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Eine interaktive Simulation, die Quantenpartikel in einem Potentialfeld zeigt — mit Glassmorphism UI und Echtzeit-Physik.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Quantum Particle Simulator</title>
<style>
:root {
--bg: rgba(0, 0, 0, 0.7);
--surface: rgba(255, 255, 255, 0.1);
--accent: #ff6b9d;
--border: 1px solid rgba(255, 255, 255, 0.18);
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Courier New', monospace;
background: radial-gradient(circle at 50% 50%, var(--bg) 0%, #000000 100%);
color: rgba(255, 255, 255, 0.8);
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
overflow: hidden;
}
.container {
width: 90%;
max-width: 800px;
height: 80vh;
background: var(--surface);
backdrop-filter: blur(10px);
border-radius: 20px;
border: var(--border);
box-shadow: 0 5px 15px rgba(0, 0, 0, 0.2);
display: flex;
flex-direction: column;
overflow: hidden;
padding: 20px;
position: relative;
}
.header {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 20px;
padding-bottom: 10px;
border-bottom: var(--border);
}
h1 {
font-size: 1.5rem;
margin: 0;
}
.controls {
display: flex;
gap: 15px;
margin-bottom: 20px;
padding-bottom: 10px;
border-bottom: var(--border);
}
button {
background: var(--surface);
border: var(--border);
color: rgba(255, 255, 255, 0.8);
border-radius: 5px;
padding: 8px 12px;
cursor: pointer;
transition: all 0.3s;
font-size: 0.8rem;
}
button:hover {
background: rgba(255, 255, 255, 0.15);
transform: translateY(-2px);
}
.simulation {
flex: 1;
position: relative;
overflow: hidden;
}
canvas {
display: block;
background: transparent;
border-radius: 10px;
}
.potential {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 1;
}
.particle {
position: absolute;
width: 10px;
height: 10px;
border-radius: 50%;
background: var(--accent);
box-shadow: 0 0 10px var(--accent);
z-index: 2;
}
.stats {
margin-top: 20px;
padding-top: 10px;
border-top: var(--border);
font-size: 0.9rem;
}
.stats-item {
display: flex;
justify-content: space-between;
margin: 5px 0;
}
.wavefunction {
position: absolute;
bottom: 0;
left: 0;
width: 100%;
height: 20px;
background: transparent;
z-index: 3;
}
.grid {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 0;
}
.grid line {
stroke: rgba(255, 255, 255, 0.1);
stroke-width: 0.5;
}
.grid .y-axis line {
stroke-dasharray: 2 2;
}
.grid .x-axis line {
stroke-dasharray: 5 2;
}
</style>
</head>
<body>
<div class="container">
<div class="header">
<h1>Quantum Particle Simulator</h1>
<div class="reset-btn">
<button id="resetBtn">Reset</button>
</div>
</div>
<div class="controls">
<button id="playBtn">Play</button>
<button id="pauseBtn">Pause</button>
<button id="stepBtn">Step</button>
<div class="energy-slider-container">
<label for="energySlider">Energy Level:</label>
<input type="range" id="energySlider" min="0.1" max="5" step="0.1" value="1">
</div>
</div>
<div class="simulation">
<svg class="grid" width="100%" height="100%">
<defs>
<pattern id="grid" width="20" height="20" patternUnits="userSpaceOnUse">
<path d="M 20 0 L 0 0 0 20" fill="none" stroke="rgba(255,255,255,0.1)" stroke-width="0.5"/>
</pattern>
</defs>
<rect width="100%" height="100%" fill="url(#grid)" />
<g class="x-axis">
<line x1="0" y1="0" x2="100%" y2="0" />
</g>
<g class="y-axis">
<line x1="0" y1="0" x2="0" y2="100%" />
</g>
</svg>
<svg class="potential" width="100%" height="100%">
<path id="potentialCurve" d="" stroke="var(--accent)" stroke-width="2" fill="none" />
</svg>
<div class="wavefunction">
<svg width="100%" height="100%">
<path id="wavefunctionPath" d="" stroke="rgba(255, 255, 255, 0.5)" stroke-width="2" fill="none" />
</svg>
</div>
<div class="particle" id="particle"></div>
</div>
<div class="stats">
<div class="stats-item">
<span>Energy:</span>
<span id="energyValue">0.0</span>
</div>
<div class="stats-item">
<span>Amplitude:</span>
<span id="amplitudeValue">0.0</span>
</div>
<div class="stats-item">
<span>Phase:</span>
<span id="phaseValue">0.0</span>
</div>
</div>
</div>
<script>
// Constants
const SIM_WIDTH = 800;
const SIM_HEIGHT = 700;
const GRID_SIZE = 20;
const PARTICLE_SIZE = 10;
const GRAVITY = 0.05;
const DAMPING = 0.99;
const POTENTIAL_STRENGTH = 2000;
const POTENTIAL_FREQUENCY = 0.5;
// Simulation state
let simulationRunning = false;
let animationFrameId = null;
let time = 0;
let particle = {
x: SIM_WIDTH / 2,
y: SIM_HEIGHT / 2,
vx: 0,
vy: 0,
energy: 1.0,
amplitude: 0.5,
phase: 0
};
// DOM elements
const simulationCanvas = document.createElement('canvas');
simulationCanvas.width = SIM_WIDTH;
simulationCanvas.height = SIM_HEIGHT;
simulationCanvas.style.width = '100%';
simulationCanvas.style.height = '100%';
simulationCanvas.style.position = 'absolute';
simulationCanvas.style.top = '0';
simulationCanvas.style.left = '0';
simulationCanvas.style.zIndex = '4';
document.querySelector('.simulation').appendChild(simulationCanvas);
const ctx = simulationCanvas.getContext('2d');
const potentialCurve = document.getElementById('potentialCurve');
const wavefunctionPath = document.getElementById('wavefunctionPath');
const particleElement = document.getElementById('particle');
// Initialize simulation
function init() {
reset();
drawPotentialCurve();
drawWavefunction();
updateStats();
}
// Reset simulation
function reset() {
particle.x = SIM_WIDTH / 2;
particle.y = SIM_HEIGHT / 2;
particle.vx = 0;
particle.vy = 0;
particle.energy = 1.0;
particle.amplitude = 0.5;
particle.phase = 0;
time = 0;
updateParticleElement();
updateStats();
}
// Update particle position
function updateParticle() {
if (!simulationRunning) return;
// Apply gravity (simulating potential well)
particle.vy += GRAVITY * (1 - particle.energy * 0.5);
// Apply damping
particle.vx *= DAMPING;
particle.vy *= DAMPING;
// Update position
particle.x += particle.vx;
particle.y += particle.vy;
// Boundary checks
if (particle.x < 0) {
particle.x = 0;
particle.vx = -particle.vx * 0.8;
}
if (particle.x > SIM_WIDTH) {
particle.x = SIM_WIDTH;
particle.vx = -particle.vx * 0.8;
}
if (particle.y < 0) {
particle.y = 0;
particle.vy = -particle.vy * 0.8;
}
if (particle.y > SIM_HEIGHT) {
particle.y = SIM_HEIGHT;
particle.vy = -particle.vy * 0.8;
}
// Calculate energy (simplified)
const speed = Math.sqrt(particle.vx * particle.vx + particle.vy * particle.vy);
particle.energy = Math.max(0.1, Math.min(5, 0.5 + speed * 0.1));
// Update wavefunction parameters
particle.amplitude = 0.5 + Math.sin(time * 0.3) * 0.3;
particle.phase = time * 0.5;
updateParticleElement();
updateStats();
drawWavefunction();
time += 0.05;
}
// Draw potential curve
function drawPotentialCurve() {
let pathData = `M 0 ${SIM_HEIGHT / 2} `;
for (let x = 0; x <= SIM_WIDTH; x += 5) {
const y = SIM_HEIGHT / 2 - Math.sin(x * POTENTIAL_FREQUENCY) * SIM_HEIGHT * 0.3;
pathData += `L ${x} ${y} `;
}
pathData += `L ${SIM_WIDTH} ${SIM_HEIGHT / 2}`;
potentialCurve.setAttribute('d', pathData);
}
// Draw wavefunction
function drawWavefunction() {
const pathData = `M 0 ${SIM_HEIGHT / 2 + particle.amplitude * 10} `;
for (let x = 0; x <= SIM_WIDTH; x += 2) {
const waveY = SIM_HEIGHT / 2 + Math.sin(x * 0.01 + particle.phase) * particle.amplitude * 10;
pathData += `L ${x} ${waveY} `;
}
pathData += `L ${SIM_WIDTH} ${SIM_HEIGHT / 2 + particle.amplitude * 10}`;
wavefunctionPath.setAttribute('d', pathData);
}
// Update particle element position
function updateParticleElement() {
particleElement.style.left = `${particle.x - PARTICLE_SIZE / 2}px`;
particleElement.style.top = `${particle.y - PARTICLE_SIZE / 2}px`;
// Draw particle on canvas (visualization)
ctx.clearRect(0, 0, SIM_WIDTH, SIM_HEIGHT);
ctx.fillStyle = 'rgba(255, 255, 255, 0.1)';
ctx.fillRect(0, 0, SIM_WIDTH, SIM_HEIGHT);
// Draw trail
ctx.strokeStyle = 'rgba(255, 107, 157, 0.3)';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(particle.x, particle.y);
ctx.lineTo(particle.x - 20, particle.y - 20);
ctx.stroke();
// Draw particle
ctx.beginPath();
ctx.arc(particle.x, particle.y, PARTICLE_SIZE / 2, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(255, 107, 157, 0.8)';
ctx.fill();
ctx.strokeStyle = 'rgba(255, 255, 255, 0.5)';
ctx.lineWidth = 1;
ctx.stroke();
}
// Update stats display
function updateStats() {
document.getElementById('energyValue').textContent = particle.energy.toFixed(2);
document.getElementById('amplitudeValue').textContent = particle.amplitude.toFixed(2);
document.getElementById('phaseValue').textContent = particle.phase.toFixed(2);
}
// Event listeners
document.getElementById('playBtn').addEventListener('click', () => {
if (!simulationRunning) {
simulationRunning = true;
animate();
}
});
document.getElementById('pauseBtn').addEventListener('click', () => {
simulationRunning = false;
if (animationFrameId) {
cancelAnimationFrame(animationFrameId);
animationFrameId = null;
}
});
document.getElementById('stepBtn').addEventListener('click', () => {
if (!simulationRunning) {
updateParticle();
drawWavefunction();
updateStats();
}
});
document.getElementById('resetBtn').addEventListener('click', reset);
document.getElementById('energySlider').addEventListener('input', (e) => {
const value = parseFloat(e.target.value);
particle.energy = value;
updateStats();
});
// Animation loop
function animate() {
updateParticle();
if (simulationRunning) {
animationFrameId = requestAnimationFrame(animate);
}
}
// Initialize
init();
</script>
</body>
</html>
[Intro - Glitching synth pulse, sub-bass rumble, first line whispered over static, instrumental build-up, sparse vocal d…
[Intro - Glitchy synth pulse, building feedback, drums kick in]
I'm the scar that learned to speak
I'm the wound that le…
[Intro - Single distorted guitar riff, feedback swelling, drums crash in at line 3]
I am the echo that never fades
A voi…
[Intro - Glitchy synth pulse, building feedback, drums kick in]
The waves are calling, but I'm standing still,
A mirror …
[Intro - Distorted guitar riff with feedback, drums crash in, sea breeze sound effects, building to a scream]
"Storm on …
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Lizenz: CC BY 4.0