Woow!!
"Rohjo" you are a lifesaver this is absolutely beautiful )))
I was almost gonna give up this mini-project that I wanted to finish quickly as it was getting too ridiculous complicated I haven't slept in a week and again you save me always in the critical moments.
I'm so glad that you are still around to give us all those cool stuff.
I'm just having a bit of issue trying to integrate it with the Bullet behaviour which is the one I choose for the Balls movements which you recommended in another thread by using this equation:
sqrt(-2*1000*-200)
And acceleration = -200
As I found it the simplest and I like the results better than the physics
The mechanic that I'm looking to do is like "8 ball Billar" like the second capx I posted above.
So you shoot a ball and if hits another ball the impact will make them move the distance depends on how hard was hit by the other ball until they stop, so I guess I will need to calculate starting from the speed of the first ball? and not sure how this can be done.
Also I'm not sure how to feed the results into the bullet,
I tried:
Set bullet Speed To : Self.Bullet.Speed + distance( Self.X, Self.Y, self.X+self.vx*dt,self.y+self.vy*dt)
Set Bullet Angle of Motion To = a
And I placed on the sub-events that are marked as "Bounce" and still didn't work I must be doing everything wrong.
But is not a must that I should use the bullet if this method works the same. As I see there is the dumping ready to use so that could be the same as bullet deceleration that's very clever.
Probably because I'm tired so I still don't see it clearly how I should approach this, I will sleep and I will try again when I wake up fresh.
This is what I tried so far
https://www.dropbox.com/s/ugeq8gceju1vd92/1-nice%20collision%20balls.capx?dl=0
Thank you so much for your help I really appreciate it