Physics Engine (Kinda)
So, all you have to do is the following.
Click and drag and then release to launch a box.
The longer you hold down the mouse, the more mass it has.
The phyiscs are all homebrew and pretty simple.
Please vote if you like it, and bananas are welcome payment.
@fuzzyastrocat actually since it's uniform on all sides you literally only have to account for 1 point at the bare minimum and run some physics depending on their velocities to determine how much they're offset. The actual direction isn't too difficult either (obviously comparing to irregular polygons) because you can use basic trigonometry to determine which direction the ball bounces, since there's only two variations of colliding up and colliding past, there aren't too many cases to consider, and you could hard code it if you want.
If you do make collisions then you will have to make the size have a max because if you would make the shape the size of the work area then make another shape it will just glitch badly. Sorry if i explained it bad if you dont get what i'm saying ask me.
sad mobile noises seems legit! One bug though, I make a tiny (barely clicked) dot and it stays in place. Otherwise cool p5 project, always great to see someone else use that amazing library xD.
the things are so bouncy have an option to make bouncing less (and also recursive calculations for collisions between the things!)