Paddle and Ball do now collide. Still glitchy

This commit is contained in:
Michael Chen 2018-01-11 14:12:30 +01:00
parent 064ace7bf1
commit 05f523b138
3 changed files with 71 additions and 16 deletions

1
.gitignore vendored
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@ -8,6 +8,7 @@
sdl2-config sdl2-config
*.exclude *.exclude
*.o *.o
highscoretest.c
*.psd *.psd
*.exe *.exe
!bhi.exe !bhi.exe

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@ -22,6 +22,8 @@ Paddle paddle;
SDL_Texture * PADDLE_Texture; SDL_Texture * PADDLE_Texture;
SDL_Rect * PADDLE_SourceRects; SDL_Rect * PADDLE_SourceRects;
Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys; Uint8 * PADDLE_MoveLeftKeys, * PADDLE_MoveRightKeys;
double BALL_Speed = 10.0f;
int PADDLE_Speed = 10;
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
printf("Initializing Game...\n"); printf("Initializing Game...\n");
@ -34,7 +36,7 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer, int width, int height){
} }
void BREAKOUT_Update(Uint8 * keystate){ void BREAKOUT_Update(Uint8 * keystate){
BALL_Update(&ball); BALL_Update(&ball, &paddle);
PADDLE_Update(&paddle, keystate); PADDLE_Update(&paddle, keystate);
} }
@ -80,18 +82,69 @@ void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE); SDL_RenderCopyEx(renderer, BALL_Texture, BALL_SourceRects + (obj->TextureIndex), &(obj->TargetRect), obj->Rotation, NULL, SDL_FLIP_NONE);
} }
void BALL_Update(Ball * obj){ bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
(obj->Location) = vectorAdd((obj->Location), ( obj->Momentum)); SDL_Point ballCenter = (SDL_Point) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) };
(obj->TargetRect).x = (int)round((obj->Location).x);
(obj->TargetRect).y = (int)round((obj->Location).y); // THIS IS CURRENTLY A RECTANGLE COLLIDE
(obj->Rotation) += (obj->RotationValue); if (((obj->TargetRect).x) + ((obj->TargetRect).w) < (rect->x)) {
if ((obj->Location).y > BREAKOUT_BoxHeight + (obj->Size)) return false;
(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 }; // Dead }
if ((obj->Location).y < (obj->Size)) if (((obj->TargetRect).x) > (rect->x) + (rect->w)) {
(obj->Momentum).y = -(obj->Momentum).y; return false;
if ((obj->Location).x < (obj->Size) || (obj->Location).x > BREAKOUT_BoxWidth - (obj->Size)) }
if (((obj->TargetRect).y) + ((obj->TargetRect).w) < (rect->y)) {
return false;
}
if (((obj->TargetRect).y) > (rect->y) + (rect->h)) {
return false;
}
// Folgender Algorithmus ist gefickt, wenn der Ballmittelpunkt
if ((ballCenter.x) < (rect->x) || (ballCenter.x) > (rect->x) + (rect->w)) {
(obj->Momentum).x = -(obj->Momentum).x; (obj->Momentum).x = -(obj->Momentum).x;
} }
if ((ballCenter.y) < (rect->y) || (ballCenter.y) > (rect->y) + (rect->h)) {
(obj->Momentum).y = -(obj->Momentum).y;
}
return true;
} /* BALL_CollideWithRect */
bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2){
if ((rect1->x) + (rect1->w) < (rect2->x)) {
return false;
}
if ((rect1->x) > (rect2->x) + (rect2->w)) {
return false;
}
if ((rect1->y) + (rect1->w) < (rect2->y)) {
return false;
}
if ((rect1->y) > (rect2->y) + (rect2->h)) {
return false;
}
return true;
}
void BALL_Update(Ball * obj, Paddle * paddle){
Vector lastMomentum = (obj->Momentum);
Vector lastLocation = (obj->Location);
(obj->Rotation) += (obj->RotationValue);
(obj->Location) = vectorAdd((obj->Location), lastMomentum);
if (BALL_CollideWithRect(obj, &(paddle->TargetRect))) {
(obj->Location) = vectorSub((obj->Location), lastMomentum); // Maybe remove this
(obj->Location) = vectorAdd((obj->Location), (obj->Momentum)); // Maybe remove this
}
if ((obj->Location).y > BREAKOUT_BoxHeight)
(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2, .y = BREAKOUT_BoxHeight / 2 }; // Dead
if ((obj->Location).y < 0.0f)
(obj->Momentum).y = -(obj->Momentum).y;
if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size)))
(obj->Momentum).x = -(obj->Momentum).x;
(obj->TargetRect).x = (int)round((obj->Location).x);
(obj->TargetRect).y = (int)round((obj->Location).y);
} /* BALL_Update */
void BALL_DestroyObject(Ball * obj){ void BALL_DestroyObject(Ball * obj){
} }
void BALL_Deinitialize(){ void BALL_Deinitialize(){
@ -154,9 +207,9 @@ void PADDLE_Update(Paddle * obj, Uint8 * keystate){
bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys); bool leftKeyPressed = KeyPressed(keystate, PADDLE_MoveLeftKeys), rightKeyPressed = KeyPressed(keystate, PADDLE_MoveRightKeys);
if (leftKeyPressed && (!rightKeyPressed)) { if (leftKeyPressed && (!rightKeyPressed)) {
((obj->TargetRect).x) -= 5; ((obj->TargetRect).x) -= PADDLE_Speed;
} else if ((!leftKeyPressed) && rightKeyPressed) { } else if ((!leftKeyPressed) && rightKeyPressed) {
((obj->TargetRect).x) += 5; ((obj->TargetRect).x) += PADDLE_Speed;
} }
constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w))); constrain(&((obj->TargetRect).x), 0, (BREAKOUT_BoxWidth - ((obj->TargetRect).w)));
} }

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@ -37,7 +37,9 @@ void BREAKOUT_DEINITIALIZE();
void BALL_Initialize(SDL_Renderer * renderer); void BALL_Initialize(SDL_Renderer * renderer);
Ball BALL_CreateDefault(); Ball BALL_CreateDefault();
void BALL_Draw(SDL_Renderer * renderer, Ball * obj); void BALL_Draw(SDL_Renderer * renderer, Ball * obj);
void BALL_Update(Ball * obj); bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect2);
bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
void BALL_Update(Ball * obj, Paddle * paddle);
void BALL_DestroyObject(Ball * obj); void BALL_DestroyObject(Ball * obj);
void BALL_Deinitialize(); void BALL_Deinitialize();
void PADDLE_Initialize(SDL_Renderer * renderer); void PADDLE_Initialize(SDL_Renderer * renderer);
@ -48,7 +50,6 @@ void constrain(int * variable, int min, int max);
void PADDLE_Update(Paddle * obj, Uint8 * keystate); void PADDLE_Update(Paddle * obj, Uint8 * keystate);
void PADDLE_DestroyObject(Paddle * obj); void PADDLE_DestroyObject(Paddle * obj);
void PADDLE_Deinitialize(); void PADDLE_Deinitialize();
// End Prototypes // End Prototypes
#endif // __breakout_h__ #endif // __breakout_h__