Move the mouse over one of the circles and click to re-position. When you release the mouse, it will snap back into position. Each circle has a slightly different behavior.
Original Processing.org Example: Springs
// All Examples Written by Casey Reas and Ben Fry // unless otherwise stated. int num = 3; Spring[] springs = new Spring[num]; void setup() { size(200, 200); noStroke(); smooth(); springs[0] = new Spring( 70, 160, 20, 0.98, 8.0, 0.1, springs, 0); springs[1] = new Spring(150, 110, 60, 0.95, 9.0, 0.1, springs, 1); springs[2] = new Spring( 40, 70, 120, 0.90, 9.9, 0.1, springs, 2); } void draw() { background(51); for (int i=0; i<num; i++) { springs[i].update(); springs[i].display(); } } void mousePressed() { for (int i=0; i<num; i++) { springs[i].pressed(); } } void mouseReleased() { for (int i=0; i<num; i++) { springs[i].released(); } } class Spring { // Screen values float xpos, ypos; float tempxpos, tempypos; int size = 20; boolean isOver = false; boolean move = false; // Spring simulation constants float mass; // Mass float k = 0.2; // Spring constant float damp; // Damping float rest_posx; // Rest position X float rest_posy; // Rest position Y // Spring simulation variables //float pos = 20.0; // Position float velx = 0.0; // X Velocity float vely = 0.0; // Y Velocity float accel = 0; // Acceleration float force = 0; // Force Spring[] friends; int me; // Constructor Spring(float x, float y, int s, float d, float m, float k_in, Spring[] others, int id) { xpos = tempxpos = x; ypos = tempypos = y; rest_posx = x; rest_posy = y; size = s; damp = d; mass = m; k = k_in; friends = others; me = id; } void update() { if (move) { rest_posy = mouseY; rest_posx = mouseX; } force = -k * (tempypos - rest_posy); // f=-ky accel = force / mass; // Set the acceleration, f=ma == a=f/m vely = damp * (vely + accel); // Set the velocity tempypos = tempypos + vely; // Updated position force = -k * (tempxpos - rest_posx); // f=-ky accel = force / mass; // Set the acceleration, f=ma == a=f/m velx = damp * (velx + accel); // Set the velocity tempxpos = tempxpos + velx; // Updated position if ((over() || move) && !otherOver() ) { isOver = true; } else { isOver = false; } } // Test to see if mouse is over this spring boolean over() { float disX = tempxpos - mouseX; float disY = tempypos - mouseY; if (sqrt(sq(disX) + sq(disY)) < size/2 ) { return true; } else { return false; } } // Make sure no other springs are active boolean otherOver() { for (int i=0; i<num; i++) { if (i != me) { if (friends[i].isOver == true) { return true; } } } return false; } void display() { if (isOver) { fill(153); } else { fill(255); } ellipse(tempxpos, tempypos, size, size); } void pressed() { if (isOver) { move = true; } else { move = false; } } void released() { move = false; rest_posx = xpos; rest_posy = ypos; } }