<!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> </html>
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HTML(Hyper Text Markup language) is the standard markup language for Web pages, was created by Berners-Lee in the year 1991. Almost every web page over internet might be using HTML.
<!DOCTYPE html>
<html>
and ends with </html>
<h1>
to <h6>
where <h1>
is the highest important heading and <h6>
is the least important sub-heading.<p>..</p>
tag.<a>
tag.
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<img>
tag, where src
attribute consists of image name.<button>..</button>
tag<ul>
for unordered/bullet list and <ol>
for ordered/number list, and the list items are defined in <li>
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CSS(cascading style sheets) describes how HTML elements will look on the web page like color, font-style, font-size, background color etc.
Below is a sample style sheet which displays heading in green and in Candara font with padding space of 25px.
body{
padding: 25px;
}
.title {
color: #228B22;
font-family: Candara;
}
<table>
tag.<tr>
tag<th>
tag<td>
tag<caption>
tag<script>
is the tag used to write scripts in HTML<script src="script.js"></script>