 - mouseDistance) / 120 * 0.0001;
                        particle.vx += (this.mouse.x - particle.x) * attraction;
                        particle.vy += (this.mouse.y - particle.y) * attraction;
                    }
                   
                    // Apply lighter friction to maintain momentum longer
                    particle.vx *= 0.9995;
                    particle.vy *= 0.9995;
                    
                    // Add small random impulses to prevent stagnation
                    if