Fixed collision with paddle at small ball scale
This commit is contained in:
parent
830e40ca77
commit
7b31604a55
@ -457,10 +457,10 @@ void BALL_MoveAwayFromBoundaries(Ball * obj){
|
||||
bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
|
||||
if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
|
||||
Vector ballCenter = BALL_GetCenter(obj);
|
||||
if (ballCenter.y > (paddle->TargetRect).y) // if the ball hits the paddle from the sides (or the bottom (?))
|
||||
BALL_CollideWithRect(obj, &(paddle->TargetRect));
|
||||
else
|
||||
if ((ballCenter.x) > ((paddle->TargetRect).x) || (ballCenter.x) < ((paddle->TargetRect).x + (paddle->TargetRect).w)) // if the ball hits the paddle from the sides (or the bottom (?))
|
||||
BALL_SteerMomentum(obj, paddle); // Sets it to unit vector!
|
||||
else
|
||||
BALL_CollideWithRect(obj, &(paddle->TargetRect));
|
||||
// Following assumes that the paddle position was udated before the ball was updated
|
||||
while (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) { // Move away from rect in small steps
|
||||
(obj->Location) = VECTOR_Add((obj->Location), (obj->Momentum));
|
||||
|
Loading…
Reference in New Issue
Block a user