I was working on some code where I have two circles that push each other around, and to make that happen I make physics bodies under the assumption that they would repel each other.

At first they bump into each other, but then they go right through each other and I can’t figure out why.

```
--# Main
-- Colliding Balls
function setup()
ball1 = physics.body(CIRCLE,75)
ball1.gravityScale = 0
ball1.x=300
ball1.y=600
ball2 = physics.body(CIRCLE,75)
ball2.gravityScale = 0
ball2.x=120
ball2.y=400
balls = {{ball1, color = color(255,0,0)}, {ball2, color = color(0,255,255)}}
lsteer = vec2(0,0)
rsteer = vec2(0,0)
controller1 = VirtualStick {
moved = function(v) lsteer = v end,
released = function(v) lsteer = vec2(0,0) end,
x0=0,x1=0.5,y0=0,y1=1}
controller2 = VirtualStick {
moved = function(v) rsteer = v end,
released = function(v) rsteer = vec2(0,0) end,
x0=0.5,x1=1,y0=0,y1=1}
allControllers = All({controller1, controller2})
end
function draw()
background(30, 30, 30, 25)
balls[1][1].x = balls[1][1].x + rsteer.x*10
balls[1][1].y = balls[1][1].y + rsteer.y*10
balls[2][1].x = balls[2][1].x + lsteer.x*10
balls[2][1].y = balls[2][1].y + lsteer.y*10
noStroke()
fill(balls[1].color)
ellipse(balls[1][1].x, balls[1][1].y, balls[1][1].radius*2)
fill(balls[2].color)
ellipse(balls[2][1].x, balls[2][1].y, balls[2][1].radius*2)
allControllers:draw()
end
function touched(touch)
allControllers:touched(touch)
end
```

Note: this code uses @Jmv38’s modifies version of @Nat’s controllers

http://twolivesleft.com/Codea/Talk/discussion/comment/14969#Comment_14969