How to create realistic sprite bounce physics based on collision direction
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PhysicsGamer_Alex
Posted on January 24, 2024 • Advanced
⚽ Realistic bounce physics help needed
Hey everyone! I’m working on a physics-based game (think Pong meets Breakout) where I need sprites to bounce off surfaces realistically. Right now I’m just using “turn 180 degrees” but that looks terrible and unrealistic! 😅
I need help creating a system where:
- Sprites bounce at realistic angles based on their approach direction
- The bounce angle depends on the surface they hit (horizontal vs vertical walls)
- Velocity is preserved but direction changes properly
- It works like real physics - like a ball bouncing off a wall
I’ve seen games where the ball bounces perfectly based on physics laws, but I can’t figure out how to implement this in Scratch. The math behind reflection angles is confusing me!
Any help with the collision detection and angle calculations would be amazing! 🙏
PhysicsEngine_Pro
Replied 3 hours later • ⭐ Best Answer
Excellent question @PhysicsGamer_Alex! Realistic bouncing is all about understanding reflection physics. Here’s a complete system:
⚡ Physics Bounce System Flow
Here’s how realistic bouncing works:
🔧 Step 1: Velocity-Based Movement System
First, set up a proper velocity system instead of simple movement:
when flag clicked set [x velocity v] to [5] set [y velocity v] to [3] set [speed v] to [1] set [bounce damping v] to [0.9] forever // Move based on velocity change x by ((x velocity) * (speed)) change y by ((y velocity) * (speed)) // Check for collisions check collisions end
⚽ Step 2: Smart Collision Detection
Detect which side of an object was hit:
define check collisions if <touching [Wall v]?> then // Move back to find collision point change x by (((x velocity) * (speed)) * [-1]) change y by (((y velocity) * (speed)) * [-1]) // Test each direction to find collision side change x by ((x velocity) * (speed)) if <touching [Wall v]?> then // Hit vertical surface change x by (((x velocity) * (speed)) * [-1]) set [x velocity v] to ((x velocity) * [-1]) bounce horizontal else change y by ((y velocity) * (speed)) if <touching [Wall v]?> then // Hit horizontal surface change y by (((y velocity) * (speed)) * [-1]) set [y velocity v] to ((y velocity) * [-1]) bounce vertical end end end
🎯 Step 3: Realistic Bounce Calculations
Implement proper physics-based bouncing:
// Horizontal surface bounce (floor/ceiling) define bounce vertical // Flip Y velocity, keep X velocity set [y velocity v] to ((y velocity) * [-1] * (bounce damping)) set [x velocity v] to ((x velocity) * (bounce damping)) // Add slight randomness for realism change [x velocity v] by (pick random [-0.5] [0.5]) // Play bounce sound play sound [bounce v] // Visual effect create clone of [bounce effect v] // Horizontal surface bounce (walls) define bounce horizontal // Flip X velocity, keep Y velocity set [x velocity v] to ((x velocity) * [-1] * (bounce damping)) set [y velocity v] to ((y velocity) * (bounce damping)) // Add slight randomness change [y velocity v] by (pick random [-0.5] [0.5]) // Effects play sound [bounce v] create clone of [bounce effect v]
🚀 Step 4: Advanced Angle-Based Bouncing
For more complex surfaces with different angles:
// Advanced bounce with surface angles define bounce off surface (surface angle) // Get current direction set [current direction v] to (direction) // Calculate reflection angle // Reflection formula: new_angle = 2 * surface_angle - old_angle set [new direction v] to (((2) * (surface angle)) - (current direction)) // Apply the new direction point in direction (new direction) // Reduce speed slightly for realism set [speed v] to ((speed) * (bounce damping)) // Convert direction back to velocity components set [x velocity v] to ((cos of (new direction)) * (speed)) set [y velocity v] to ((sin of (new direction)) * (speed))
💎 Step 5: Complete Bouncing Ball Example
Here’s a complete implementation for a bouncing ball:
// Main ball physics loop when flag clicked go to x: [0] y: [0] set [x velocity v] to [6] set [y velocity v] to [4] set [gravity v] to [-0.2] set [bounce damping v] to [0.85] forever // Apply gravity change [y velocity v] by (gravity) // Move change x by (x velocity) change y by (y velocity) // Bounce off edges if <(x position) > [230]> then set x to [230] set [x velocity v] to ((x velocity) * [-1] * (bounce damping)) end if <(x position) < [-230]> then set x to [-230] set [x velocity v] to ((x velocity) * [-1] * (bounce damping)) end if <(y position) > [170]> then set y to [170] set [y velocity v] to ((y velocity) * [-1] * (bounce damping)) end if <(y position) < [-170]> then set y to [-170] set [y velocity v] to ((y velocity) * [-1] * (bounce damping)) // Add extra bounce for floor if <(y velocity) > [-2]> then set [y velocity v] to [-2] end end // Stop if moving too slowly if <<((x velocity) * (x velocity)) + ((y velocity) * (y velocity))> < [0.1]> then set [x velocity v] to [0] set [y velocity v] to [0] end end
🎮 Step 6: Paddle/Player Interaction
For games like Pong, add player influence on bounce:
// Enhanced paddle bounce define bounce off paddle // Get relative hit position (-1 to 1) set [hit position v] to (((x position) - (paddle x)) / [50]) // Influence bounce angle based on hit position set [angle influence v] to ((hit position) * [30]) // Calculate new direction set [base angle v] to [90] set [new angle v] to ((base angle) + (angle influence)) // Apply new direction with speed boost point in direction (new angle) set [speed v] to ((speed) * [1.1]) // Convert to velocity set [x velocity v] to ((cos of (new angle)) * (speed)) set [y velocity v] to ((sin of (new angle)) * (speed))
💡 Pro Physics Tips
- Energy conservation: Use damping (0.8-0.95) to simulate energy loss
- Minimum velocity: Stop objects when they’re moving too slowly
- Surface materials: Different surfaces can have different bounce factors
- Spin effects: Add rotation to influence bounce direction
- Air resistance: Gradually reduce velocity over time
This system creates realistic, physics-based bouncing that feels natural and responsive! 🎯
PhysicsGamer_Alex
Replied 2 hours later
@PhysicsEngine_Pro This is absolutely incredible! 🤯 The physics explanation is perfect!
I implemented the basic version and the difference is night and day! One question - how do I handle corner collisions where the sprite might hit two surfaces at once?
CollisionDetective_Sam
Replied 45 minutes later
@PhysicsGamer_Alex Great question about corner collisions! Here’s how to handle them:
// Corner collision detection define handle corner collision // Check if hitting both X and Y surfaces set [x collision v] to [false] set [y collision v] to [false] // Test X movement change x by (x velocity) if <touching [Wall v]?> then set [x collision v] to [true] change x by ((x velocity) * [-1]) end // Test Y movement change y by (y velocity) if <touching [Wall v]?> then set [y collision v] to [true] change y by ((y velocity) * [-1]) end // Handle collision type if <<(x collision) = [true]> and <(y collision) = [true]>> then // Corner hit - reverse both velocities set [x velocity v] to ((x velocity) * [-1] * (bounce damping)) set [y velocity v] to ((y velocity) * [-1] * (bounce damping)) else if <(x collision) = [true]> then set [x velocity v] to ((x velocity) * [-1] * (bounce damping)) end if <(y collision) = [true]> then set [y velocity v] to ((y velocity) * [-1] * (bounce damping)) end end
This prevents sprites from getting stuck in corners! 💪
Vibelf_Community
Pinned Message • Moderator
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