Creating drag-and-release physics with bounce mechanics in Scratch
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PhysicsGamer_Alex
Posted on July 25, 2025 • Advanced
🎮 Need help with drag physics and bounce mechanics!
Hey everyone! I’m working on a physics-based game and I need help with these mechanics:
- When I drag a sprite horizontally, it should continue moving in that direction when released
- The sprite should fall down due to gravity
- When it hits another sprite, it should bounce off realistically
- The bounce should affect both speed and direction
I want to create a realistic physics system where the drag speed affects the momentum, and collisions feel natural. Any help with the physics calculations would be amazing! 🚀
Game Type: Physics-based bouncing game with scoring
PhysicsEngine_Maya
Replied 42 minutes later • ⭐ Best Answer
Excellent physics question @PhysicsGamer_Alex! Let me help you build a complete drag-and-bounce physics system:
🧮 Understanding the Physics
Here’s how the physics system should work:
🚀 Solution 1: Advanced Drag Physics System
First, let’s create the drag detection and velocity calculation:
// Main physics loop when flag clicked set [Gravity v] to [-0.5] set [Friction v] to [0.98] set [Bounce Damping v] to [0.7] set [X Velocity v] to [0] set [Y Velocity v] to [0] set [Is Dragging v] to [0] forever handle drag input apply physics check collisions end // Custom block: handle drag input define handle drag input if <<mouse down?> and <touching [mouse-pointer v]?>> then if <(Is Dragging) = [0]> then // Start dragging set [Is Dragging v] to [1] set [Drag Start X v] to (x position) set [Drag Start Time v] to (timer) set [Last Mouse X v] to (mouse x) else // Continue dragging set x to (mouse x) set [Current Mouse X v] to (mouse x) end else if <(Is Dragging) = [1]> then // Release - calculate velocity set [Drag Time v] to ((timer) - (Drag Start Time)) if <(Drag Time) > [0.1]> then set [X Velocity v] to (((Current Mouse X) - (Drag Start X)) / ((Drag Time) * [30])) end set [Is Dragging v] to [0] end end
⚡ Solution 2: Realistic Physics Movement
Now let’s implement gravity and momentum:
// Custom block: apply physics define apply physics if <(Is Dragging) = [0]> then // Apply horizontal velocity with friction change x by (X Velocity) set [X Velocity v] to ((X Velocity) * (Friction)) // Apply gravity change [Y Velocity v] by (Gravity) change y by (Y Velocity) // Ground collision (simple) if <(y position) < [-150]> then set y to [-150] set [Y Velocity v] to ((Y Velocity) * (-1) * (Bounce Damping)) set [X Velocity v] to ((X Velocity) * (Friction)) end // Side boundaries 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 end
🎯 Solution 3: Advanced Collision System
For sprite-to-sprite bouncing with realistic physics:
// Custom block: check collisions define check collisions if <touching [Bounce Platform v]?> then // Get collision angle set [Collision Angle v] to (direction to [Bounce Platform v]) // Move away from collision repeat [5] if <touching [Bounce Platform v]?> then change x by ((cos of (Collision Angle)) * [-2]) change y by ((sin of (Collision Angle)) * [-2]) end end // Calculate bounce vector calculate bounce physics // Add some randomness for realism change [X Velocity v] by (pick random [-1] to [1]) // Play bounce sound play sound [bounce v] end // Custom block: calculate bounce physics define calculate bounce physics // Reflect velocity based on collision angle set [Incident Angle v] to ((atan of ((Y Velocity) / (X Velocity))) - (Collision Angle)) set [Reflection Angle v] to ((Collision Angle) - (Incident Angle)) // Calculate new velocity components set [Speed v] to (sqrt of (((X Velocity) * (X Velocity)) + ((Y Velocity) * (Y Velocity)))) set [New Speed v] to ((Speed) * (Bounce Damping)) set [X Velocity v] to ((cos of (Reflection Angle)) * (New Speed)) set [Y Velocity v] to ((sin of (Reflection Angle)) * (New Speed))
🎨 Solution 4: Enhanced Visual Feedback
Add visual indicators for better user experience:
// Visual feedback system when flag clicked forever clear // Draw velocity vector while dragging if <(Is Dragging) = [1]> then pen down set pen color to [red] set pen size to [3] go to x: (x position) y: (y position) go to x: (mouse x) y: (mouse y) pen up // Show predicted trajectory draw trajectory preview end // Draw velocity indicator during flight if <(Is Dragging) = [0]> then if <((abs of (X Velocity)) + (abs of (Y Velocity))) > [1]> then pen down set pen color to [blue] set pen size to [2] go to x: (x position) y: (y position) go to x: ((x position) + ((X Velocity) * [5])) y: ((y position) + ((Y Velocity) * [5])) pen up end end end // Custom block: draw trajectory preview define draw trajectory preview set [Preview X v] to (x position) set [Preview Y v] to (y position) set [Preview VX v] to (((mouse x) - (x position)) / [10]) set [Preview VY v] to [0] pen down set pen color to [yellow] set pen size to [1] repeat [20] change [Preview X v] by (Preview VX) change [Preview Y v] by (Preview VY) change [Preview VY v] by [-0.5] // Gravity preview go to x: (Preview X) y: (Preview Y) end pen up
🎮 Solution 5: Game Integration System
Complete system with scoring and multiple bounce targets:
// Game management when flag clicked set [Score v] to [0] set [Bounces v] to [0] set [Combo v] to [0] set [Last Bounce Time v] to [0] // Enhanced collision with scoring define check collisions if <touching [Bounce Platform v]?> then // Existing bounce physics code... calculate bounce physics // Scoring system change [Bounces v] by [1] set [Time Since Last v] to ((timer) - (Last Bounce Time)) if <(Time Since Last) < [2]> then // Combo bonus change [Combo v] by [1] change [Score v] by ((10) * (Combo)) say (join [Combo x] (Combo)) for [1] seconds else // Reset combo set [Combo v] to [1] change [Score v] by [10] end set [Last Bounce Time v] to (timer) // Special effects for high combos if <(Combo) > [5]> then set [ghost v] effect to [50] wait [0.2] seconds clear graphic effects end end
💡 Pro Physics Tips
- 🎯 Velocity capping: Limit max speed to prevent glitches
- ⚡ Frame-rate independence: Use timer-based calculations
- 🔄 Energy conservation: Gradually reduce velocity over time
- 🎨 Visual feedback: Show trajectory and velocity vectors
- 🎵 Audio cues: Different sounds for different bounce types
- 🎲 Realistic variation: Add slight randomness to bounces
This creates a complete physics system with realistic drag, gravity, and bouncing! 🚀⚽
PhysicsGamer_Alex
Replied 1 hour later
@PhysicsEngine_Maya This is incredible! 🤯
I implemented the drag physics system and the bouncing works perfectly now! The trajectory preview is such a nice touch - it really helps players understand the physics.
One question: How can I make different bounce platforms have different bounce strengths? Like trampolines vs. walls?
MaterialPhysics_Jake
Replied 2 hours later
@PhysicsGamer_Alex Great follow-up! Here’s how to create different material properties:
// Material system define check material collision if <touching [Trampoline v]?> then set [Bounce Damping v] to [1.2] // Amplify bounce set [Material Sound v] to [boing] else if <touching [Rubber Wall v]?> then set [Bounce Damping v] to [0.9] // High bounce set [Material Sound v] to [bounce] else if <touching [Concrete Wall v]?> then set [Bounce Damping v] to [0.3] // Low bounce set [Material Sound v] to [thud] end end end play sound (Material Sound) calculate bounce physics
You can also add material-specific effects like particle systems or screen shake! 🎮
Vibelf_Community
Pinned Message • Moderator
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