Free_balltype t = {x : Playground.number;y : Playground.number;vx : Playground.number;vy : Playground.number;}val still : Playground.number -> Playground.number -> tval roll :
friction:Playground.number ->
?push:(Playground.number * Playground.number) ->
t ->
tval touch :
glued:bool ->
speed:Playground.number ->
reach:Playground.number ->
hold:Playground.number ->
(Playground.number * Playground.number) ->
(Playground.number * Playground.number) ->
t ->
t optionval bounce_in :
half_w:Playground.number ->
half_h:Playground.number ->
keep:Playground.number ->
t ->
tval speed : t -> Playground.numberval near :
Playground.number ->
(Playground.number * Playground.number) ->
t ->
bool