html5 crosshair,javascript - HTML5 Canvas - Collision with ball physics glitch - Stack Overflow

I am very much with @schteppe's answer above. Just wanted to tell you about this link here : http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/

Check out the "Why should I use it?" section. It might prove to have some hinting to the answer to your question that what is exactly wrong with your code.

I also have been trying to make your code work, by the way, but to no substantial result. You can check my fiddle(which I copied from yours) here : http://jsfiddle.net/sukhmeetsd/joqpqp49/

var canvas = document.getElementById("canvas")

var ctx = canvas.getContext("2d")

var w = canvas.width

var h = canvas.height

var d = 5; //distance to move on collision

var ball = []

var gravity = 0.3

var force = 0.2

var mouse = {

d: false,

x1: 0,

y1: 0,

x2: 0,

y2: 0,

}

window.onmousedown = function (e) {

mouse.d = true

mouse.x1 = mouse.x2 = e.pageX - canvas.getBoundingClientRect().left

mouse.y1 = mouse.y2 = e.pageY - canvas.getBoundingClientRect().top

}

window.onmousemove = function (e) {

if (mouse.d) {

mouse.x2 = e.pageX - canvas.getBoundingClientRect().left

mouse.y2 = e.pageY - canvas.getBoundingClientRect().top

} else {

mouse.x1 = mouse.x2 = e.pageX - canvas.getBoundingClientRect().left

mouse.y1 = mouse.y2 = e.pageY - canvas.getBoundingClientRect().top

}

}

window.onmouseup = function () {

if (mouse.d) {

mouse.d = false

var dx = (mouse.x1 - mouse.x2);

var dy = (mouse.y1 - mouse.y2);

var mag = Math.sqrt(dx * dx + dy * dy);

ball.push({

x: mouse.x1,

y: mouse.y1,

r: Math.floor(Math.random() * 20) + 10,

vx: dx / mag * -(mag * force),

vy: dy / mag * -(mag * force),

b: 0.7,

})

}

}

function getRandomColor() {

var letters = '0123456789ABCDEF'.split('');

var color = '#';

for (var i = 0; i < 6; i++ ) {

color += letters[Math.floor(Math.random() * 16)];

}

return color;

}

document.onselectstart = function () {

return false

}

document.oncontextmenu = function () {

return false

}

setInterval(update, 1000/60)

function update() {

ctx.clearRect(0, 0, w, h)

ctx.beginPath()

ctx.moveTo(mouse.x1, mouse.y1)

ctx.lineTo(mouse.x2, mouse.y2)

ctx.stroke()

ctx.closePath()

for (i = 0; i < ball.length; i++) {

ball[i].vy += gravity

ball[i].x += ball[i].vx

ball[i].y += ball[i].vy

if (ball[i].x > w - ball[i].r) {

ball[i].x = w - ball[i].r

ball[i].vx *= -ball[i].b

}

if (ball[i].x < ball[i].r) {

ball[i].x = ball[i].r

ball[i].vx *= -ball[i].b

}

if (ball[i].y > h - ball[i].r) {

ball[i].y = h - ball[i].r

ball[i].vy *= -ball[i].b

}

if (ball[i].y < ball[i].r) {

ball[i].y = ball[i].r

ball[i].vy *= -ball[i].b

}

for (j = i + 1; j < ball.length; j++) {

var dx = ball[i].x - ball[j].x

var dy = ball[i].y - ball[j].y

var dist = Math.sqrt(dx * dx + dy * dy)

if (Math.abs(dx) + Math.abs(dy) != 0 && dist <= ball[i].r + ball[j].r) {

var angle = Math.atan2(dy, dx)

var sp1 = Math.sqrt(ball[i].vx * ball[i].vx + ball[i].vy * ball[i].vy);

var sp2 = Math.sqrt(ball[j].vx * ball[j].vx + ball[j].vy * ball[j].vy);

var dir1 = Math.atan2(ball[i].vy, ball[i].vx);

var dir2 = Math.atan2(ball[j].vy, ball[j].vx);

d = Math.ceil(ball[i].r+ball[j].r-dist)/2;

//moving them back

ball[i].x = ball[i].x - Math.cos(dir1)*d-1;

ball[i].y = ball[i].y - Math.sin(dir1)*d-1;

ball[j].x = ball[j].x + Math.cos(dir2)*d+1;

ball[j].y = ball[j].y + Math.sin(dir2)*d+1;

//Checking for distance again

/*dx = ball[i].x - ball[j].x;

dy = ball[i].y - ball[j].y;

dist = Math.sqrt(dx * dx + dy * dy);

if (Math.abs(dx) + Math.abs(dy) != 0 && dist <= ball[i].r + ball[j].r){

ball[i].x = ball[i].x + Math.cos(dir1)*2*d;

ball[i].y = ball[i].y + Math.sin(dir1)*d*2;

ball[j].x = ball[j].x - Math.cos(dir2)*d*2;

ball[j].y = ball[j].y - Math.sin(dir2)*d*2;

}*/

var vx1 = sp1 * Math.cos(dir1 - angle);

var vy1 = sp1 * Math.sin(dir1 - angle);

var vx2 = sp2 * Math.cos(dir2 - angle);

var vy2 = sp2 * Math.sin(dir2 - angle);

var fvx1 = ((ball[i].r - ball[j].r) * vx1 + (2 * ball[j].r) * vx2) / (ball[i].r + ball[j].r);

var fvx2 = ((2 * ball[i].r) * vx1 + (ball[j].r - ball[i].r) * vx2) / (ball[i].r + ball[j].r);

var fvy1 = vy1;

var fvy2 = vy2;

ball[i].vx = Math.cos(angle) * fvx1 + Math.cos(angle + Math.PI / 2) * fvy1;

ball[i].vy = Math.sin(angle) * fvx1 + Math.sin(angle + Math.PI / 2) * fvy1;

ball[j].vx = Math.cos(angle) * fvx2 + Math.cos(angle + Math.PI / 2) * fvy2;

ball[j].vy = Math.sin(angle) * fvx2 + Math.sin(angle + Math.PI / 2) * fvy2;

}

}

ctx.beginPath()

ctx.arc(ball[i].x, ball[i].y, ball[i].r, 0, Math.PI * 2, false)

ctx.fillStyle = getRandomColor();

ctx.fill();

ctx.closePath();

}

}

My code doesn't let the balls stick but they are in a constant state of agitation. I was about to implement the Hooke's Law as suggested by @schteppe but then I heard about Box2d and its magic.

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