The block sets the gravity for the physics engine in the defined x and y directions. To simulate Earth’s gravity, the value should be X to 0 and Y to -10.
Let’s see how gravity changes the output of the Physics Engine:
The block sets the gravity for the physics engine in the defined x and y directions. To simulate Earth’s gravity, the value should be X to 0 and Y to -10.
Let’s see how gravity changes the output of the Physics Engine:
The example demonstrates how to make a sprite be fixed to a point but can rotate. The wand is hanging like a pendulum.
The center of the wand in the costume is the point of rotation.
The following code creates the simulation of the pendulum.
In this example, you understand the effect of the density, roughness, and bounce properties of the sprites. The ball falls from the top randomly, and the bell is fixed but can rotate.
The bell center is changed to make it swing from the top.
This script creates clones of the ball every 0.5 seconds.
This script assigns the properties of the clone.
We will change the density of the bell and the ball in the block – set sprite density () roughness () bounce (). This will result in different simulations.
In this example, we will analyze the effect of the bounce property of the sprite using a ball. We will track the ball using the pen extension and the color will change with the y velocity of the ball.
The coefficient of restitution is the ratio of the final to the initial relative speed between two objects after they collide. In PictoBlox it is controlled with bounce property. It varies from 0 to 100%.
The following is the code we will use:
Let’s see how the code work will various bounce values:
If we change the gravity with a bounce value equal to 90, we can simulate how the ball will work on the moon.
In this example, we simulate the covid experiment using the physics simulation. Following is what we are doing:
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