particles working
by Nick Hulea
HTML
<canvas></canvas>
JavaScript
"use strict";
var maxParticles = 20000,
particleSize = 5,
emissionRate = 1,
objectSize = 10; // drawSize of emitter/field
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
function Particle(point, velocity, acceleration) {
this.position = point || new Vector(0, 0);
this.velocity = velocity || new Vector(0, 0);
this.acceleration = acceleration || new Vector(0, 0);
}
Particle.prototype.submitToFields = function (fields) {
// our starting acceleration this frame
var totalAccelerationX = 0;
var totalAccelerationY = 0;
// for each passed field
for (var i = 0; i < fields.length; i++) {
var field = fields[i];
// find the distance between the particle and the field
var vectorX = field.position.x - this.position.x;
var vectorY = field.position.y - this.position.y;
// calculate the force via MAGIC and HIGH SCHOOL SCIENCE!
var force = field.mass / Math.pow(vectorX * vectorX + vectorY * vectorY, 10.5);
// add to the total acceleration the force adjusted by distance
totalAccelerationX += vectorX * force;
totalAccelerationY += vectorY * force;
}
// update our particle's acceleration
this.acceleration = new Vector(totalAccelerationX, totalAccelerationY);
};
Particle.prototype.move = function () {
this.velocity.add(this.acceleration);
this.position.add(this.velocity);
};
function Field(point, mass) {
this.position = point;
this.setMass(mass);
}
Field.prototype.setMass = function (mass) {
this.mass = mass || 0;
this.drawColor = mass < 100 ? "#f00" : "#0f0";
}
function Vector(x, y) {
this.x = x || 0;
this.y = y || 0;
}
Vector.prototype.add = function (vector) {
this.x += vector.x;
this.y += vector.y;
}
Vector.prototype.getMagnitude = function () {
return Math.sqrt(this.x * this.x + this.y *...