Update index.html
Browse files- index.html +110 -162
index.html
CHANGED
@@ -3,7 +3,7 @@
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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>
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<style>
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* {
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margin: 0;
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@@ -40,6 +40,7 @@
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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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button {
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@@ -57,18 +58,6 @@
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background: #00ff00;
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color: #000;
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}
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.separator {
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height: 1px;
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background: #00ff00;
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margin: 10px 0;
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}
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.detector {
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position: fixed;
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border: 1px solid #00ff00;
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pointer-events: none;
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}
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</style>
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</head>
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<body>
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@@ -76,19 +65,18 @@
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<canvas id="effectCanvas"></canvas>
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<div class="controls">
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<button onclick="initializeAccelerator()">Initialize</button>
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<button onclick="injectParticles()">Inject 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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<
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<div>Energy Level: <span id="energyLevel">0</span> TeV</div>
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<div>Collisions: <span id="collisionCount">0</span></div>
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<div>Particles: <span id="particleCount">0</span></div>
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</div>
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<div class="data">
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<div>
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<div id="
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</div>
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<script>
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@@ -107,82 +95,87 @@
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resizeCanvases();
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window.addEventListener('resize', resizeCanvases);
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//
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const state = {
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particles: [],
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detectors: [],
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collisions: [],
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acceleratorActive: false,
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collisionsEnabled: false,
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collisionCount: 0,
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maxEnergy: 13, // TeV
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centerX: window.innerWidth / 2,
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centerY: window.innerHeight / 2,
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ringRadius: Math.min(window.innerWidth, window.innerHeight) * 0.35
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time: 0
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};
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class Particle {
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constructor(clockwise = true) {
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this.clockwise = clockwise;
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this.angle = clockwise ? 0 : Math.PI;
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this.energy = 0.1;
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this.
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this.radius = state.ringRadius;
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this.size = 3;
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this.trail = [];
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this.maxTrailLength =
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this.collided = false;
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this.updatePosition();
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}
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updatePosition() {
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this.x = state.centerX + Math.cos(this.angle) * this.radius;
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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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accelerate() {
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if (state.acceleratorActive && this.energy < state.maxEnergy) {
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this.energy += 0.01;
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this.velocity = 0.01 + (this.energy / state.maxEnergy) * 0.04;
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}
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}
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update() {
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this.accelerate();
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this.angle += this.clockwise ? this.velocity : -this.velocity;
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this.updatePosition();
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this.checkDetectors();
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}
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checkDetectors() {
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state.detectors.forEach(detector => {
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if (!this.detectedBy.has(detector) &&
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this.x > detector.x &&
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this.x < detector.x + detector.width &&
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this.y > detector.y &&
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this.y < detector.y + detector.height) {
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this.detectedBy.add(detector);
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detector.detect(this);
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}
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});
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}
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draw(ctx) {
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// Draw trail
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ctx.beginPath();
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ctx.strokeStyle =
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ctx.lineWidth = 2;
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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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@@ -192,81 +185,61 @@
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}
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ctx.stroke();
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// Draw particle
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ctx.beginPath();
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ctx.fillStyle =
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ctx.arc(this.x, this.y,
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ctx.fill();
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// Energy
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ctx.beginPath();
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ctx.strokeStyle = `rgba(255, 255, 255, ${this.
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ctx.arc(this.x, this.y,
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ctx.stroke();
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}
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}
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time: state.time,
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energy: particle.energy,
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direction: particle.clockwise ? 'clockwise' : 'counterclockwise'
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});
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this.element.style.backgroundColor = 'rgba(0, 255, 0, 0.2)';
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setTimeout(() => {
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this.element.style.backgroundColor = 'transparent';
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}, 100);
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}
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}
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function createDetectors() {
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const detectorSize = 40;
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const positions = [
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{ angle: 0, label: 'East' },
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{ angle: Math.PI / 2, label: 'South' },
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{ angle: Math.PI, label: 'West' },
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{ angle: 3 * Math.PI / 2, label: 'North' }
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];
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positions.forEach(pos => {
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const x = state.centerX + Math.cos(pos.angle) * state.ringRadius - detectorSize/2;
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const y = state.centerY + Math.sin(pos.angle) * state.ringRadius - detectorSize/2;
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state.detectors.push(new Detector(x, y, detectorSize, detectorSize));
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});
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}
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function drawAccelerator() {
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mainCtx.beginPath();
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mainCtx.strokeStyle = '#
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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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//
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for (let i = 0; i <
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const angle = (i /
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mainCtx.beginPath();
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mainCtx.strokeStyle = '#0f0';
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mainCtx.lineWidth = 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.stroke();
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}
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}
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@@ -284,8 +257,9 @@
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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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state.collisionCount++;
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state.particles = state.particles.filter(p => !p.collided);
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}
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function createCollisionEffect(x, y, energy) {
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const particles = 50;
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const speed = 5;
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for (let i = 0; i < particles; i++) {
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const angle = (i / particles) * Math.PI * 2;
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const velocity = {
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x: Math.cos(angle) * speed * (Math.random() + 0.5),
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y: Math.sin(angle) * speed * (Math.random() + 0.5)
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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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color: `hsl(${Math.random() * 60 + 30}, 100%, 50%)`
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});
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}
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}
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function updateCollisionEffects() {
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state.collisions.forEach(p => {
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p.x += p.velocity.x;
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p.y += p.velocity.y;
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p.life -= 0.02;
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});
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state.collisions = state.collisions.filter(p => p.life > 0);
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state.collisions.forEach(p => {
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effectCtx.beginPath();
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effectCtx.fillStyle = p.color.replace(')', `, ${p.life})`);
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effectCtx.arc(p.x, p.y, 2, 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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document.getElementById('particleCount').textContent = state.particles.length;
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// Update detector data
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const detectorData = state.detectors.map((detector, i) => {
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const recent = detector.detections.slice(-3);
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return `Detector ${i + 1}: ${recent.length} recent detections`;
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}).join('<br>');
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document.getElementById('detectorData').innerHTML = detectorData;
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}
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// Control functions
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function initializeAccelerator() {
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state.particles = [];
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state.collisions = [];
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state.collisionCount = 0;
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state.detectors.forEach(d => d.detections = []);
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}
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function injectParticles() {
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state.collisionsEnabled = !state.collisionsEnabled;
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}
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function
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state.
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mainCtx.fillStyle = 'rgba(0, 0, 0, 0.1)';
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mainCtx.fillRect(0, 0, mainCanvas.width, mainCanvas.height);
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requestAnimationFrame(animate);
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}
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//
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createDetectors();
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animate();
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</script>
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</body>
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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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* {
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margin: 0;
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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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min-width: 200px;
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}
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button {
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background: #00ff00;
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color: #000;
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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="effectCanvas"></canvas>
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<div class="controls">
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<button onclick="injectParticles()">Inject 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="clearParticles()">Clear</button>
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</div>
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<div class="data">
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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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resizeCanvases();
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window.addEventListener('resize', resizeCanvases);
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const SPEED_OF_LIGHT = 299792458; // m/s
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const ELECTRON_MASS = 9.1093837015e-31; // kg
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const state = {
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particles: [],
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collisions: [],
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acceleratorActive: false,
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collisionsEnabled: false,
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collisionCount: 0,
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centerX: window.innerWidth / 2,
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centerY: window.innerHeight / 2,
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ringRadius: Math.min(window.innerWidth, window.innerHeight) * 0.35
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};
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class Particle {
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constructor(clockwise = true) {
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this.clockwise = clockwise;
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this.angle = clockwise ? 0 : Math.PI;
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this.energy = 0.1; // TeV
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this.mass = ELECTRON_MASS;
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this.velocity = 0.1; // As fraction of c
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this.radius = state.ringRadius;
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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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// Relativistic calculations
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get gamma() {
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return 1 / Math.sqrt(1 - this.velocity * this.velocity);
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}
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get timeDilation() {
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return this.gamma;
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}
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get relativeVelocity() {
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return this.velocity * SPEED_OF_LIGHT;
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}
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accelerate(deltaTime) {
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if (state.acceleratorActive) {
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// Relativistic acceleration
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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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}
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updatePosition() {
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// Relativistic motion
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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 = state.centerX + Math.cos(this.angle) * this.radius;
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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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update() {
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this.accelerate(1/60);
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this.updatePosition();
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}
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draw(ctx) {
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// Draw relativistic trail with Doppler effect
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const hue = this.clockwise ?
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240 - (this.velocity * 240) : // Blue shifting
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60 + (this.velocity * 60); // Red shifting
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ctx.beginPath();
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ctx.strokeStyle = `hsla(${hue}, 100%, 50%, 0.5)`;
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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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}
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ctx.stroke();
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// Draw particle with relativistic effects
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const particleSize = 3 + (this.velocity * 2);
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ctx.beginPath();
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ctx.fillStyle = `hsl(${hue}, 100%, 50%)`;
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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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+
// Energy aura
|
196 |
ctx.beginPath();
|
197 |
+
ctx.strokeStyle = `rgba(255, 255, 255, ${this.velocity})`;
|
198 |
+
ctx.arc(this.x, this.y, particleSize + 3, 0, Math.PI * 2);
|
199 |
ctx.stroke();
|
200 |
}
|
201 |
}
|
202 |
|
203 |
+
function createCollisionEffect(x, y, energy) {
|
204 |
+
const particleCount = Math.floor(50 + energy * 10);
|
205 |
+
const baseSpeed = 5 + energy;
|
206 |
+
|
207 |
+
for (let i = 0; i < particleCount; i++) {
|
208 |
+
const angle = (i / particleCount) * Math.PI * 2 + Math.random() * 0.5;
|
209 |
+
const speed = baseSpeed * (0.5 + Math.random());
|
210 |
+
const velocity = {
|
211 |
+
x: Math.cos(angle) * speed,
|
212 |
+
y: Math.sin(angle) * speed
|
213 |
+
};
|
214 |
+
|
215 |
+
state.collisions.push({
|
216 |
+
x, y,
|
217 |
+
velocity,
|
218 |
+
life: 1,
|
219 |
+
energy: energy * Math.random(),
|
220 |
+
color: `hsl(${30 + Math.random() * 60}, 100%, 50%)`
|
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|
221 |
});
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|
222 |
}
|
223 |
}
|
224 |
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|
225 |
function drawAccelerator() {
|
226 |
+
// Draw main ring
|
227 |
mainCtx.beginPath();
|
228 |
+
mainCtx.strokeStyle = '#111';
|
229 |
mainCtx.lineWidth = 20;
|
230 |
mainCtx.arc(state.centerX, state.centerY, state.ringRadius, 0, Math.PI * 2);
|
231 |
mainCtx.stroke();
|
232 |
|
233 |
+
// Draw acceleration segments
|
234 |
+
for (let i = 0; i < 16; i++) {
|
235 |
+
const angle = (i / 16) * Math.PI * 2;
|
|
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|
|
236 |
const x = state.centerX + Math.cos(angle) * state.ringRadius;
|
237 |
const y = state.centerY + Math.sin(angle) * state.ringRadius;
|
238 |
+
|
239 |
+
mainCtx.beginPath();
|
240 |
+
mainCtx.strokeStyle = state.acceleratorActive ? '#0f0' : '#030';
|
241 |
+
mainCtx.lineWidth = 2;
|
242 |
+
mainCtx.arc(x, y, 5, 0, Math.PI * 2);
|
243 |
mainCtx.stroke();
|
244 |
}
|
245 |
}
|
|
|
257 |
const dy = p1.y - p2.y;
|
258 |
const distance = Math.sqrt(dx * dx + dy * dy);
|
259 |
|
260 |
+
if (distance < 10) {
|
261 |
+
const totalEnergy = p1.energy + p2.energy;
|
262 |
+
createCollisionEffect(p1.x, p1.y, totalEnergy);
|
263 |
p1.collided = true;
|
264 |
p2.collided = true;
|
265 |
state.collisionCount++;
|
|
|
271 |
state.particles = state.particles.filter(p => !p.collided);
|
272 |
}
|
273 |
|
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|
274 |
function updateCollisionEffects() {
|
275 |
state.collisions.forEach(p => {
|
276 |
p.x += p.velocity.x;
|
277 |
p.y += p.velocity.y;
|
278 |
p.life -= 0.02;
|
279 |
+
p.velocity.x *= 0.98;
|
280 |
+
p.velocity.y *= 0.98;
|
281 |
});
|
282 |
|
283 |
state.collisions = state.collisions.filter(p => p.life > 0);
|
|
|
289 |
state.collisions.forEach(p => {
|
290 |
effectCtx.beginPath();
|
291 |
effectCtx.fillStyle = p.color.replace(')', `, ${p.life})`);
|
292 |
+
effectCtx.arc(p.x, p.y, 2 + p.energy/10, 0, Math.PI * 2);
|
293 |
effectCtx.fill();
|
294 |
});
|
295 |
}
|
296 |
|
297 |
function updateUI() {
|
298 |
+
const particle = state.particles[0];
|
299 |
+
if (particle) {
|
300 |
+
document.getElementById('energyLevel').textContent = particle.energy.toFixed(2);
|
301 |
+
document.getElementById('velocityC').textContent = particle.velocity.toFixed(9);
|
302 |
+
document.getElementById('timeDilation').textContent = particle.gamma.toFixed(2);
|
303 |
+
}
|
304 |
document.getElementById('particleCount').textContent = state.particles.length;
|
305 |
+
document.getElementById('collisionCount').textContent = state.collisionCount;
|
|
|
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|
306 |
}
|
307 |
|
308 |
function injectParticles() {
|
|
|
318 |
state.collisionsEnabled = !state.collisionsEnabled;
|
319 |
}
|
320 |
|
321 |
+
function clearParticles() {
|
322 |
+
state.particles = [];
|
323 |
+
state.collisions = [];
|
324 |
+
state.collisionCount = 0;
|
325 |
+
}
|
326 |
|
327 |
+
function animate() {
|
328 |
+
// Clear main canvas with trail effect
|
329 |
mainCtx.fillStyle = 'rgba(0, 0, 0, 0.1)';
|
330 |
mainCtx.fillRect(0, 0, mainCanvas.width, mainCanvas.height);
|
331 |
|
|
|
344 |
requestAnimationFrame(animate);
|
345 |
}
|
346 |
|
347 |
+
// Start animation
|
|
|
348 |
animate();
|
349 |
</script>
|
350 |
</body>
|