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Update index.html
Browse files- index.html +125 -98
index.html
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>
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<style>
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</style>
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</head>
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<body>
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<
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<script>
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const
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Orbit controls for camera movement
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const controls = new THREE.OrbitControls(camera, renderer.domElement);
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camera.position.set(0, 20, 100);
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controls.update();
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// Lights
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const ambientLight = new THREE.AmbientLight(0x404040);
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scene.add(ambientLight);
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const pointLight = new THREE.PointLight(0xffffff);
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pointLight.position.set(0, 100, 100);
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scene.add(pointLight);
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// Sun
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const sunGeometry = new THREE.SphereGeometry(5, 32, 32);
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const sunMaterial = new THREE.MeshBasicMaterial({ color: 0xffcc00 });
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const sun = new THREE.Mesh(sunGeometry, sunMaterial);
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scene.add(sun);
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// Planets with more realistic orbital speeds
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const planets = [
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{ name: 'Mercury', distance: 10, scale: 0.2, speed: 0.00582 }, // Fastest orbit
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{ name: 'Venus', distance: 15, scale: 0.4, speed: 0.00224 },
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{ name: 'Earth', distance: 20, scale: 0.5, speed: 0.00199 },
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{ name: 'Mars', distance: 25, scale: 0.3, speed: 0.00106 },
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{ name: 'Jupiter', distance: 35, scale: 2, speed: 0.00028 },
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{ name: 'Saturn', distance: 45, scale: 1.5, speed: 0.00013 },
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{ name: 'Uranus', distance: 55, scale: 1, speed: 0.00006 },
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{ name: 'Neptune', distance: 65, scale: 1, speed: 0.00004 } // Slowest orbit
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];
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planets.forEach(planet => {
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const geometry = new THREE.SphereGeometry(planet.scale, 32, 32);
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const material = new THREE.MeshPhongMaterial({ color: Math.random() * 0xffffff });
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.x = planet.distance;
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scene.add(mesh);
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});
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// NEOs (fictional for now, will update with real data)
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let neos = [];
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for (let i = 0; i < 10; i++) {
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const geometry = new THREE.SphereGeometry(0.1, 32, 32);
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const material = new THREE.MeshBasicMaterial({ color: 0xcccccc });
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const neo = new THREE.Mesh(geometry, material);
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neo.position.set(Math.random() * 30 - 15, Math.random() * 10 - 5, Math.random() * 30 - 15);
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scene.add(neo);
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neos.push(neo);
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}
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//
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});
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}
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neos.forEach((neo, index) => {
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if (index < neoData.length) {
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const obj = neoData[index];
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// Simplified NEO positioning based on miss distance
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neo.position.set(
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obj.close_approach_data[0].miss_distance.astronomical * 100 - 50,
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obj.close_approach_data[0].miss_distance.astronomical * 50,
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obj.close_approach_data[0].miss_distance.astronomical * 100 - 50
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);
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}
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});
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}
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}
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</script>
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</body>
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</html>
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Balls in Rotating Hexagon</title>
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<style>
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canvas {
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border: 1px solid black;
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display: block;
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margin: auto;
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}
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</style>
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</head>
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<body>
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<canvas id="myCanvas" width="800" height="600"></canvas>
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<script>
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const canvas = document.getElementById('myCanvas');
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const ctx = canvas.getContext('2d');
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// Ball class
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class Ball {
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constructor(x, y, radius, color) {
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this.x = x;
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this.y = y;
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this.radius = radius;
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this.color = color;
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this.vx = Math.random() * 2 - 1;
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this.vy = Math.random() * 2 - 1;
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}
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draw() {
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2);
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ctx.fillStyle = this.color;
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ctx.fill();
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ctx.closePath();
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}
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move() {
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this.x += this.vx;
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this.y += this.vy;
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this.vy += 0.05; // gravity
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}
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collideWithWall(hexagon) {
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const vertices = hexagon.vertices;
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for (let i = 0; i < vertices.length; i++) {
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const p1 = vertices[i];
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const p2 = vertices[(i + 1) % vertices.length];
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if (this.lineCircle(p1.x, p1.y, p2.x, p2.y, this.x, this.y, this.radius)) {
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const normal = {x: p2.y - p1.y, y: p1.x - p2.x};
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const distance = Math.sqrt(normal.x * normal.x + normal.y * normal.y);
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normal.x /= distance;
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normal.y /= distance;
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const dotProduct = this.vx * normal.x + this.vy * normal.y;
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this.vx -= 2 * dotProduct * normal.x;
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this.vy -= 2 * dotProduct * normal.y;
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// Move the ball outside the wall to avoid sticking
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this.x += this.vx;
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this.y += this.vy;
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return;
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}
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}
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}
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lineCircle(x1, y1, x2, y2, cx, cy, r) {
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const lineLength = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
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const dot = (((cx - x1) * (x2 - x1)) + ((cy - y1) * (y2 - y1))) / Math.pow(lineLength, 2);
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const closestX = x1 + (dot * (x2 - x1));
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const closestY = y1 + (dot * (y2 - y1));
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if (this.distance(closestX, closestY, x1, y1) > lineLength || this.distance(closestX, closestY, x2, y2) > lineLength) {
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return false;
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}
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const distance = this.distance(closestX, closestY, cx, cy);
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return distance <= r;
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}
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distance(x1, y1, x2, y2) {
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return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
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}
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}
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// Hexagon class
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class Hexagon {
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constructor(centerX, centerY, radius) {
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this.centerX = centerX;
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this.centerY = centerY;
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this.radius = radius;
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this.rotation = 0;
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this.vertices = this.calculateVertices();
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}
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calculateVertices() {
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const vertices = [];
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for (let i = 0; i < 6; i++) {
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const angle = Math.PI / 3 * i + this.rotation;
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vertices.push({
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x: this.centerX + this.radius * Math.cos(angle),
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y: this.centerY + this.radius * Math.sin(angle)
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});
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}
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return vertices;
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}
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draw() {
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ctx.beginPath();
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for (let vertex of this.vertices) {
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ctx.lineTo(vertex.x, vertex.y);
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}
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ctx.closePath();
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ctx.strokeStyle = "black";
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ctx.stroke();
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}
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update() {
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this.rotation += 0.01;
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this.vertices = this.calculateVertices();
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}
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}
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const hexagon = new Hexagon(canvas.width / 2, canvas.height / 2, 200);
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const balls = [];
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const colors = ["red", "blue", "green", "yellow", "purple", "orange", "pink", "brown", "cyan", "magenta"];
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for (let i = 0; i < 10; i++) {
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const x = canvas.width / 2 + Math.random() * 100 - 50;
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const y = canvas.height / 2 + Math.random() * 100 - 50;
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balls.push(new Ball(x, y, 10, colors[i]));
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}
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function animate() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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hexagon.update();
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hexagon.draw();
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for (let ball of balls) {
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ball.move();
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ball.collideWithWall(hexagon);
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ball.draw();
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}
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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