Major glitchfix and minor bugfix in collision system.
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parent
39e5b1bff9
commit
3fc18843b3
57
breakout.c
57
breakout.c
@ -222,42 +222,63 @@ SDL_Point BALL_GetCenter(Ball * obj){
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return (SDL_Point) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) };
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}
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void BALL_CollideWithBorders(Ball * obj){
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if ((obj->Location).y < 0.0f)
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(obj->Momentum).y = -(obj->Momentum).y;
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if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size)))
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(obj->Momentum).x = -(obj->Momentum).x;
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}
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void BALL_MoveAwayFromBoundaries(Ball * obj){
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while (((obj->Location).y) < 0)
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((obj->Location).y)++;
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while (((obj->Location).x) < 0)
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((obj->Location).x)++;
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while ((((obj->Location).x) + ((obj->Size) * 2)) > BREAKOUT_BoxWidth)
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((obj->Location).x)--;
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}
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bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
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if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
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SDL_Point ballCenter = BALL_GetCenter(obj);
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if (ballCenter.y > (paddle->TargetRect).y) // if the ball hits the paddle from the sides (or the bottom (?))
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BALL_CollideWithRect(obj, &(paddle->TargetRect));
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else
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BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
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// Following assumes that the paddle position was udated before the ball was updated
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while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
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(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
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BALL_MoveAwayFromBoundaries(obj);
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
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}
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(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
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return true;
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}
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return false;
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} /* BALL_CollideWithPaddle */
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void BALL_Update(Ball * obj, Paddle * paddle, Block * blocks, int BlockCount){
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Vector oldMomentum = obj->Momentum;
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Vector oldLocation = obj->Location;
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SDL_Point ballCenter = BALL_GetCenter(obj);
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(obj->Rotation) += (obj->RotationValue); // No effect on physics
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(obj->Location) = VECTOR_Add((obj->Location), oldMomentum);
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if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
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(obj->Location) = oldLocation; // Maybe remove this
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BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
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// Following assumes that the paddle position was udated before the ball was updated
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// BUG/GLITCH: Make sure that the postition of the ball is not shifted into the borders of the game!
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while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
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(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
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}
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(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
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}
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for (size_t i = 0; i < BlockCount; i++) {
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if (!BALL_CollideWithPaddle(obj, paddle)) // Collide with Paddle
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for (size_t i = 0; i < BlockCount; i++) { // Check Collide with each block
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if (blocks[i].HP <= 0) continue;
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oldMomentum = obj->Momentum;
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oldLocation = obj->Location;
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if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) {
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BLOCK_DealDamage(blocks + i, 1);
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(obj->Location) = VECTOR_Add(oldLocation, (obj->Momentum));
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BALL_MoveAwayFromBoundaries(obj);
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
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}
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}
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if ((obj->Location).y > BREAKOUT_BoxHeight) // Collide with box boundaries
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(obj->Location) = (Vector) {.x = BREAKOUT_BoxWidth / 2 + 300, .y = BREAKOUT_BoxHeight / 2 }; // Dead
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else if ((obj->Location).y < 0.0f)
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(obj->Momentum).y = -(obj->Momentum).y;
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if ((obj->Location).x < 0.0f || (obj->Location).x > BREAKOUT_BoxWidth - (2 * (obj->Size)))
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(obj->Momentum).x = -(obj->Momentum).x;
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else BALL_CollideWithBorders(obj);
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RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
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} /* BALL_Update */
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@ -59,6 +59,9 @@ bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
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void BALL_SteerMomentum(Ball * obj, Paddle * paddle);
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void RECT_SetTargetPos(SDL_Rect * rect, Vector * Location);
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SDL_Point BALL_GetCenter(Ball * obj);
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void BALL_CollideWithBorders(Ball * obj);
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void BALL_MoveAwayFromBoundaries(Ball * obj);
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bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle);
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void BALL_Update(Ball * obj, Paddle * paddle, Block * blocks, int BlockCount);
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void BALL_DestroyObject(Ball * obj);
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void BALL_Deinitialize();
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