Sure! Here's an implementation of a basic particle collision algorithm in JavaScript using the HTML Canvas:

```html

<!DOCTYPE html>
<html>
<head>
	<title>Particle Collision Simulation</title>
	<style>
		canvas {
			border: 1px solid black;
		}
	</style>
</head>
<body>
	<canvas id="canvas"></canvas>
	<script>
		const canvas = document.getElementById("canvas");
		const ctx = canvas.getContext("2d");

		// Define the canvas size
		canvas.width = window.innerWidth - 20;
		canvas.height = window.innerHeight - 20;

		// Define the particle class
		class Particle {
			constructor(x, y, radius, dx, dy, color) {
				this.x = x;
				this.y = y;
				this.radius = radius;
				this.dx = dx;
				this.dy = dy;
				this.color = color;
			}

			draw() {
				ctx.beginPath();
				ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
				ctx.fillStyle = this.color;
				ctx.fill();
				ctx.closePath();
			}

			update() {
				if (this.x + this.radius > canvas.width || this.x - this.radius < 0) {
					this.dx = -this.dx;
				}

				if (this.y + this.radius > canvas.height || this.y - this.radius < 0) {
					this.dy = -this.dy;
				}

				this.x += this.dx;
				this.y += this.dy;

				this.draw();
			}

			collisionCheck(particles) {
				for (let i = 0; i < particles.length; i++) {
					if (this === particles[i]) continue;

					const distance = Math.sqrt(
						Math.pow(this.x - particles[i].x, 2) + 
						Math.pow(this.y - particles[i].y, 2)
					);

					if (distance <= this.radius + particles[i].radius) {
						// collision detected
						const angle = Math.atan2(
							particles[i].y - this.y, 
							particles[i].x - this.x
						);

						const velocity1 = Math.sqrt(
							Math.pow(this.dx, 2) + 
							Math.pow(this.dy, 2)
						);

						const velocity2 = Math.sqrt(
							Math.pow(particles[i].dx, 2) + 
							Math.pow(particles[i].dy, 2)
						);

						const direction1 = Math.atan2(this.dy, this.dx);
						const direction2 = Math.atan2(particles[i].dy, particles[i].dx);

						const newVelocity1 = velocity2 * Math.cos(direction2 - angle);
						const newVelocity2 = velocity1 * Math.cos(direction1 - angle);

						const finalVelocity1 = ((this.radius - particles[i].radius) * velocity1 + 
							(2 * particles[i].radius) * velocity2) / (this.radius + particles[i].radius);

						const finalVelocity2 = ((particles[i].radius - this.radius) * velocity2 + 
							(2 * this.radius) * velocity1) / (this.radius + particles[i].radius);

						const newDX1 = newVelocity1 * Math.cos(angle) + 
							velocity1 * Math.sin(direction1 - angle) * Math.cos(angle + Math.PI / 2);

						const newDY1 = newVelocity1 * Math.sin(angle) + 
							velocity1 * Math.sin(direction1 - angle) * Math.sin(angle + Math.PI / 2);

						const newDX2 = newVelocity
```
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