<!DOCTYPE html>
<html>
<head>
<title>Bouncing Ball in Rotating Square</title>
<style>
canvas {
border: 1px solid #000;
}
</style>
</head>
<body>
<script>
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
canvas.width = 800;
canvas.height = 600;
document.body.appendChild(canvas);
// Simulation parameters
let angle = 0;
const rotationSpeed = 0.01; // Radians per frame
const squareSize = 400; // Square side length
const halfSize = squareSize / 2;
const centerX = canvas.width / 2;
const centerY = canvas.height / 2;
const ballRadius = 10;
// Ball state
let posX = centerX;
let posY = centerY;
let velX = 3;
let velY = 3;
function updatePhysics() {
// Update ball position
posX += velX;
posY += velY;
// Convert to square's local coordinate system
const translatedX = posX - centerX;
const translatedY = posY - centerY;
const cosAngle = Math.cos(angle);
const sinAngle = Math.sin(angle);
let localX = translatedX * cosAngle + translatedY * sinAngle;
let localY = -translatedX * sinAngle + translatedY * cosAngle;
// Check collisions and adjust position
let collisionX = false, collisionY = false;
// X-axis collisions
if (localX < -halfSize + ballRadius) {
localX = -halfSize + ballRadius;
collisionX = true;
} else if (localX > halfSize - ballRadius) {
localX = halfSize - ballRadius;
collisionX = true;
}
// Y-axis collisions
if (localY < -halfSize + ballRadius) {
localY = -halfSize + ballRadius;
collisionY = true;
} else if (localY > halfSize - ballRadius) {
localY = halfSize - ballRadius;
collisionY = true;
}
// If collision occurred, update position and velocity
if (collisionX || collisionY) {
// Convert back to global coordinates
const newTX = localX * cosAngle - localY * sinAngle;
const newTY = localX * sinAngle + localY * cosAngle;
posX = newTX + centerX;
posY = newTY + centerY;
// Update velocity in local space
let localVelX = velX * cosAngle + velY * sinAngle;
let localVelY = -velX * sinAngle + velY * cosAngle;
if (collisionX) localVelX *= -1;
if (collisionY) localVelY *= -1;
// Convert velocity back to global space
velX = localVelX * cosAngle - localVelY * sinAngle;
velY = localVelX * sinAngle + localVelY * cosAngle;
}
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw rotating square
ctx.save();
ctx.translate(centerX, centerY);
ctx.rotate(angle);
ctx.strokeStyle = 'black';
ctx.lineWidth = 2;
ctx.strokeRect(-halfSize, -halfSize, squareSize, squareSize);
ctx.restore();
// Draw ball
ctx.beginPath();
ctx.arc(posX, posY, ballRadius, 0, Math.PI * 2);
ctx.fillStyle = 'yellow';
ctx.fill();
ctx.strokeStyle = 'black';
ctx.stroke();
}
function animate() {
angle += rotationSpeed;
updatePhysics();
draw();
requestAnimationFrame(animate);
}
// Start animation
animate();
</script>
</body>
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