity-value">0.7</span>
</div>
<div class="control-group">
<label for="friction">摩擦力</label>
<input type="range" id="friction" min="0" max="0.99" step="0.01" value="0.98">
<span class="value-display" id="friction-value">0.98</span>
</div>
<button id="reset-btn">重置</button>
</div>
<canvas id="canvas"></canvas>
<script>
document.addEventListener('DOMContentLoaded', function() {
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// 设置画布大小为窗口大小
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
// 物理参数
let gravity = 0.5;
let elasticity = 0.7;
let friction = 0.98;
// 控制元素
const gravitySlider = document.getElementById('gravity');
const elasticitySlider = document.getElementById('elasticity');
const frictionSlider = document.getElementById('friction');
const gravityValue = document.getElementById('gravity-value');
const elasticityValue = document.getElementById('elasticity-value');
const frictionValue = document.getElementById('friction-value');
const resetBtn = document.getElementById('reset-btn');
// 更新参数显示
function updateControls() {
gravityValue.textContent = gravity;
elasticityValue.textContent = elasticity;
frictionValue.textContent = friction;
}
// 监听滑块变化
gravitySlider.addEventListener('input', function() {
gravity = parseFloat(this.value);
updateControls();
});
elasticitySlider.addEventListener('input', function() {
elasticity = parseFloat(this.value);
updateControls();
});
frictionSlider.addEventListener('input', function() {
friction = parseFloat(this.value);
updateControls();
});
resetBtn.addEventListener('click', function() {
balls = [];
addBall(canvas.width / 2, 100);
});
// 球体类
class Ball {
constructor(x, y) {
this.x = x;
this.y = y;
this.radius = 15 + Math.random() * 20;
this.color = getRandomColor();
this.vx = (Math.random() - 0.5) * 10;
this.vy = (Math.random() - 0.5) * 10;
this.mass = this.radius * 0.2;
}
update() {
// 应用重力
this.vy += gravity;
// 应用摩擦力
this.vx *= friction;
this.vy *= friction;
// 更新位置
this.x += this.vx;
this.y += this.vy;
// 边界碰撞检测
if (this.x - this.radius < 0) {
this.x = this.radius;
this.vx = -this.vx * elasticity;
} else if (this.x + this.radius > canvas.width) {
this.x = canvas.width - this.radius;
this.vx = -this.vx * elasticity;
}
if (this.y - this.radius < 0) {
this.y = this.radius;
this.vy = -this.vy * elasticity;
} else if (this.y + this.radius > canvas.height) {
this.y = canvas.height - this.radius;
this.vy = -this.vy * elasticity;
}
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fillStyle = this.color;
ctx.fill();
ctx.closePath();
// 添加高光效果
ctx.beginPath();
ctx.arc(
this.x - this.radius * 0.3,
this.y - this.radius * 0.3,
this.radius * 0.2,
0,
Math.PI * 2
);
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)';
ctx.fill();
ctx.closePath();
}
}
// 生成随机颜色
function getRandomColor() {
const colors = [
'#FF5252', '#FF4081', '#E040FB', '#7C4DFF',
'#536DFE', '#448AFF', '#40C4FF', '#18FFFF',
'#64FFDA', '#69F0AE', '#B2FF59', '#EEFF41',
'#FFFF00', '#FFD740', '#FFAB40', '#FF6E40'
];
return colors[Math.floor(Math.random() * colors.length)];
}
// 球体数组
let balls = [];
// 添加球体
function addBall(x, y) {
balls.push(new Ball(x, y));
}
// 初始球体
addBall(canvas.width / 2, 100);
// 鼠标/触摸交互
canvas.addEventListener('click', function(e) {
addBall(e.clientX, e.clientY);
});
canvas.addEventListener('touchstart', function(e) {
e.preventDefault();
const touch = e.touches[0];
addBall(touch.clientX, touch.clientY);
});
// 动画循环
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// 更新和绘制所有球体
for (let i = 0; i < balls.length; i++) {
balls[i].update();
balls[i].draw();
// 简单的球体碰撞检测
for (let j = i + 1; j < balls.length; j++) {
checkCollision(balls[i], balls[j]);
}
}
requestAnimationFrame(animate);
}
// 球体碰撞检测
function checkCollision(ball1, ball2) {
const dx = ball2.x - ball1.x;
const dy = ball2.y - ball1.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < ball1.radius + ball2.radius) {
// 碰撞发生
const angle = Math.atan2(dy, dx);
const sin = Math.sin(angle);
const cos = Math.cos(angle);
// 旋转坐标系
const x1 = 0;
const y1 = 0;
const x2 = dx * cos + dy * sin;
const y2 = dy * cos - dx * sin;
// 旋转速度
const vx1 = ball1.vx * cos + ball1.vy * sin;
const vy1 = ball1.vy * cos - ball1.vx * sin;
const vx2 = ball2.vx * cos + ball2.vy * sin;
const vy2 = ball2.vy * cos - ball2.vx * sin;
// 碰撞后速度
const vx1Final = ((ball1.mass - ball2.mass) * vx1 + 2 * ball2.mass * vx2) / (ball1.mass + ball2.mass);
const vx2Final = ((ball2.mass - ball1.mass) * vx2 + 2 * ball1.mass * vx1) / (ball1.mass + ball2.mass);
// 应用弹性系数
const vy1Final = vy1 * elasticity;
const vy2Final = vy2 * elasticity;
// 防止球体重叠
const overlap = (ball1.radius + ball2.radius) - distance;
const moveX = overlap * cos * 0.5;
const moveY = overlap * sin * 0.5;
ball1.x -= moveX;
ball1.y -= moveY;
ball2.x += moveX;
ball2.y += moveY;
// 旋转回原坐标系
ball1.vx = vx1Final * cos - vy1Final * sin;
ball1.vy = vy1Final * cos + vx1Final * sin;
ball2.vx = vx2Final * cos - vy2Final * sin;
ball2.vy = vy2Final * cos + vx2Final * sin;
}
}
// 启动动画
animate();
});
</script>
</body>
</html>
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