Orbital Chaos
Play GameWelcome to the detailed documentation of the Gravity Game. This game simulates particles being attracted to gravity points on a canvas. The particles follow realistic physics and create visually engaging trails.
Introduction
This game involves particles moving under the influence of gravity points. When particles get too close to a gravity point, they get absorbed, and the gravity point's mass increases. This documentation provides a detailed explanation of the code, helping you understand how each part contributes to the overall functionality.
Vector Class
The Vector
class provides utility functions for vector mathematics, essential for simulating physics in the game.
script.js
class Vector {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
add(v) {
this.x += v.x;
this.y += v.y;
return this;
}
subtract(v) {
this.x -= v.x;
this.y -= v.y;
return this;
}
scale(s) {
this.x *= s;
this.y *= s;
return this;
}
length() {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
normalize() {
const len = this.length();
if (len) {
this.scale(1 / len);
}
return this;
}
distanceTo(other) {
const dx = other.x - this.x;
const dy = other.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
}
}
Methods
NOTES:
add(v)
Adds another vector to the current vector.subtract(v)
Subtracts another vector from the current vector.scale(s)
Scales the vector by a scalar value.length()
Returns the length (magnitude) of the vector.normalize()
Normalizes the vector (makes its length equal to 1).distanceTo(other)
Calculates the distance between the current vector and another vector.
Final Completed Code
index.html
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<title>rOrbital Chaos</title>
<link href="style.css" rel="stylesheet" type="text/css" />
<script src="https://cdn.tailwindcss.com"></script>
</head>
<body class="bg-black">
<main class='info'>
<canvas id="gravCanvas"></canvas>
</main>
<script src="script.js"></script>
</body>
</html>
script.js
/**
* Vector utilities for physics calculations
*/
class Vector {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
add(v) {
this.x += v.x;
this.y += v.y;
return this;
}
subtract(v) {
this.x -= v.x;
this.y -= v.y;
return this;
}
scale(s) {
this.x *= s;
this.y *= s;
return this;
}
length() {
return Math.sqrt(this.x * this.x + this.y * this.y);
}
normalize() {
const len = this.length();
if (len) {
this.scale(1 / len);
}
return this;
}
distanceTo(other) {
const dx = other.x - this.x;
const dy = other.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
}
}
/**
* GravityPoint with absorption, growth mechanics, and color
*/
class GravityPoint extends Vector {
constructor(x, y, mass, canvasContext, color) {
super(x, y);
this.mass = mass;
this.context = canvasContext;
this.radius = Math.sqrt(this.mass) * 2; // Dynamic radius based on mass
this.color = color;
}
draw() {
this.context.fillStyle = this.color;
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
this.context.fill();
}
attract(other) {
const dx = other.x - this.x;
const dy = other.y - this.y;
const distance = this.distanceTo(other);
if (distance < this.radius + other.radius && distance > 0) {
this.mass += other.mass;
this.radius = Math.sqrt(this.mass) * 2;
return true;
} else {
const force = (this.mass * other.mass) / (distance * distance);
const acceleration = force / this.mass;
const normX = dx / distance;
const normY = dy / distance;
other.x -= normX * acceleration * (this.mass / other.mass);
other.y -= normY * acceleration * (this.mass / other.mass);
}
return false;
}
}
/**
* Particle class that orbits gravity points with trailing effect
*/
class Particle extends Vector {
constructor(x, y, canvasContext) {
super(x, y);
this.velocity = new Vector(Math.random() * 2 - 1, Math.random() * 2 - 1);
this.context = canvasContext;
this.trail = [];
this.maxTrailSize = 30;
}
update(gravityPoints) {
const gravityStrength = 3.1;
const speedLimit = 12;
const damping = 0.98;
const repulsionThreshold = 10;
const repulsionStrength = 1000;
gravityPoints.forEach(point => {
const direction = new Vector(point.x - this.x, point.y - this.y);
const distance = direction.length();
if (distance < repulsionThreshold) {
const repulsionForce = (repulsionStrength / (distance * distance)) * gravityStrength;
direction.normalize().scale(-repulsionForce);
} else {
const forceMagnitude = (point.mass / (distance * distance)) * gravityStrength;
direction.normalize().scale(forceMagnitude);
}
this.velocity.add(direction);
});
if (this.velocity.length() > speedLimit) {
this.velocity.normalize().scale(speedLimit);
}
this.velocity.scale(damping);
this.add(this.velocity);
if (this.x < 0 || this.x > this.context.canvas.width || this.y < 0 || this.y > this.context.canvas.height) {
this.velocity.scale(-1);
}
this.trail.push({ x: this.x, y: this.y });
if (this.trail.length > this.maxTrailSize) {
this.trail.shift();
}
}
draw() {
this.context.fillStyle = 'rgba(255, 255, 255, 0.6)';
this.context.beginPath();
this.context.arc(this.x, this.y, 2, 0, 2 * Math.PI);
this.context.fill();
for (let i = 0; i < this.trail.length - 1; i++) {
this.context.beginPath();
this.context.moveTo(this.trail[i].x, this.trail[i].y);
this.context.lineTo(this.trail[i + 1].x, this.trail[i + 1].y);
this.context.strokeStyle = `rgba(255, 255, 255, ${1 - i / this.trail.length})`;
this.context.stroke();
}
}
}
/**
* Main simulation setup
*/
(function () {
const canvas = document.getElementById('gravCanvas');
const context = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const particles = [];
const gravityPoints = [];
let maxMassPoint = null;
canvas.addEventListener('click', event => {
const randomMass = 80 + Math.random() * 40;
const randomColor = `rgba(${Math.floor(Math.random() * 256)}, ${Math.floor(Math.random() * 256)}, ${Math.floor(Math.random() * 256)}, 0.8)`;
const newPoint = new GravityPoint(event.clientX, event.clientY, randomMass, context, randomColor);
gravityPoints.push(newPoint);
if (!maxMassPoint || newPoint.mass > maxMassPoint.mass) {
maxMassPoint = newPoint;
}
});
for (let i = 0; i < 200; i++) {
particles.push(new Particle(Math.random() * canvas.width, Math.random() * canvas.height, context));
}
function animate() {
context.clearRect(0, 0, canvas.width, canvas.height);
particles.forEach(particle => {
particle.update(gravityPoints);
particle.draw();
});
for (let i = 0; i < gravityPoints.length; i++) {
for (let j = i + 1; j < gravityPoints.length; j++) {
if (gravityPoints[i].attract(gravityPoints[j])) {
gravityPoints.splice(j, 1);
j--;
}
}
}
gravityPoints.forEach(point => point.draw());
if (maxMassPoint) {
maxMassPoint.x += (canvas.width / 2 - maxMassPoint.x) * 0.05;
maxMassPoint.y += (canvas.height / 2 - maxMassPoint.y) * 0.05;
}
requestAnimationFrame(animate);
}
animate();
})();