I FINISHED IT.... oh my god it took forever. The animation didn't actually take that long, but the idea of how to finish the original was hard. I abandoned two other versions that didn't work well. Final is this one. Second animation posted in the last two years.
Preview render style is different then the full animation. I can post both, but felt that the cartoon look was more fun.
Instructions: - Click and drag your mose across the inner screen to generate circles. Cancel by dragging it back to the destination point. - Click at a circle to select it. The sliders will adjust according to its data, and so will the checkboxes. - Drag a circle across the screen and release to throw it around. Interface: Top-Left Slider: Radius. Top-Right Slider: Density. Right-Top Slider: Elasticity. Right-Bottom Slider: Restitution. Bottom Slider: Global x-axis gravitation. Left Slider: Global y-axis gravitation.
Top-Left Checkbox: Global y-axis gravitation active/deactivated. Bottom-Right Checkbox: Global x-axis gravitation active/deactivated. Top-Right Checkbox: Whether the selected circle reacts to collisions or not. It still will react to other circles if their collision is set however! [BUG] Top-Middle Checkbox: Whether the selected circle is static or not. Static circles will not be affected by impulses or gravitation. Right-Middle Checkbox: If the selected circle is used for gravitation. Once set active, other circles will be attracted to that circle simulating REAL gravity.
Bottom-Left Button: Deletes the currently selected circle.
This does not use a Flash Physics Engine of any kind! Everything was done by me, from collision resolving to virtual gravitation implementation.
Soo, this is just some small hopefully interactive I came up with a few months ago. I temporarily gave this up due to some seemingly unsolvable trouble concerning the collision resolving, until just yesterday I suddenly remembered this and also instantly knew where the error was. So this night I quickly edited a few parts and - done! Even though some problems I remember from back then are yet unsolved, I am quite happy to see the result - though its more like I am happy to see any result at all. And I am NOT happy that I had to see the way this was done once more. But hey, I realised I learned more than just a bit these past moths. Man, the code of Gravity is sloppy, slow and buggy.
Yes, I know there still is trouble with the Physics. I already said it has it's bugs, but I certainly won't dig myself into that sticky, slimy mess of code I did there. Meaning: This is the final version.
I'd still be happy about reviews, of course, as well as suggestions, ideas and even bug reports, if they contain anything new.