Welcome to my Projectile Motion game! If you have no idea what this is, I highly recommend sticking to Calculator mode. For everyone else, grab your notebook and a pen or pencil, and get ready! Press 1-6 to change the Music that plays! PLEASE REPORT ANY BUGS OR IMPROVEMENTS I CAN MAKE FOR FUTURE UPDATES! ---------------- PLEASE READ: ---------------- MENU - In order to switch between Calculator mode and Equation mode, click the button under the Start button on the main menu. Calculator mode takes inputs and calculates the value you chose to find. Equation mode is a good study tool where you can practice solving problems and send the diver either to his doom (HE DIES) or into the pool of water, making a BIG SPLASH! (safety guaranteed!) In Calculator mode, you can hold the Spacebar to view all the values of the diver. If you ever need to access the main menu again, press the GREEN FLAG. ACTION - Once you hit the Start button, you will be greeted by a field. On the bottom will be buttons corresponding to the value either being Calculated or Solved for. Clicking the button on the top switches between Angled mode and Horizontal mode. Angled mode adds an angle to the starting position and swaps X Velocity for Velocity. (As of now, only Range is an option and may or may not stay like that unless I learn how to get the three other types figured out) There are also plus and minus buttons to the left of the timer in the top right. The plus button zooms in, while the minus button zooms out. Use these if you'd like to see farther out or zoom in slightly. EQUATION EXTRAS - When Solving Equations, the exact value of the needed value is set once landing. Use this to compare what you got and what the computer calculated (THERE ARE A FEW METERS OF LEVERAGE SURROUNDING THE POOL TO HELP ROUNDED VALUES). Made by Jason for AP Physics, please enjoy! (Sorry for the delayed release!) I will likely add more features to this game as it progresses, so stay tuned! 10/25/24 - Added More Music! 10/26/24 - Fixed Time not changing when X Velocity is 0 and fixed calculating Range with a negative Firing Angle (because it used the incorrect formula) 10/29/24 - Added Blood upon impact with the ground (RIP Diverman) 7/17/25 - Fixed Y Velocity not updating correctly on landing (Didn't include the Y Velocity the Diver began with on launch) 4 Sprites / 26 Scripts / 1550 Blocks of Code