{"id":20747,"date":"2020-04-09T15:27:37","date_gmt":"2020-04-09T22:27:37","guid":{"rendered":"https:\/\/www.tynker.com\/blog\/?p=20747"},"modified":"2023-06-15T12:00:47","modified_gmt":"2023-06-15T19:00:47","slug":"tynker-toolbox-the-physics-blocks","status":"publish","type":"post","link":"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/","title":{"rendered":"Tynker Toolbox: The Physics Blocks"},"content":{"rendered":"\n<p>Physics is a world of projectiles flying through the air, spinning wheels, satellites orbiting planets, spectacular collisions, and more. It\u2019s an exciting world of <strong><em>action <\/em><\/strong>and <strong><em>motion!&nbsp;<\/em><\/strong><br><\/p>\n\n\n\n<p>Try playing this Tynker project, which uses the Physics Blocks. Click your mouse to fire  a few times, then stop the project and keep reading.<br><\/p>\n\n\n\n<p><br>\n<!-- iframe plugin v.5.1 wordpress.org\/plugins\/iframe\/ -->\n<iframe loading=\"lazy\" frameborder=\"0\" scrolling=\"no\" src=\"\/ide\/embedded?p=5e7a669a2e2cbb09317e075f&#038;controls=yes&#038;autostart=no\" height=\"350\" width=\"100%\" class=\"iframe-class\"><\/iframe>\n<\/p>\n\n\n\n<p>Put another way, physics is the study of motion, energy, forces, and matter. When you study physics, you start by learning how objects move and interact with one another.&nbsp;<br><\/p>\n\n\n\n<p>This world of so-called <em>classical mechanics <\/em>has many names. It\u2019s also called <em>Newtonian motion<\/em>, named after Isaac Newton, who famously defined predictable laws of physics<em>. <\/em>Click the red apple to see a physics animation. (You can write stories with the physics blocks, too!)<\/p>\n\n\n\n<p> <br>  \n<!-- iframe plugin v.5.1 wordpress.org\/plugins\/iframe\/ -->\n<iframe loading=\"lazy\" frameborder=\"0\" scrolling=\"no\" src=\"\/ide\/embedded?p=5e7a26824f3f385c76080c61&#038;controls=yes&#038;autostart=no\" height=\"350\" width=\"100%\" class=\"iframe-class\"><\/iframe>\n     <\/p>\n\n\n\n<p>Because physics is predictable, it\u2019s perfect for simulating with computers and code. Physics is also easier to understand when you can see things move: By its nature, physics is dynamic and visual, making it perfect for programming projects.<br><\/p>\n\n\n\n<p>Tynker\u2019s Physics Blocks make creating physics simulations easy. You don\u2019t need to be a scientist to be interested in learning about physics, either. Think of how many games you play that use physics: <em>Angry Birds<\/em>, <em>Peggle<\/em>, <em>Geometry Dash<\/em>, and <em>Super Mario<\/em>, to name a few.&nbsp;<br><\/p>\n\n\n\n<p>To use the Physics Blocks in your Tynker projects, you have to <strong><em>enable <\/em><\/strong>them first. You\u2019ve got two options.&nbsp;<br><\/p>\n\n\n\n<p><strong>Option #1: <\/strong>Drag any Physics block in your code, and the extension will automatically be enabled! Search for a physics command like <strong>start physics<\/strong> and use it in your code.&nbsp;<br><\/p>\n\n\n\n<p><strong>Option #2: <\/strong>You can also click <strong>More <\/strong>at the bottom of the coding palette, then choose <strong>Physics <\/strong>and <strong>Add<\/strong> to enable the Physics Blocks.&nbsp;<\/p>\n\n\n\n<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_69_1 counter-hierarchy ez-toc-counter ez-toc-transparent ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-69d6c787c769c\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #206be5;color:#206be5\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #206be5;color:#206be5\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-69d6c787c769c\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#First_Invent_the_Universe\" title=\"First, Invent the Universe\">First, Invent the Universe<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Physics_Properties_Active_Static_and_Shape\" title=\"Physics Properties: Active, Static, and Shape\">Physics Properties: Active, Static, and Shape<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Lets_Learn_About_Physics_Stuff_Already\" title=\"Let\u2019s Learn About Physics Stuff, Already!\">Let\u2019s Learn About Physics Stuff, Already!<\/a><ul class='ez-toc-list-level-3' ><li class='ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Linear_Velocity\" title=\"Linear Velocity\">Linear Velocity<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Gravity\" title=\"Gravity\">Gravity<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Acceleration\" title=\"Acceleration\">Acceleration<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Impulse\" title=\"Impulse\">Impulse<\/a><\/li><\/ul><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Controlling_Collisions\" title=\"Controlling Collisions\">Controlling Collisions<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Bouncing_Pucks\" title=\"Bouncing Pucks\">Bouncing Pucks<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-10\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#Experiment\" title=\"Experiment!\">Experiment!<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-2'><a class=\"ez-toc-link ez-toc-heading-11\" href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/#More_Free_Activities\" title=\"More Free Activities\">More Free Activities<\/a><\/li><\/ul><\/nav><\/div>\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"First_Invent_the_Universe\"><\/span>First, Invent the Universe<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>So begins Carl Sagan\u2019s famous apple pie recipe. Let\u2019s take a look at how to start physics and create gravity in Tynker. Add a ball actor to your project (<strong>Add Actor &gt; Media Library<\/strong>), then give your ball this code:&nbsp;<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090101\/simple-gravity-1024x710.png\" alt=\"A program that gives gravity in the y direction\" class=\"wp-image-20748\" width=\"512\" height=\"355\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090101\/simple-gravity-1024x710.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090101\/simple-gravity-150x104.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090101\/simple-gravity-300x208.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090101\/simple-gravity-768x532.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090101\/simple-gravity.png 1134w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n\n<p>You only need to use the <strong>start physics <\/strong>block once in your project, and physics will be enabled for <strong>all <\/strong>actors.&nbsp;<br><\/p>\n\n\n\n<p>Notice how the <strong>set gravity <\/strong>block has two parameters, one for the <strong>x<\/strong> direction (left-to-right), and another for the <strong>y <\/strong>direction (up-and-down). The code snippet above gives gravity of 10 in the y direction, meaning objects will accelerate straight downward. Like the <strong>start physics<\/strong> block, <strong>set gravity <\/strong>affects all actors.&nbsp;<br><\/p>\n\n\n\n<p>When you play your project, you should see your ball fall to the ground. Cool! Try changing gravity in your project and watch what happens.&nbsp;<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"172\" height=\"208\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090127\/ball-drop.gif\" alt=\"An animation showing the falling ball\" class=\"wp-image-20749\"\/><\/figure><\/div>\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Physics_Properties_Active_Static_and_Shape\"><\/span>Physics Properties: Active, Static, and Shape<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>Let\u2019s look at some other Physics actor settings. Try adding some new actors to your project (<strong>Add Actor &gt; Media Library<\/strong>) and try these code blocks yourself.&nbsp;&nbsp;<br><\/p>\n\n\n\n<p><strong>Active. <\/strong>An active actor is one that will collide with others and will be affected by gravity. By setting active to <strong>false<\/strong>, actors won\u2019t interact at all\u2014they\u2019ll be artwork in the background of your project. In short, inactive actors don\u2019t interact with physics actors.&nbsp;<br><\/p>\n\n\n\n<p>Here\u2019s the code for an <em>inactive <\/em>character:<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090151\/inactive.png\" alt=\"On start set active false\" class=\"wp-image-20750\" width=\"401\" height=\"276\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090151\/inactive.png 802w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090151\/inactive-150x103.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090151\/inactive-300x206.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090151\/inactive-768x529.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090151\/inactive-220x150.png 220w\" sizes=\"auto, (max-width: 401px) 100vw, 401px\" \/><\/figure><\/div>\n\n\n<p><strong>Static. <\/strong>By using the <strong>set static true<\/strong> block,<strong> <\/strong>you can make an actor stay fixed in place (that is, unaffected by gravity). The actor can still collide with other physics actors, but it won\u2019t move.&nbsp;<br><\/p>\n\n\n\n<p>When can you use this setting? For example, if you want a platform to stack items on or want to build the walls of a maze. That is, you want the object to be <strong>static <\/strong>(fixed in place), but also <strong>active <\/strong>(interact with other physics objects). You can make this happen with a script like this:<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090213\/inactive-static.png\" alt=\"A program setting physics properties: Active false, static true. \" class=\"wp-image-20751\" width=\"401\" height=\"393\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090213\/inactive-static.png 802w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090213\/inactive-static-150x147.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090213\/inactive-static-300x294.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090213\/inactive-static-768x753.png 768w\" sizes=\"auto, (max-width: 401px) 100vw, 401px\" \/><\/figure><\/div>\n\n\n<p><strong>Shape. <\/strong>You can also use these blocks to make Tynker treat an actor like a ball or a box, using the set <strong>set shape <\/strong>command:<br><br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090245\/circular.png\" alt=\"Set shape command\" class=\"wp-image-20753\" width=\"493\" height=\"138\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090245\/circular.png 985w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090245\/circular-150x42.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090245\/circular-300x84.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090245\/circular-768x215.png 768w\" sizes=\"auto, (max-width: 493px) 100vw, 493px\" \/><\/figure><\/div>\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090241\/rectangular-1024x251.png\" alt=\"Set shape command, with rectangular\" class=\"wp-image-20752\" width=\"512\" height=\"126\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090241\/rectangular-1024x251.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090241\/rectangular-150x37.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090241\/rectangular-300x73.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090241\/rectangular-768x188.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090241\/rectangular.png 1127w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n\n<p>Try adding some bricks or blocks or other objects to your project and experiment with these blocks yourself.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Lets_Learn_About_Physics_Stuff_Already\"><\/span>Let\u2019s Learn About Physics Stuff, Already!<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>Let\u2019s get into the nitty gritty of physics, too. Here are some important terms to understand.<br><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Linear_Velocity\"><\/span><strong>Linear Velocity <\/strong><span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p>This is the speed of an object in a particular direction. You\u2019ll often hear it described simply as <strong><em>velocity<\/em><\/strong>. You can think of it as the distance traveled per unit of time. For example, velocity is commonly measured in miles per hour (<em>mph<\/em>) or meters per second (<em>m\/s<\/em>).<br><\/p>\n\n\n\n<figure class=\"wp-block-image\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"221\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090338\/vdt-1024x221.png\" alt=\"an equation showing velocity's relationship to distance and time\n\nv = d\/t\" class=\"wp-image-20754\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090338\/vdt-1024x221.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090338\/vdt-150x32.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090338\/vdt-300x65.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090338\/vdt-768x166.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090338\/vdt.png 1157w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p>You can give actors a velocity using these blocks.&nbsp;<br><br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090357\/velocity-1024x267.png\" alt=\"Set linear velocity block\" class=\"wp-image-20755\" width=\"512\" height=\"134\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090357\/velocity-1024x267.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090357\/velocity-150x39.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090357\/velocity-300x78.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090357\/velocity-768x200.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090357\/velocity.png 1058w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090401\/velocity-xy-1024x205.png\" alt=\"Set linear velocity using component x and y \" class=\"wp-image-20756\" width=\"512\" height=\"103\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090401\/velocity-xy-1024x205.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090401\/velocity-xy-150x30.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090401\/velocity-xy-300x60.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090401\/velocity-xy-768x154.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090401\/velocity-xy-1280x256.png 1280w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090401\/velocity-xy.png 1378w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n\n<p>The first block gives the actor a velocity in whatever direction it\u2019s currently pointing. The second block gives an actor an absolute velocity, in the x and y directions (that is, in terms of its component x and y values).<br><\/p>\n\n\n\n<p>Here\u2019s an example of how you could use the <strong>set linear velocity<\/strong> block. Recall that cannon you fired at the beginning of the article? Here\u2019s the code for the cannonball:&nbsp;<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090520\/cannonball-1024x835.png\" alt=\"A program to shoot a cannonball on mouseclick\" class=\"wp-image-20757\" width=\"512\" height=\"418\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090520\/cannonball-1024x835.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090520\/cannonball-150x122.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090520\/cannonball-300x245.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090520\/cannonball-768x626.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090520\/cannonball-1280x1044.png 1280w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090520\/cannonball.png 1324w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n\n<p>If an object has no velocity, it\u2019s said to be <em>at rest<\/em>. You can check whether an object is at rest using the <strong>is awake? <\/strong>block.&nbsp;<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090537\/isawake.png\" alt=\"Is awake checks if object is at rest\" class=\"wp-image-20758\" width=\"222\" height=\"90\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090537\/isawake.png 443w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090537\/isawake-150x61.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090537\/isawake-300x122.png 300w\" sizes=\"auto, (max-width: 222px) 100vw, 222px\" \/><\/figure><\/div>\n\n\n<p>This block returns true or false, depending on whether the actor is moving or not.&nbsp;<br><\/p>\n\n\n\n<p>Objects in motion tend to <em>stay in motion<\/em>. That is, if an object is moving, it will stay in motion at that same velocity unless acted upon by an outside force: such as friction, air resistance, gravity, or a collision with another object.&nbsp;<br><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Gravity\"><\/span><strong>Gravity <\/strong><span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p>Gravity is the force of acceleration between two objects with mass. For example, the Sun and Earth, or a golfball on Earth. In Tynker, you simulate gravity with the <strong>set gravity <\/strong>block, which you\u2019ve already used. Gravity gives objects <strong><em>weight<\/em><\/strong>.&nbsp;<br><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Acceleration\"><\/span><strong>Acceleration <\/strong><span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p>Acceleration is a measurement of change in velocity. Forces give objects an acceleration. The acceleration that gravity on Earth gives us is 9.8 meters \/ second squared.&nbsp;<br><\/p>\n\n\n\n<p>In other words, when you drop a ball, that ball gains velocity 9.8 meters per second, every second!&nbsp;<br><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>After the first second of freefall, a dropped ball\u2019s velocity will be 9.8 meters per second.&nbsp;<\/li>\n\n\n\n<li>After the second second of freefall, the same ball\u2019s ball\u2019s velocity will be 18.6 meters per second, and so on.&nbsp;<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"140\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090607\/avt-1024x140.png\" alt=\"An equation showing acceleration's relationship to velocity and time. \n\nAcceleration = change in velocity over time\" class=\"wp-image-20759\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090607\/avt-1024x140.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090607\/avt-150x21.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090607\/avt-300x41.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090607\/avt-768x105.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090607\/avt-1280x175.png 1280w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090607\/avt.png 1316w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p><strong><em>BTW.<\/em><\/strong><strong> <\/strong>In real life, a falling ball\u2019s acceleration eventually stops, as air resistance pushes the ball upwards, countering the force of gravity, until the ball reaches its so-called <em>terminal velocity<\/em>.&nbsp;<br><\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Impulse\"><\/span><strong>Impulse<\/strong><span class=\"ez-toc-section-end\"><\/span><\/h3>\n\n\n\n<p>Impulse is best understood as force given over a certain period of time. In Tynker, you can think of it as a one-time \u201cpush.\u201d To give an actor impulse, use the <strong>apply impulse <\/strong>blocks. Instead of giving a constant acceleration, impulse gives a single spurt of acceleration.&nbsp;<br><\/p>\n\n\n\n<p>You can <strong>apply impulse <\/strong>in three different ways: in the direction the object is currently facing; using x and y components; or using magnitude and direction.<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090632\/impulse-3-1024x539.png\" alt=\"Three ways to apply impulse in your code\" class=\"wp-image-20760\" width=\"512\" height=\"270\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090632\/impulse-3-1024x539.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090632\/impulse-3-150x79.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090632\/impulse-3-300x158.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090632\/impulse-3-768x404.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090632\/impulse-3-1280x674.png 1280w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090632\/impulse-3.png 1413w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n\n<p>Want to see impulse in action? Here are a couple examples of how you might give objects an impulse.&nbsp;<br><\/p>\n\n\n\n<p>When this actor touches the <strong>portal <\/strong>actor, it gets an impulse to the left.&nbsp;<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090703\/gravity11-1024x564.png\" alt=\"A program that applies an impulse when touching the portal actor\" class=\"wp-image-20761\" width=\"512\" height=\"282\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090703\/gravity11-1024x564.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090703\/gravity11-150x83.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090703\/gravity11-300x165.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090703\/gravity11-768x423.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090703\/gravity11-1280x705.png 1280w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090703\/gravity11.png 1535w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n\n<p>Pressing the <strong>up arrow<\/strong> causes this actor to jump upwards.&nbsp;<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090810\/soccer04-1024x375.png\" alt=\"A program that makes an actor jump upwards, using impulse\" class=\"wp-image-20762\" width=\"512\" height=\"188\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090810\/soccer04-1024x375.png 1024w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090810\/soccer04-150x55.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090810\/soccer04-300x110.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090810\/soccer04-768x281.png 768w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090810\/soccer04-1280x469.png 1280w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409090810\/soccer04.png 1507w\" sizes=\"auto, (max-width: 512px) 100vw, 512px\" \/><\/figure><\/div>\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Controlling_Collisions\"><\/span>Controlling Collisions<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>A collision is when two actors strike one another. Collisions can be <strong><em>elastic <\/em><\/strong>(when no energy is lost and objects rebound at the same speed), or <strong><em>inelastic <\/em><\/strong>(when energy is lost and objects lose speed after a collision).&nbsp;<br><\/p>\n\n\n\n<p>We can control the elasticity of collisions in Tynker by changing the actor\u2019s <strong>restitution<\/strong>. Watch these two simulations. The first group of penguins has a high restitution (1) and the second group has a low restitution (0).&nbsp;<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"546\" height=\"304\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409092227\/high-rest-resample.gif\" alt=\"Elastic collisions\" class=\"wp-image-20767\"\/><figcaption class=\"wp-element-caption\"><strong><em>Elastic Collisions are Bouncy <\/em><\/strong><br><strong><em>(Restitution = 1) <\/em><\/strong><br> <\/figcaption><\/figure><\/div>\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"548\" height=\"308\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409092240\/low-rest-resample.gif\" alt=\"Inelastic collisions are less bouncy\" class=\"wp-image-20768\"\/><figcaption class=\"wp-element-caption\"> <strong><em>Inelastic Collisions are Less Bouncy <\/em><\/strong><br><strong><em>(Restitution = 0)<\/em><\/strong><br> <\/figcaption><\/figure><\/div>\n\n\n<p>Restitution is the measurement of an actor\u2019s bounciness. It\u2019s typically a value between 0 and 1. This measurement is best understood as the <em>coefficient of restitution<\/em>, which describes the ratio between the objects\u2019 velocities before and after the collision.&nbsp;<br><\/p>\n\n\n\n<p>In Tynker, you can break the laws of nature in your physics simulation! Watch what happens when you give objects a restitution over 1. This group of penguins has a restitution of 2, and things quickly get out of hand!<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"540\" height=\"298\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091025\/hyper.gif\" alt=\"Penguins bouncing everywhere! Hyper elastic collisions aren't possible in the real world\" class=\"wp-image-20763\"\/><figcaption class=\"wp-element-caption\"> <strong><em>Watch Out! Hyper Elastic Collisions&nbsp;<\/em><\/strong><br><em><strong> (Restitution = 2)<\/strong><\/em><\/figcaption><\/figure><\/div>\n\n\n<p>With each collision, the actors <strong><em>speed up<\/em><\/strong>. (This isn\u2019t possible in the real world.)&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Bouncing_Pucks\"><\/span>Bouncing Pucks<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>Consider another example of the same principle. Each puck has the same starting impulse, but their restitution is different, so they behave differently after a collision:&nbsp;<br><\/p>\n\n\n\n<figure class=\"wp-block-image\"><img loading=\"lazy\" decoding=\"async\" width=\"548\" height=\"308\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091126\/hockey-bounce.gif\" alt=\"\" class=\"wp-image-20764\"\/><\/figure>\n\n\n\n<p>You can even use physics collisions as events. Did you notice how the penguins changed costumes each time they collided? Here\u2019s the code that did it:&nbsp;<br><br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091140\/whencollide.png\" alt=\"\" class=\"wp-image-20765\" width=\"475\" height=\"276\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091140\/whencollide.png 950w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091140\/whencollide-150x87.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091140\/whencollide-300x174.png 300w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091140\/whencollide-768x446.png 768w\" sizes=\"auto, (max-width: 475px) 100vw, 475px\" \/><\/figure><\/div>\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"Experiment\"><\/span>Experiment!<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>Want some ideas for your own Physics projects? Check out +<strong>Create Project &gt; Physics <\/strong>to see more Physics starter projects.&nbsp;<br><\/p>\n\n\n\n<p>Find the category that looks like this!<br><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img loading=\"lazy\" decoding=\"async\" width=\"357\" height=\"309\" src=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091232\/physics.png\" alt=\"\" class=\"wp-image-20766\" srcset=\"https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091232\/physics.png 357w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091232\/physics-150x130.png 150w, https:\/\/images.tynker.com\/blog\/wp-content\/uploads\/20200409091232\/physics-300x260.png 300w\" sizes=\"auto, (max-width: 357px) 100vw, 357px\" \/><\/figure><\/div>\n\n\n<p>But there\u2019s way more in the Physics blocks than we\u2019ve covered here. Try exploring the other Physics blocks on your own.&nbsp;<br><\/p>\n\n\n\n<p>Did you know that real life physicists used Python code to detect gravitational waves, just a few years ago? <a href=\"https:\/\/www.ligo.caltech.edu\/news\/ligo20160211\ufeff\">You can read about it here<\/a>. Take a look at Tynker&#8217;s <a href=\"https:\/\/www.tynker.com\/courses\/python-1-jungle-run-adventure\">course on Python here<\/a>. Scientists are using computer code all the time.&nbsp;<br><\/p>\n\n\n\n<p>Make something cool with the Physics Blocks? You can share it with us at community@tynker.com and we\u2019ll show it off on the next edition of Tynker Toolbox.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><span class=\"ez-toc-section\" id=\"More_Free_Activities\"><\/span>More Free Activities<span class=\"ez-toc-section-end\"><\/span><\/h2>\n\n\n\n<p>Looking for more activities? Check out these&nbsp;<strong>Tynker Toolbox<\/strong>&nbsp;articles!<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-workshop-basics\/\"><strong>Tynker Workshop Basics<\/strong><\/a> \u2014 Learn about coordinates and start coding with Tynker.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/animation-tool\/\"><strong>The Animation Tool<\/strong><\/a> \u2014 Learn about frame-based animation and other animation tips.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-character-creator\/\"><strong>The Character Creator<\/strong><\/a> \u2014 Take control of custom rigs using the Animation blocks.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/text-tricks\/\"><strong>Text Tricks<\/strong><\/a> \u2014 Work with speech bubbles and more. Tell your own stories, put on a play, or make a computer write poetry!<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-sound-blocks\/\"><strong>The Sound Blocks<\/strong><\/a> \u2014 Play music with code! Add custom sound effects, too. Tynker\u2019s brand new music tool supports MIDI and MP3.&nbsp;<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/the-synth-blocks\/\"><strong>The Synth Blocks<\/strong><\/a> \u2014 Create your own sound effects and instruments! You can create crunchy dubstep drops, glitchy chiptunes, or instruments from any style of music you can imagine!&nbsp;<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-code-block-tricks\/\"><strong>Code Block Tricks<\/strong><\/a> \u2014 Get top-secret ninja tips for writing code fast in Tynker Workshop.&nbsp;<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-pen-blocks\/\"><strong>The Pen Blocks<\/strong><\/a> \u2014 Make your actors draw as they move. Create patterns, draw geometric shapes, and more.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-physics-blocks\/\"><strong>The Physics Blocks<\/strong><\/a> \u2014 Create games or simulations with gravity, collisions, and more. Think: <em>Angry Birds<\/em> and <em>Marble Madness<\/em>.<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/the-ar-blocks\/\"><strong>The Augmented Reality (AR) Blocks<\/strong><\/a> \u2014 Want to use video or photos in your programs? Try the AR Blocks, which let you code your own selfie!&nbsp;<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-ai-blocks\/\"><strong>The Artificial Intelligence (AI) Blocks<\/strong><\/a> \u2014 Take your AR projects to the next level with face-, hand-, and pose-tracking. Explore what makes AI special.&nbsp;<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/debugger\/\"><strong>The Debugger<\/strong><\/a><span style=\"color: initial;\"> \u2014 Learn about Tynker\u2019s data debugger and get bug-fixing tips.<\/span><\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-tutorial-builder\/\"><strong>The Tutorial Builder<\/strong><\/a> \u2014 Did you ever make a really cool Tynker Block project and wish you could teach the whole world exactly how you did it? Now you can!<\/li>\n\n\n\n<li><a href=\"https:\/\/www.tynker.com\/blog\/tynker-toolbox-the-python-editor\/\"><strong>The Python Editor<\/strong><\/a> \u2014 Looking for a challenge? Ready for your next step on your coding journey? Learn Python with Tynker too, and take the plunge into text-based coding.&nbsp;<\/li>\n<\/ul>\n\n\n\n<p class=\"has-text-align-center\"><br> <a class=\"sf-button large accent standard \" href=\"https:\/\/www.tynker.com\" target=\"_blank\"><span class=\"text\">GET STARTED FOR FREE<\/span><\/a>  <br><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Physics is a world of projectiles flying through the air, spinning wheels, satellites orbiting planets, spectacular collisions, and more. It\u2019s an exciting world of action and motion!&nbsp; Try playing this Tynker project, which uses the Physics Blocks. Click your mouse to fire a few times, then stop the project and keep reading. Put another way, physics is the study of [&hellip;]<\/p>\n","protected":false},"author":25,"featured_media":20774,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[510,53,52,12,123],"tags":[99,92,429],"class_list":["post-20747","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-block-coding","category-coding-at-home","category-coding-at-school","category-ideas-and-tips","category-new-tynker-features","tag-physics","tag-stem","tag-tynker-toolbox"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Tynker Toolbox: The Physics Blocks - Tynker Blog<\/title>\n<meta name=\"description\" content=\"Explore what&#039;s possible with Tynker&#039;s physics blocks. Create games with gravity, collisions, and more. 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