The result is simply checked in a if statement (if force>1000) then allow the merge action to take place, else low speed collisions do not merge, I did it this way because allowing all sprites to merge on all collisions was just to erratic and pretty much unplayable the whole thing needed to be slowed down and managed.
Virtual Nomad wrote: "how to convert to AppGameKit from there, i dunno"
That's pretty much the same calculation I was working from, blackboard algebra, and that function above is the best I can interpret from what I was reading.
I will make it spit the data out to file when I start coding again and examine it that way, there is a lot going on in the moment the left button is lifted and the sprites meet, tweens played, animations set, several states switched etc etc, I think the function ^^ is sound, it never happens with sprites at a distance only those at close proximity so I might be bug checking the wrong function, I calculate the acceleration multiplier based off the distance so the merges look consistent and all contacts should be a relative linear velocity and mass therefore comparable kinetic energy no matter the distance, like I say for the most part I get the expected result, just that oddball random case seen in the video.