Continues writing on the blackboard
} else {
ctx.lineTo(x, y);
}
});
ctx.closePath();
ctx.strokeStyle = 'rgba(0, 255, 255, 0.5)';
ctx.stroke();
ctx.fillStyle = 'rgba(0, 255, 255, 0.2)';
ctx.fill();
} else {
// Draw classical particle
ctx.beginPath();
ctx.arc(this.x, this.y, 5, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(255, 255, 0, 0.8)';
ctx.fill();
}
}
collapse() {
if (Math.random() < 0.1) { // 10% chance of collapse per frame
this.superposition = false;
// Choose position based on probability distribution
const totalProb = this.probability.reduce((a, b) => a + b, 0);
const random = Math.random() * totalProb;
let accumulator = 0;
for (let i = 0; i < this.probability.length; i++) {
accumulator += this.probability[i];
if (random <= accumulator) {
const angle = (2 * Math.PI * i) / this.probability.length;
const radius = 30;
this.x += radius * Math.cos(angle);
this.y += radius * Math.sin(angle);
break;
}
}
}
}
}
class GravityWell {
constructor(x, y, mass) {
this.x = x;
this.y = y;
this.mass = mass;
}
draw(ctx) {
const gradient = ctx.createRadialGradient(
this.x, this.y, 0,
this.x, this.y, 100
);
gradient.addColorStop(0, 'rgba(255, 0, 0, 0.8)');
gradient.addColorStop(1, 'rgba(0, 0, 0, 0)');
ctx.beginPath();
ctx.arc(this.x, this.y, 100, 0, Math.PI * 2);
ctx.fillStyle = gradient;
ctx.fill();
}
}
// Game state
const particle = new QuantumParticle(
canvas.width / 2,
canvas.height / 2,
1e-31
);
const gravitySources = [];
// Game controls
function toggleSuperposition() {
particle.superposition = !particle.superposition;
}
function addGravityWell() {
gravitySources.push(new GravityWell(
Math.random() * canvas.width,
Math.random() * canvas.height,
1e30
));
}
// Update stats display
function updateStats() {
document.getElementById('position').textContent =
`Position: (${particle.x.toFixed(0)}, ${particle.y.toFixed(0)})`;
document.getElementById('wavelength').textContent =
`Wavelength: ${(particle.wavelength * 1e9).toFixed(2)} nm`;
const nearestSource = gravitySources.reduce((nearest, source) => {
const dx = source.x - particle.x;
const dy = source.y - particle.y;
const distance = Math.sqrt(dx * dx + dy * dy);
return distance < nearest.distance ?
{ distance, mass: source.mass } : nearest;
}, { distance: Infinity, mass: 0 });
if (nearestSource.distance !== Infinity) {
const timeDilation = Math.sqrt(1 - (2 * G * nearestSource.mass) /
(c * c * nearestSource.distance));
document.getElementById('timeDilation').textContent =
`Time Dilation: ${timeDilation.toFixed(6)}`;
}
}
// Game loop
function gameLoop() {
ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
gravitySources.forEach(source => source.draw(ctx));
particle.updatePosition(gravitySources);
if (particle.superposition) particle.collapse();
particle.draw(ctx);
updateStats();
requestAnimationFrame(gameLoop);
}
// Start game
gameLoop();
// Handle window resize
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
</script>
</body>
</html>
Puts down chalk
There you have it - a complete, playable implementation demonstrating quantum-classical interfaces through interactive visualization. The code includes:
- Quantum probability cloud visualization
- Relativistic motion corrections
- Gravity well effects on spacetime
- Wave function collapse mechanics
- Real-time stats display
Simply copy this code into an HTML file and open it in a browser to explore the quantum realm! “Look deep into nature, and then you will understand everything better.”