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function hitTestCircle(ball1,ball2) {
var retval = false;
var dx = ball1.nextx - ball2.nextx;
var dy = ball1.nexty - ball2.nexty;
var distance = (dx * dx + dy * dy);
retval = true;
}
return retval;
}
function collideBalls(ball1,ball2) {
var dx = ball1.nextx - ball2.nextx;
var dy = ball1.nexty - ball2.nexty;
var collisionAngle = Math.atan2(dy, dx);
var speed1 = Math.sqrt(ball1.velocityx * ball1.velocityx +
ball1.velocityy * ball1.velocityy);
var speed2 = Math.sqrt(ball2.velocityx * ball2.velocityx +
ball2.velocityy * ball2.velocityy);
var direction1 = Math.atan2(ball1.velocityy, ball1.velocityx);
var direction2 = Math.atan2(ball2.velocityy, ball2.velocityx);
var velocityx_1 = speed1 * Math.cos(direction1 - collisionAngle);
var velocityy_1 = speed1 * Math.sin(direction1 - collisionAngle);
var velocityx_2 = speed2 * Math.cos(direction2 - collisionAngle);
var velocityy_2 = speed2 * Math.sin(direction2 - collisionAngle);
var final_velocityx_1 = ((ball1.mass - ball2.mass) * velocityx_1 +
(ball2.mass + ball2.mass) * velocityx_2)/(ball1.mass + ball2.mass);
var final_velocityx_2 = ((ball1.mass + ball1.mass) * velocityx_1 +
(ball2.mass - ball1.mass) * velocityx_2)/(ball1.mass + ball2.mass);
var final_velocityy_1 = velocityy_1;
var final_velocityy_2 = velocityy_2;
ball1.velocityx = Math.cos(collisionAngle) * final_velocityx_1 +
Math.cos(collisionAngle + Math.PI/2) * final_velocityy_1;
ball1.velocityy = Math.sin(collisionAngle) * final_velocityx_1 +
Math.sin(collisionAngle + Math.PI/2) * final_velocityy_1;
ball2.velocityx = Math.cos(collisionAngle) * final_velocityx_2 +
Math.cos(collisionAngle + Math.PI/2) * final_velocityy_2;
ball2.velocityy = Math.sin(collisionAngle) * final_velocityx_2 +
Math.sin(collisionAngle + Math.PI/2) * final_velocityy_2;
ball1.nextx = (ball1.nextx += ball1.velocityx);
ball1.nexty = (ball1.nexty += ball1.velocityy);
ball2.nextx = (ball2.nextx += ball2.velocityx);
ball2.nexty = (ball2.nexty += ball2.velocityy);
}
var numBalls = 50 ;
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