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.