ground = this.get("Ground"),
ball.getPosition().equals(ball.getPosition().addPt(pt(
0, ball.velocity * system.dt * s
ball.velocity == (ball.velocity +
(ball.velocity > 0 ? friction : -friction));
if (CL.approx(ball.velocity, 0)) {
ball.velocity = -Math.abs(ball.velocity);
ball.setPosition(pt(ball.getPosition().x, ground.getPosition().y));
ground.getPosition().y <= ball.getPosition().y