Anyside Button
Arrow Button
Arrow Button v2
Arrow Button v3
Arrow Button v4
Arrow Button v5
Arrow Button v6
Arrow Button v7
Arrow Button v8
Blurry Button
Bubbles Button
Crystal Button
Dot Button
Dot Button v2
Dot Button v3
FlipFlop Button
FlipFlop Button v2
FlipFlop Button v3
Glowing Button
Marquee Button
Marquee Button v2
Mask Button
Modal Button
Nudge Button
Pixels Button
Prism Button
Prism Button v2
Rainbow Button
Reel Button
Ripple Button
Ripple Button v2
Ripple Button v3
Ripple Button v4
Ripple Button v5
Ripple Button v6
Ripple Button v7
Shiny Button
Squeezy Radius Button
Strip Button
Stripes Button
Physics
Texts
Cores
Buttons
Sliders
Backgrounds
Cursors
Menus
Medias
How it works
Physics is a nestable widget. You can put any content inside by using the Content repeater control: custom code, templates, global widgets and shortcodes.
It is essential to understand between the widget’s Content and the widget’s Physics Elements.
Content: the content to show inside the Physics widget that won’t become a Physics Object.
Physics Elements: the content to show inside the Physics widget that will be come a Physics Object. Each Physics Object is independent and unique when interacting with it on the canvas.
Physics objects
Shape: It will determine the shape of the object. There are 3 shapes available: rectangle, circle and polygon. It is very important to choose the correct shape, specially if you want to use an image as the background of the object. This is, because the object should match the image exactly as the object defines the collisions and the image is just a texture for it, so it doesn’t make sense to have a circle image and choose a polygon shape.
Horizontal position: determines where the element will start at the container (Physics element) at the X axis. Just like a margin left.
Vertical position: determines where the element will start at the container (Physics element) at the Y axis. Just like a margin top.
Width, Height & Border radius: will determine the dimensions of the object and it’s collision borders.
Image: we can upload an image to have it as the texture of the object. It won’t replace the object dimensions and border collisions as it is just a texture for it. It makes sense to have the object matching it’s texture dimensions, so you should adjust the object’s shape, width, height and border radius to match the texture.
Image scale: to scale the image texture at the object. It is specially useful if we have objects of width: 100 and height: 50 and our image is width: 200 and height: 100. In this case we would just apply a scale: 0.5 to make the image match the object.
Static: if enabled, the object won’t move.
Restitution: determines the elasticity of the collisions.
Friction: the resistance of the object when moving over the surface.
Friction Air: the resistance of the object when moving through the air.
Density: the mass of the object relative to it’s dimensions.
Settings group
Horizontal gravity: determines the gravity at the X axis.
Vertical gravity: determines the gravity at the Y axis.
Time scale: determines the speed of movements and collisions at the world generated at Physics.
Mouse stiffness: determines the friction of user’s cursor when interacting with objects.
Wireframes: if enabled, only the collision borders will be visible. It is very useful to check objects dimensions, specially if they have textures on them.
Walls group
At this section you can enable and disable the walls you need and style them at pleasure. Walls will define the world collision borders for all the objects inside. Walls are also objects so they have styling limitations.
ScrollTrigger group
Physics element uses ScrollTrigger Library to fire on scroll. Learn more about ScrollTrigger here.
Trigger: the element that will init Physics on scroll. Use the keyword “this” to use the element itself as the trigger.
Start: determines the position of the Trigger to init Physics. “top bottom” means when the top of the element hits the bottom of the viewport.