cityY - 2 * dot * normal.y;
                    
                    // Apply energy loss (damping)
                    ball.velocityX *= (1 - friction);
                    ball.velocityY *= (1 - friction);
                    
                    // Move ball outside collision range
                    const overlap = ball.radius - distance;
                    ball.x += normal.x * overlap * 1.1;
                    ball.y += normal.y * overlap * 1.1;
                }
            }
        }
        
   