#ifdef _WIN32 #include #include #else #include #endif #include #include #include "include/structs.h" #include "include/paddleAndBall.h" #include "include/utilityFunctions.h" void updatePaddle(Uint32 tickrate, paddle *thePaddle, char moveX, int winWidth, int winHeight) { thePaddle->x += moveX * 0.5 * tickrate; if (thePaddle->x < 0 - (thePaddle->width / 2)) thePaddle->x = 0 - (thePaddle->width / 2); if (thePaddle->x > winWidth - (thePaddle->width / 2)) thePaddle->x = winWidth - (thePaddle->width / 2); } void updateBall(Uint32 tickrate, ball *theBall, paddle *thePaddle, int winWidth, int winHeight, brick *bricks, int brickCount, int *playerLives) { if (theBall->stickToPaddle == 0) { double ballNX = theBall->x + theBall->vX * 0.1 * tickrate; // Calculates the position of the ball's centre on the next step double ballNY = theBall->y + theBall->vY * 0.1 * tickrate; double paddleRX = thePaddle->x - (double)(winWidth / 2); // Converts paddle X/Y to coordinates relative to the center of the window as the ball double paddleRY = 20 - (double)(winHeight / 2); // (Default is absolute, offset from the top left corner of window) coord paddleQ[4] = { { .x = paddleRX, .y = paddleRY }, // Sets up a quad (coord array) to pass to vertexWithinQuad function later { .x = paddleRX, .y = paddleRY - thePaddle->height }, { .x = paddleRX + thePaddle->width, .y = paddleRY - thePaddle->height }, { .x = paddleRX + thePaddle->width, .y = paddleRY }, }; // Collision with paddle // (Testing each vertex of ball against paddle quad) char colliding = 0; int mults[4] = { -1,-1,1,1 }; for (int i = 0, j = 3; i < 4; i++, j++) { coord ballN = { .x = ballNX + (theBall->radius*mults[i % 4]),.y = ballNY + (theBall->radius*mults[j % 4]) }; // Constructs pairs of coordinates referring to each vertex of the ball if (vertexWithinQuad(ballN, paddleQ)) colliding = 1; } if (colliding) { if (theBall->isColliding == 0) { theBall->isColliding = 1; // This keeps track of any current attepmts to 'solve' collision // Without this flag, if the ball ends up within another object and moving slow enough that on the next frame it has not escaped the object, // it will repeatedly have its velocity multiplied by -1 and get stuck, effectively moving only along one axis. With this flag, // the game will ignore subsequent collisions, until it is no longer colliding. Note this does not solve the same problem where two objects // are very close to each other and on exiting one object it enters another, in which case the ball will move through the other objects if (theBall->x + theBall->radius < paddleRX) { // Left side collision theBall->vX *= -1.0; } else if (theBall->x - theBall->radius > paddleRX + thePaddle->width) { // Right side collision theBall->vX *= -1.0; } else { // Top or bottom collision theBall->vY *= -1.0; theBall->vX = ((ballNX - paddleRX - (double)(thePaddle->width / 2)) / ((double)thePaddle->width / 2))*theBall->initVX; // Sets X velocity to be proportional to the relative position of the ball and the paddle on collision } } else { // Already solving a collision } } else { theBall->isColliding = 0; } // Collision with bricks // (Testing each vertex of ball against every brick) for (int i = 0; i < brickCount; i++) { colliding = 0; if (bricks[i].destroyed == 0) { coord brick[4] = { { .x = bricks[i].x - (winWidth / 2), .y = bricks[i].y }, // Set up quad for brick { .x = bricks[i].x - (winWidth / 2), .y = bricks[i].y - bricks[i].height }, { .x = bricks[i].x - (winWidth / 2) + bricks[i].width, .y = bricks[i].y - bricks[i].height }, { .x = bricks[i].x - (winWidth / 2) + bricks[i].width, .y = bricks[i].y }, }; for (int j = 0, k = 3; j < 4; j++, k++) { coord ballN = { .x = ballNX + (theBall->radius*mults[j % 4]),.y = ballNY + (theBall->radius*mults[k % 4]) }; if (vertexWithinQuad(ballN, brick)) colliding = 1; } if (colliding) { if (theBall->x + theBall->radius < bricks[i].x - (winWidth / 2)) { // Left side collision theBall->vX *= -1.0; } else if (theBall->x - theBall->radius > bricks[i].x - (winWidth / 2) + bricks[i].width) { // Right side collision theBall->vX *= -1.0; } else { theBall->vY *= -1.0; } bricks[i].destroyed = 1; switch (bricks[i].brickType) { case 5: thePaddle->width *= 1.5; break; case 6: theBall->vY *= 0.5; break; case 7: theBall->radius *= 1.6; break; } break; } } } // Collision with window boundaries if (ballNX > winWidth / 2 || ballNX < (-1.0*winWidth / 2)) { // Collision with walls theBall->vX *= -1.0; } if (ballNY > winHeight / 2) { // Collision with ceiling theBall->vY *= -1.0; } if (ballNY < (-1.0*winHeight / 2)) { // Collision with floor theBall->stickToPaddle = 1; theBall->vX = theBall->initVX; theBall->vY = theBall->initVY; *playerLives -= 1; } // Update the ball's position theBall->x += theBall->vX * 0.1 * tickrate; theBall->y += theBall->vY * 0.1 * tickrate; } else { // If the ball is 'stuck to paddle' (i.e. post-death/level change) theBall->x = thePaddle->x - (double)(winWidth / 2) + (thePaddle->width) / 2; theBall->y = 26 - (double)(winHeight / 2); } }