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Physics (17/17)

1. start physics

  • Make sure to activate the physics engine before using physics blocks. (Or no physics block is working!)

  • Once the engine is enabled, the stage seems to have gravity as the sprite has gravity, mass, friction, ect.

  • Application: this block can be used to create games like Super Mario Bros.

2. stop physics

  • Once the physics engine is deactivated, all physics effects of the sprite will disappear.

3. [with] collision

  • Set whether the sprite will collide with other sprites or not.

  • If the sprite does not participate in a physical collision, other sprites will not have a physical collision effect when they encounter this sprite. Furthermore, Physics blocks would have no effect on this sprite, that is, no gravity, no mass, no rebound, and so on.

4. [enable] to fall

  • Falling effect will appear if the sprite is enabled to fall when it is falling. Both the shape and the mass of sprite will affect the falling effect.

  • Usually the larger the mass of the sprite, the more obvious the collision.

  • Tip: with this block, you can create games like Angry Birds.

5. set gravitational acceleration to (10) at (-90) degrees

  • Change the force degree and direction of the graviton acceleration.

    • Value range: -10000 to 10000

    • Force degree: the default value is 10. The greater the gravitational acceleration, the faster the velocity of the free-fall body.

    • Direction: the default direction is -90 degrees. When the derection is -90 degrees, the sprite falls directly down when start physics.

6. set gravitational acceleration to (10) with direction controlled by phone

  • Set the gravitational accerlation, whose direction can be changed by tilting the phone.

    • Value range: -10000 to 10000

    • Force degree: the default value is 10. The greater the gravitational acceleration, the faster the velocity of the free-fall body.

    • When tilting a mobile phone, gravity is always consistent with the direction of real gravity, that is, vertical down.

7. set physical edge as [no edge]

  • Set the physical edge of the stage when start physics. Collision can not happen beyond the edge.

    • The default style is [no edge].

    • 4 edges are available in drop-down list.

8. set mass to \10)

  • The default mass of a sprite is related to its area. The larger the sprite, the greater the default mass.

  • This block can set sprite's mass to input value.

    • Value range: 0~10000

9. set density to (1)

  • Set the density of the sprite, which would affect sprite's mass.

    • Value range: 0 to 10000

    • In Kitten Editor, density = mass ÷ area

10. set friction coefficient to (0.5)

  • The greater the friction coefficient, the greater the resistance of the sprite.

    • Value range: 0 to 1. Decimal value is available.

11. set restitution coefficient to (0.9)

  • It is easy to achieve the rebound effect of elastic ball.

    • Value range: 0 to 1

12. set sprite material as [common]

  • Set the sprite's material: mass, density, friction coefficient, and restitution coefficient.

    • 4 materials are available now: common, iron, wood and elastic.

13. [speed] of [itself]

  • Get the sprite's physical properties like speed, mass, density, friction coefficient or restitution coefficient.

14. set speed to (5) at (0) degrees

  • Set the instantaneous speed of a sprite at a certain time. The speed and direction can be changed.

  • Tip:

    If you want the achieve jumping effect of a sprite, you can try these blocks.

    Set a proper speed, and direction from 45 degrees to 75 degrees is better~

15. set speed at X-axis to (5), Y-axis to (5)

  • Input the speed at X-axis and Y-axis to set the instantaneous speed of a sprite at a certain time.

  • It can determine the direction and speed of the sprite's movement.

16. set force to (5) at (0) degrees

  • Set the force of a sprite at a certain time

17. set force at X-axis to (5), Y-axis to (5)

  • Input the force at X-axis and Y-axis to set the sprite's state of stress at a certain time