Мне надо доделать диффузию.
У меня слева есть шары зеленого цвета, мне надо чтобы справа было так же но другого цвета и по середине была линия
Код:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Canvas</title>
<style>
body {
margin: 0;
overflow: hidden;
background: #222;
}
.toolbar {
width: 150px;
height: 75px;
background: #222;
padding: 5px;
}
input[type="color"], button {
width: 90%;
margin: 0 auto;
display: block;
}
input[type="range"] {
width: 70%;
}
span {
position: relative;
bottom: 5px;
}
</style>
</head>
<body>
<div class="toolbar">
<!-- <input type="range" min="2" max="50" value="30" aria-label="select pen size"><span class="output">30</span> -->
<button class="reset">Reset</button>
<button class="start">Start</button>
<button class="stop">Stop</button>
</div>
<canvas class="myCanvas">
<p>Add suitable fallback here.</p>
</canvas>
<script>
const canvas = document.querySelector('.myCanvas');
const ctx = canvas.getContext('2d');
const width = canvas.width = window.innerWidth;
const height = canvas.height = window.innerHeight-85;
const startBtn = document.querySelector('.start');
const stopBtn = document.querySelector('.stop');
const resetBtn = document.querySelector('.reset');
let balls = [];
// function to generate random number
function random(min, max) {
const num = Math.floor(Math.random() * (max - min + 1)) + min;
return num;
}
// define Ball constructor
function Ball(x, y, velX, velY, color, size) {
this.x = x;
this.y = y;
this.velX = velX;
this.velY = velY;
this.color = color;
this.size = size;
}
// define ball draw method
Ball.prototype.draw = function() {
ctx.beginPath();
ctx.fillStyle = this.color;
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
ctx.fill();
};
// define ball update method
Ball.prototype.update = function() {
if((this.x + this.size) >= width) {
this.velX = -(this.velX);
}
if((this.x - this.size) <= 0) {
this.velX = -(this.velX);
}
if((this.y + this.size) >= height) {
this.velY = -(this.velY);
}
if((this.y - this.size) <= 0) {
this.velY = -(this.velY);
}
this.x += this.velX;
this.y += this.velY;
};
// define ball collision detection
/*Ball.prototype.collisionDetect = function() {
for(let j = 0; j < balls.length; j++) {
if(!(this === balls[j])) {
const dx = this.x - balls[j].x;
const dy = this.y - balls[j].y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < this.size + balls[j].size) {
balls[j].color = this.color = 'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')';
}
}
}
};*/
let pressed = false;
startBtn.onclick = function() {
pressed = true;
}
stopBtn.onclick = function() {
pressed = false;
}
// define array to store balls and populate it
reset = function() {
ctx.fillStyle = 'rgba(0,0,0,1)';
ctx.fillRect(0,0,width,height);
balls = [];
while(balls.length < 25) {
const size = 10;
let ball = new Ball(
// ball position always drawn at least one ball width
// away from the edge of the canvas, to avoid drawing errors
random(0 + size,width/2 - size),
random(0 + size,height - size),
random(-7,7),
random(-7,7),
'rgb(' + 100 + ',' + 255 + ',' + 100 +')',
size
);
ball.draw();
balls.push(ball);
}
}
reset();
resetBtn.onclick = function() {
reset();
}
// define loop that keeps drawing the scene constantly
function loop() {
if(pressed) {
ctx.fillStyle = 'rgba(0,0,0,1)';
ctx.fillRect(0,0,width,height);
for(let i = 0; i < balls.length; i++) {
balls[i].draw();
balls[i].update();
// balls[i].collisionDetect();
}
}
requestAnimationFrame(loop);
}
loop();
</script>
</body>
</html>