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380 lines
9.2 KiB
380 lines
9.2 KiB
2 years ago
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var TOP = 1;
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var RIGHT = 2
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var BOTTOM = 3;
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var LEFT = 4;
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var TOP_RIGHT = 5;
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var BOTTOM_RIGHT = 6;
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var BOTTOM_LEFT = 7;
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var TOP_LEFT = 8;
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var wWidth = window.innerWidth;
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var wHeight = window.innerHeight;
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var oldWHeight;
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var oldWWidth;
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function updateVars(){
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oldWWidth = wWidth;
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oldWHeight = wHeight;
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wWidth = window.innerWidth;
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wHeight = window.innerHeight;
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}
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function collisionDetection(obj0, obj1){
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var sp = strokePadding;
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if (sp == null) sp = 0;
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if (obj0.isEllipse && obj1.isRectangle){
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//Ball
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var b = obj0;
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//Rectangle
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var r = obj1;
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for (var i = 0; i < TWO_PI; i += PI / 32){
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/* Check every borderpoint of the ball beginning
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at the top in clock direction up to top again */
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// Ball Center X
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var bcx = b.x;
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// Ball Center Y
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var bcy = b.y;
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// Ball Border X
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var bbx = b.x + sin(i) * b.r;
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// Ball Border Y inverted because Y = 0 is the TOP of the screen
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var bby = b.y - cos(i) * b.r;
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// Rectangle Width
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var rW = r.width + 2 * sp;
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// Rectangle Height
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var rH = r.height + 2 * sp;
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// Rectangle Border X
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var rX = r.x - sp;
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// Rectangle Border Y
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var rY = r.y - sp;
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// Objects touch
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if (bbx > rX && bbx < rX + rW
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&& bby > rY && bby < rY + rH){
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// STRAIGHT FACES //
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//Top/Bottom touch
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if (bcx > rX && bcx < rX + rW){
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//Top touch
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if (b.v.y > 0) return {isTouching: true, location: TOP};
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//Bottom touch
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if (b.v.y < 0) return {isTouching: true, location: BOTTOM};
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}
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//Left/Right touch
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if (bcy > rY && bcy < rY + rH){
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//Left touch
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if (b.v.x > 0) return {isTouching: true, location: LEFT};
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//Right touch
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if (b.v.x < 0) return {isTouching: true, location: RIGHT};
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}
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// CORNERS //
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// BOTTOM Left/Right
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if (i > 0 && i <= PI / 2) return {isTouching: true, location: BOTTOM_LEFT};
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//LEFT Bottom/Top
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if (i > PI / 2 && i <= PI) return {isTouching: true, location: TOP_LEFT};
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//TOP Left/Right
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if (i > PI && i <= PI + PI / 2) return {isTouching: true, location: TOP_RIGHT};
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//RIGHT Bottom/Top
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if (i > PI + PI / 2 && i <= TWO_PI) return {isTouching: true, location: BOTTOM_RIGHT};
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}
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}
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}
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if (obj0.isEllipse && obj1.isEllipse){
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//Ball 1
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var b1 = obj0;
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//Ball 2
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var b2 = obj1;
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//Balls are close to each other
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if (b1.x + b1.r > b2.x - b2.r
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&& b1.x - b1.r < b2.x + b2.r
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&& b1.y + b1.r > b2.y - b2.r
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&& b1.y - b1.r < b2.y + b2.r){
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var distance = sqrt(pow(b1.x - b2.x, 2) + pow(b1.y - b2.y, 2));
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if (distance < b1.r + b2.r) return {isTouching: true};
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}
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}
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return {isTouching: false, location: 0};
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}
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function performCollision(obj0, obj1, collision){
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if (obj0.isEllipse){
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var ball = obj0;
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//Ball collides with frameborder
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if (obj1.isFrameborder){
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switch (collision.location){
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case BOTTOM:
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ball.v.y *= -1;
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break;
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case LEFT:
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case RIGHT:
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ball.v.x *= -1;
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break;
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}
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if (testMode && collision.location == TOP) ball.v.y *= -1;
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ball.move();
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}
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//Ball collides with any brick
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if (obj1.isBrick){
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switch (collision.location){
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case TOP:
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case BOTTOM:
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ball.v.y *= -1;
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ball.move();
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return;
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case LEFT:
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case RIGHT:
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ball.v.x *= -1;
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ball.move();
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return;
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case TOP_LEFT:
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var cornerX = obj1.x;
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var cornerY = obj1.y;
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break;
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case TOP_RIGHT:
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var cornerX = obj1.x + obj1.width;
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var cornerY = obj1.y;
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break;
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case BOTTOM_LEFT:
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var cornerX = obj1.x;
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var cornerY = obj1.y + obj1.height;
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break;
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case BOTTOM_RIGHT:
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var cornerX = obj1.x + obj1.width;
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var cornerY = obj1.y + obj1.height;
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break;
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}
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var nx = ball.x - cornerX;
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var ny = ball.y - cornerY;
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var length = sqrt(nx * nx + ny * ny);
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nx /= length;
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ny /= length;
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var projection = ball.v.x * nx + ball.v.y * ny;
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ball.v.x = ball.v.x - 2 * projection * nx;
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ball.v.y = ball.v.y - 2 * projection * ny;
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ball.move();
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}
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//Ball collides with paddleboard
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if (obj1.isPaddle){
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switch (collision.location){
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case TOP:
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case TOP_LEFT:
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case TOP_RIGHT:
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ball.v.x = ball.calcVelocityX(obj1, ball.v.x);
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ball.v.y = -ball.calcVelocityY();
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ball.move();
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return;
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case LEFT:
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case RIGHT:
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ball.v.x *= -1;
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ball.move();
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return;
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case BOTTOM_LEFT:
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var cornerX = obj1.x;
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var cornerY = obj1.y + obj1.height;
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break;
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case BOTTOM_RIGHT:
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var cornerX = obj1.x + obj1.width;
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var cornerY = obj1.y + obj1.height;
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break;
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}
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var nx = ball.x - cornerX;
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var ny = ball.y - cornerY;
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var length = sqrt(nx * nx + ny * ny);
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nx /= length;
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ny /= length;
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var projection = ball.v.x * nx + ball.v.y * ny;
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ball.v.x = ball.v.x - 2 * projection * nx;
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ball.v.y = ball.v.y - 2 * projection * ny;
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ball.move();
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}
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//Ball collides with other ball
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if (obj1.isEllipse){
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//Ball 1
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var b1 = obj0;
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//Ball 2
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var b2 = obj1;
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//Set mass equal to radius of each ball
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b1.mass = b1.r;
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b2.mass = b2.r;
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//Colliding angle of ball 1 to ball 2 using arc tan of both x and y differences
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var collisionAngle = atan2((b2.y - b1.y), (b2.x - b1.x));
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//Converting directions of velocity vector of balls into angles
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var d1 = atan2(b1.v.y, b1.v.x);
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var d2 = atan2(b2.v.y, b2.v.x);
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//Ignoring mass effects new velocites are simply magnitude multiplied with value of angle differences
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var newXspeed1 = b1.v.mag * cos(d1 - collisionAngle);
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var newYspeed1 = b1.v.mag * sin(d1 - collisionAngle);
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var newXspeed2 = b2.v.mag * cos(d2 - collisionAngle);
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var newYspeed2 = b2.v.mag * sin(d2 - collisionAngle);
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//According to the principle of linear momentum, kinetic energy stays the same after collision, so velocities are now related to masses
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var finalXspeed1 = ((b1.mass - b2.mass) * newXspeed1 + b2.mass * 2 * newXspeed2) / (b1.mass + b2.mass);
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var finalYspeed1 = newYspeed1;
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var finalXspeed2 = (b1.mass * 2 * newXspeed1 + (b2.mass - b1.mass) * newXspeed2) / (b1.mass + b2.mass);
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var finalYspeed2 = newYspeed2;
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//Values of collisionAngle
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var cosAngle = cos(collisionAngle);
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var sinAngle = sin(collisionAngle);
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//To also keep velocites relative to pure collisionAngle, subtract sin*x from cos*x and add sin*y to cos*y because coordSystem has y = 0 on the top
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var u1x = cosAngle * finalXspeed1 - sinAngle * finalYspeed1;
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var u1y = sinAngle * finalXspeed1 + cosAngle * finalYspeed1;
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var u2x = cosAngle * finalXspeed2 - sinAngle * finalYspeed2;
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var u2y = sinAngle * finalXspeed2 + cosAngle * finalYspeed2;
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//Set new velocities to both balls
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b1.v.x = u1x;
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b1.v.y = u1y;
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b2.v.x = u2x;
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b2.v.y = u2y;
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//Update magnitude
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b1.v.mag = sqrt(pow(b1.v.x, 2) + pow(b1.v.y, 2));
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b2.v.mag = sqrt(pow(b2.v.x, 2) + pow(b2.v.y, 2));
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//Move balls one vx/vy forward to avoid double inverting collision detection
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b1.x += b1.v.x;
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b1.y += b1.v.y;
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b2.x += b2.v.x;
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b2.y += b2.v.y;
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}
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}
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}
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function toTimeString(time, hoursWanted){
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var time = floor(time / 10);
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var hs = String(floor(time % 100));
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var fs = String(floor((time / 100) % 60));
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if (hoursWanted){
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var min = String(floor(((time / 100) / 60) % 60));
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var hr = String(floor(((time / 100) / 60) / 60));
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if (hs.length < 2) hs = "0" + hs;
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if (fs.length < 2) fs = "0" + fs;
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if (min.length < 2) min = "0" + min;
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if (hr.length < 2) hr = "0" + hr;
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var timeString = hr + ":" + min + ":" + fs + ":" + hs;
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} else {
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var min = String(floor(((time / 100) / 60) % 60));
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if (hs.length < 2) hs = "0" + hs;
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if (fs.length < 2) fs = "0" + fs;
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if (min.length < 2) min = "0" + min;
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var timeString = min + ":" + fs + ":" + hs;
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}
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return timeString;
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}
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function setCookie(name, value, years){
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var expires = "";
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if (years){
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var date = new Date();
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date.setTime(date.getTime() + (years * 365 * 24 * 60 * 60 * 1000));
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expires = "; expires=" + date.toUTCString();
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}
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document.cookie = name + "=" + value + expires + "; path=/";
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}
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function getCookie(name){
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var nameEQ = name + "=";
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var ca = document.cookie.split(';');
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for (var i = 0; i < ca.length; i++){
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var c = ca[i];
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while (c.charAt(0) == ' ') c = c.substring(1, c.length);
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if (c.indexOf(nameEQ) == 0) return c.substring(nameEQ.length, c.length);
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}
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return null;
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}
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function deleteCookies(){
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for (var i = 0; i < arguments.length; i++) setCookie(arguments[i], "", -1);
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}
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function deleteAllCookies(){
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var cookies = document.cookie.split(";");
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for (var i = 0; i < cookies.length; i++) deleteCookies(cookies[i].split("=")[0]);
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}
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Array.prototype.shuffle = function(){
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let currentIndex = this.length, temporaryValue, randomIndex;
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while (0 != currentIndex) {
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randomIndex = floor(random() * currentIndex);
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currentIndex -= 1;
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temporaryValue = this[currentIndex];
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this[currentIndex] = this[randomIndex];
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this[randomIndex] = temporaryValue;
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}
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}
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Array.prototype.clone = function() {
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return this.slice(0);
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};
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Array.prototype.partitiate = function(dimensions){
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if (dimensions == 0) return this;
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let parts = [];
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while(this.length) parts.push(this.splice(0, round(pow(this.length, 1 / (1 + 1 / dimensions)))).partitiate(dimensions - 1));
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return parts;
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}
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