Bouncing Ball - Help needed please
by Scott Wilson-Billing · in iTorque 2D · 09/01/2011 (5:45 am) · 10 replies
I'm needing to implement bouncing balls - the weight of the ball (various) will determine the bounce. I also want the ground to have an influence on the bounce e.g. ball bouncing on concrete will be different to grass.
Can somebody point me in the right direction please - I know how to create sprites etc etc, just need to know those magic physic parameters to play around with :)
Cheers
Scott
Can somebody point me in the right direction please - I know how to create sprites etc etc, just need to know those magic physic parameters to play around with :)
Cheers
Scott
#2
09/01/2011 (7:14 am)
Yeah, just enable physics for an object (it defaults to off in iT2D), and you should have balls bouncing. One of the earlier example projects in iT2D is even a bunch of bouncing balls. Check your account for 1.3 or older.
#3
I'm looking to have a ball bounce, bounce again etc with each bounce height getting smaller as impact, friction, loss of momentum take effect. Is this achievable "out of the box".
I did try the bb tutorial but they just bounce off and keep going.
09/01/2011 (7:26 am)
Thanks Guys.I'm looking to have a ball bounce, bounce again etc with each bounce height getting smaller as impact, friction, loss of momentum take effect. Is this achievable "out of the box".
I did try the bb tutorial but they just bounce off and keep going.
#4
09/01/2011 (9:27 am)
Did you set up world limits in any way? Default for levels is to have an infinite area to play around in.
#5
09/01/2011 (9:35 am)
I would think it is achievable. I am developing a fairly complex game in regards to the out of the box use of physics. I have no complaints beyond that I had it working perfectly, then I dramatically increased the size of the ball and lost the gravitational effects I had. I imagine if I keep fiddling with the settings I will get it tho.
#6
09/01/2011 (9:09 pm)
Scott see if this bounce works for you. This is the sprite object I used for one of my games to get a bouncing effect. Just place a floor and set the collision to clamp on the floor to test.new t2dStaticSprite(bounceObject) {
imageMap = "pegImageMap"; //change this to your imageMap
frame = "0";
canSaveDynamicFields = "1";
useMouseEvents = "1";
Position = "-3.296 -44.551";
size = "5.557 5.403";
Layer = "3";
GraphGroup = "10";
CollisionActiveSend = "1";
CollisionPhysicsReceive = "0";
CollisionDetectionMode = "CIRCLE";
CollisionResponseMode = "BOUNCE";
CollisionCircleSuperscribed = "0";
ConstantForce = "0.000 2.500";
ConstantForceGravitic = "1";
ForceScale = "40";
Restitution = "0.85";
LinearVelocity = "0.000 10.000";
mountID = "15";
};
#7
09/01/2011 (11:34 pm)
Thanks Johnny, just what I was looking for :) Will try this weekend and report back.
#8
09/02/2011 (12:36 pm)
Don't forget about the damping property on each object, which will force a velocity slow down. It is very powerful so you will not need high values. I'm using that for my ball's rolling behavior.
#9
Regarding things like mass, density, damping, friction etc, things that may come into being a factor in how a ball is affected by gravity... what are the number settings? Is each one, any number??? or are any of them only between 0 and 1?
09/02/2011 (12:43 pm)
@Michael, Regarding things like mass, density, damping, friction etc, things that may come into being a factor in how a ball is affected by gravity... what are the number settings? Is each one, any number??? or are any of them only between 0 and 1?
#10
09/02/2011 (1:04 pm)
Thanks Michael, I will definitely be needing damping as I want the ball to roll to a stop.
Torque Owner rennie moffat
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