my simple game created with P5.js consists in a ball that falls affected by a gravity force and bounces on the ground. I would like to add a "compression" animation to the ball when it touches the ground so that it should look more realistic.
How can I do that without making it look weird?
the code is this:
function Ball() {
this.diameter = 50;
this.v_speed = 0;
this.gravity = 0.2;
this.starty = height / 2 - 100;
this.endy = height - this.diameter / 2;
this.ypos = this.starty;
this.xpos = width / 2;
this.update = function() {
this.v_speed = this.v_speed + this.gravity;
this.ypos = this.ypos + this.v_speed;
if (this.ypos >= this.endy) {
this.ypos = this.endy;
this.v_speed *= -1.0; // change direction
this.v_speed = this.v_speed * 0.9;
if (Math.abs(this.v_speed) < 0.5) {
this.ypos = this.starty;
}
}
}
this.show = function() {
ellipse(this.xpos, this.ypos, this.diameter);
fill(255);
}
}
var ball;
function setup() {
createCanvas(600, 600);
ball = new Ball();
}
function draw() {
background(0);
ball.update();
ball.show();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/p5.js"></script>
A very simple solution is to increase this.endy
dynamically, by an empirically value which depends on the speed. The maximum of the value has to be less than this.diameter/2
. In the example I've use this.diameter/3
for the maximum amount, but you can ply with this value. If the speed is 0, then the amount has to be 0, too:
endy = this.endy + Math.min(Math.abs(this.v_speed), this.diameter/3);
if (this.ypos >= endy) {
this.ypos = endy;
// [...]
}
This cause that the ball slightly goes below the bottom. Use this to "squeeze" the ball by the same amount:
this.show = function() {
h = Math.min(this.diameter, (height - this.ypos)*2)
w = 2 * this.diameter - h;
ellipse(this.xpos, this.ypos, w, h);
fill(255);
}
See the example, where I applied the suggestions to the code of the question:
function Ball() {
this.diameter = 50;
this.v_speed = 0;
this.gravity = 0.2;
this.starty = height / 2 - 100;
this.endy = height - this.diameter / 2;
this.ypos = this.starty;
this.xpos = width / 2;
this.update = function() {
this.v_speed = this.v_speed + this.gravity;
this.ypos = this.ypos + this.v_speed;
endy = this.endy + Math.min(Math.abs(this.v_speed), this.diameter/3);
if (this.ypos >= endy) {
this.ypos = endy;
this.v_speed *= -1.0; // change direction
this.v_speed = this.v_speed * 0.9;
if (Math.abs(this.v_speed) < 0.5) {
this.ypos = this.starty;
}
}
}
this.show = function() {
h = Math.min(this.diameter, (height - this.ypos)*2)
w = 2 * this.diameter - h;
ellipse(this.xpos, this.ypos, w, h);
fill(255);
}
}
var ball;
function setup() {
createCanvas(600, 600);
ball = new Ball();
}
function draw() {
background(0);
ball.update();
ball.show();
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.8.0/p5.js"></script>
Demo
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