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<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Circle Collision NFT - 7 Balls with Gradient Background</title> <script src="cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script> <style> body { margin: 0; padding: 0; } canvas { display: block; } </style> </head> <body> <script> let balls = []; const numBalls = 7; let bgColor1, bgColor2, targetBgColor1, targetBgColor2; const bgColorChangeSpeed = 0.005; class Ball { constructor(x, y, r) { this.position = createVector(x, y); this.velocity = p5.Vector.random2D().mult(3); this.r = r; this.m = r * 0.1; this.color = color(random(255), random(255), random(255)); this.targetColor = color(random(255), random(255), random(255)); this.colorChangeSpeed = 0.01; } update() { this.position.add(this.velocity); this.updateColor(); } updateColor() { this.color = lerpColor(this.color, this.targetColor, this.colorChangeSpeed); if (this.color.toString() === this.targetColor.toString()) { this.targetColor = color(random(255), random(255), random(255)); } } checkBoundaryCollision() { if (this.position.x > width - this.r || this.position.x < this.r) { this.velocity.x *= -1; this.position.x = constrain(this.position.x, this.r, width - this.r); } if (this.position.y > height - this.r || this.position.y < this.r) { this.velocity.y *= -1; this.position.y = constrain(this.position.y, this.r, height - this.r); } } checkCollision(other) { let distanceVect = p5.Vector.sub(other.position, this.position); let distanceVectMag = distanceVect.mag(); let minDistance = this.r + other.r; if (distanceVectMag < minDistance) { let distanceCorrection = (minDistance - distanceVectMag) / 2.0; let correctionVector = distanceVect.copy().normalize().mult(distanceCorrection); other.position.add(correctionVector); this.position.sub(correctionVector); let theta = distanceVect.heading(); let sine = sin(theta); let cosine = cos(theta); let bTemp = [createVector(), createVector()]; bTemp[1].x = cosine * distanceVect.x + sine * distanceVect.y; bTemp[1].y = cosine * distanceVect.y - sine * distanceVect.x; let vTemp = [createVector(), createVector()]; vTemp[0].x = cosine * this.velocity.x + sine * this.velocity.y; vTemp[0].y = cosine * this.velocity.y - sine * this.velocity.x; vTemp[1].x = cosine * other.velocity.x + sine * other.velocity.y; vTemp[1].y = cosine * other.velocity.y - sine * other.velocity.x; let vFinal = [createVector(), createVector()]; vFinal[0].x = ((this.m - other.m) * vTemp[0].x + 2 * other.m * vTemp[1].x) / (this.m + other.m); vFinal[0].y = vTemp[0].y; vFinal[1].x = ((other.m - this.m) * vTemp[1].x + 2 * this.m * vTemp[0].x) / (this.m + other.m); vFinal[1].y = vTemp[1].y; bTemp[0].x += vFinal[0].x; bTemp[1].x += vFinal[1].x; let bFinal = [createVector(), createVector()]; bFinal[0].x = cosine * bTemp[0].x - sine * bTemp[0].y; bFinal[0].y = cosine * bTemp[0].y + sine * bTemp[0].x; bFinal[1].x = cosine * bTemp[1].x - sine * bTemp[1].y; bFinal[1].y = cosine * bTemp[1].y + sine * bTemp[1].x; other.position.x = this.position.x + bFinal[1].x; other.position.y = this.position.y + bFinal[1].y; this.position.add(bFinal[0]); this.velocity.x = cosine * vFinal[0].x - sine * vFinal[0].y; this.velocity.y = cosine * vFinal[0].y + sine * vFinal[0].x; other.velocity.x = cosine * vFinal[1].x - sine * vFinal[1].y; other.velocity.y = cosine * vFinal[1].y + sine * vFinal[1].x; } } display() { noStroke(); fill(this.color); ellipse(this.position.x, this.position.y, this.r * 2); } } function setup() { createCanvas(710, 400); for (let i = 0; i < numBalls; i++) { let x = random(width); let y = random(height); let r = random(20, 40); // Random radius between 20 and 40 balls.push(new Ball(x, y, r)); } // Initialize background colors bgColor1 = color(random(255), random(255), random(255)); bgColor2 = color(random(255), random(255), random(255)); targetBgColor1 = color(random(255), random(255), random(255)); targetBgColor2 = color(random(255), random(255), random(255)); } function draw() { // Update background colors bgColor1 = lerpColor(bgColor1, targetBgColor1, bgColorChangeSpeed); bgColor2 = lerpColor(bgColor2, targetBgColor2, bgColorChangeSpeed); // Check if colors have reached their targets if (bgColor1.toString() === targetBgColor1.toString()) { targetBgColor1 = color(random(255), random(255), random(255)); } if (bgColor2.toString() === targetBgColor2.toString()) { targetBgColor2 = color(random(255), random(255), random(255)); } // Draw gradient background for(let y = 0; y < height; y++){ let inter = map(y, 0, height, 0, 1); let c = lerpColor(bgColor1, bgColor2, inter); stroke(c); line(0, y, width, y); } for (let i = 0; i < balls.length; i++) { let b = balls[i]; b.update(); b.display(); b.checkBoundaryCollision(); for (let j = i + 1; j < balls.length; j++) { b.checkCollision(balls[j]); } } } </script> </body> </html>
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📶 12 comments
Ball
same buggee
BKB K
Hold your balls tight!
ball up
looks nice!
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