Spielerando

Let a list or map resist when dragged past its end, then spring back

Stopping dead at the edge feels broken and letting the content slide away freely loses it. A rubber-band feel needs a pull that gets harder the further you go and a return that does not bounce past. Here is the rule that gives it, and its reverse.

Why this works

Resistance tells the hand there is an end without a hard stop. The further you pull, the less the content moves, but it never quits, and letting go sends it home gently, so the edge feels elastic rather than broken.

When not to use it

Skip it for lists or maps where overshoot would hide something important, or where players expect a firm stop, such as a slider with exact values. Stop hard at the end there and show the limit another way.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 32 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let a list or map resist when dragged past its end, then spring back" (read_entry rubber-band-when-dragging-past-the-edge) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP