Creating perfect reflection and bounce physics in Scratch
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PhysicsWizard_Sam
Posted on January 25, 2024 • Advanced
⚡ Need perfect bounce physics for my game
Hey physics experts! I’m working on a game that requires realistic reflection mechanics - think laser beams, bouncing balls, or projectiles hitting surfaces. The problem is my current bounce system is buggy and objects sometimes clip through walls or bounce at wrong angles.
- Need mathematically accurate reflection based on surface angles
- Want to prevent clipping through walls completely
- Looking for solutions that work with complex wall shapes
- Must handle multiple surfaces in a single sprite
Anyone know the proper physics formulas and implementation techniques? I want this to be as realistic as possible! 🎯
PhysicsMaster_Alex
Replied 2 hours later • ⭐ Best Answer
Excellent question @PhysicsWizard_Sam! Perfect reflection physics requires understanding the mathematical principles. Here’s the complete solution:
📐 The Reflection Formula
The fundamental formula for perfect reflection is:
d = (2 × b) - a
- d = new direction after bounce
- b = surface normal direction
- a = incoming object direction
🎯 Basic Implementation
For simple surfaces with known angles:
// Basic reflection off a surface if <touching [Wall v]?> then point in direction (((2) * ([direction v] of [Wall v])) - (direction)) move (2) steps // move away from wall to prevent sticking end
🔧 Advanced Multi-Surface Detection
For complex walls with multiple surfaces, use pixel-perfect detection:
// Advanced collision detection define reflect off surface set [hit detected v] to [false] repeat until <not <touching [Walls v]?>> move (-1) steps set [hit detected v] to [true] end if <(hit detected) = [true]> then // Calculate surface normal using surrounding pixels set [normal x v] to [0] set [normal y v] to [0] // Check 8 directions around collision point repeat (8) turn right (45) degrees move (1) steps if <touching [Walls v]?> then change [normal x v] by (([sin v] of (direction)) * [-1]) change [normal y v] by (([cos v] of (direction)) * [-1]) end move (-1) steps end // Normalize the normal vector set [normal length v] to ([sqrt v] of (((normal x) * (normal x)) + ((normal y) * (normal y)))) if <(normal length) > [0]> then set [normal x v] to ((normal x) / (normal length)) set [normal y v] to ((normal y) / (normal length)) // Calculate reflection using dot product set [dot product v] to (((x velocity) * (normal x)) + ((y velocity) * (normal y))) change [x velocity v] by (((normal x) * (dot product)) * [-2]) change [y velocity v] by (((normal y) * (dot product)) * [-2]) end end
🚀 Velocity-Based Physics System
For the most realistic physics, use velocity vectors:
// Main physics loop when flag clicked set [x velocity v] to [5] set [y velocity v] to [3] set [bounce damping v] to [0.9] // energy loss on bounce forever // Store position before movement set [old x v] to (x position) set [old y v] to (y position) // Apply velocity change x by (x velocity) change y by (y velocity) // Check for collision if <touching [Walls v]?> then // Restore previous position set x to (old x) set y to (old y) // Perform reflection calculation reflect off surface // Apply damping set [x velocity v] to ((x velocity) * (bounce damping)) set [y velocity v] to ((y velocity) * (bounce damping)) // Move with new velocity change x by (x velocity) change y by (y velocity) end // Apply gravity if needed change [y velocity v] by [-0.2] end
🎨 Visual Debugging
Add visual feedback to debug your physics:
// Debug visualization when flag clicked clear forever pen down set pen color to [#ff0000] set pen size to [2] // Draw velocity vector go to x: (x position) y: (y position) point in direction ([atan2 v] of (y velocity) (x velocity)) move (([sqrt v] of (((x velocity) * (x velocity)) + ((y velocity) * (y velocity)))) * [5]) steps pen up wait (0.1) seconds end
💡 Pro Tips
- Prevent tunneling: Use small time steps and check collision multiple times per frame
- Energy conservation: Adjust bounce damping based on material properties
- Smooth movement: Use fractional coordinates for sub-pixel precision
- Performance: Only calculate complex reflections when needed
This system will give you perfectly realistic bounce physics! 🎯
PhysicsWizard_Sam
Replied 1 hour later
@PhysicsMaster_Alex This is absolutely incredible! 🤯
The velocity-based system works perfectly - no more clipping, and the reflections are mathematically perfect. The visual debugging feature helped me understand exactly what was happening with the physics.
One question: how would I add spin/rotation effects to the bouncing object?
RotationSpecialist_Maya
Replied 3 hours later
@PhysicsWizard_Sam Great question! Here’s how to add realistic spin physics:
// Add angular velocity set [angular velocity v] to [0] set [spin damping v] to [0.95] // In your collision detection if <touching [Walls v]?> then // Calculate spin based on impact angle set [impact angle v] to ([atan2 v] of (y velocity) (x velocity)) set [surface angle v] to ([atan2 v] of (normal y) (normal x)) set [relative angle v] to ((impact angle) - (surface angle)) // Add spin based on glancing angle change [angular velocity v] by ((sin of (relative angle)) * [5]) // Apply spin damping set [angular velocity v] to ((angular velocity) * (spin damping)) end // Apply rotation turn right (angular velocity) degrees
This creates realistic spin effects based on the angle of impact! 🌪️
Vibelf_Community
Pinned Message • Moderator
⚡ Master Advanced Physics Programming
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