Fixed basic collision mechanics
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dcceccb571
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cadfbdc0fa
30
breakout.c
30
breakout.c
@ -140,8 +140,8 @@ bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
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if (((obj->TargetRect).y) + ((obj->TargetRect).w) < (rect->y)) return false;
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if (((obj->TargetRect).y) + ((obj->TargetRect).w) < (rect->y)) return false;
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if (((obj->TargetRect).y) > (rect->y) + (rect->h)) return false;
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if (((obj->TargetRect).y) > (rect->y) + (rect->h)) return false;
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// Already returned with false if square ball hitbox didnt collide with rect
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// Already returned with false if square ball hitbox didnt collide with rect
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Vector center = (Vector) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) };
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Vector center = (Vector) {.x = ballCenter.x, .y = ballCenter.y };
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Vector corner = (Vector) {0, 0 };
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Vector corner;
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// Folgender Algorithmus ist gefickt, wenn der Ballmittelpunkt im rechteck liegt!
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// Folgender Algorithmus ist gefickt, wenn der Ballmittelpunkt im rechteck liegt!
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double perpendicular, oldMomentum, angle;
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double perpendicular, oldMomentum, angle;
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oldMomentum = fmod((double)(vectorRotation(obj->Momentum) + 180), 360.0f);
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oldMomentum = fmod((double)(vectorRotation(obj->Momentum) + 180), 360.0f);
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@ -163,18 +163,20 @@ bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
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corner.x = (rect->x) + (rect->w);
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corner.x = (rect->x) + (rect->w);
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else
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else
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xMid = true;
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xMid = true;
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if (!(yMid || xMid)) { // Ball collides with corner
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if (yMid)
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perpendicular = vectorRotation(vectorSub(center, corner));
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(obj->Momentum).x = -(obj->Momentum).x;
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angle = fabs(perpendicular - oldMomentum);
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if (xMid)
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if (oldMomentum < perpendicular)
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(obj->Momentum).y = -(obj->Momentum).y;
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(obj->Momentum) = getScaledDirectionalUnitVector((oldMomentum + (2 * angle)), BALL_Speed);
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if (yMid || xMid) { // Ball collides with Edge
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else
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} else { // Ball collides with corner
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(obj->Momentum) = getScaledDirectionalUnitVector((oldMomentum - (2 * angle)), BALL_Speed);
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/*
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} else { // Ball collides with Edge
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* perpendicular = vectorRotation(vectorSub(center, corner));
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if (yMid)
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* angle = fabs(perpendicular - oldMomentum);
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(obj->Momentum).y = -(obj->Momentum).y;
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* if (oldMomentum < perpendicular)
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else
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* (obj->Momentum) = getScaledDirectionalUnitVector((oldMomentum + (2 * angle)), BALL_Speed);
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(obj->Momentum).x = -(obj->Momentum).x;
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* else
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* (obj->Momentum) = getScaledDirectionalUnitVector((oldMomentum - (2 * angle)), BALL_Speed);
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*/
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}
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}
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return true;
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return true;
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} /* BALL_CollideWithRect */
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} /* BALL_CollideWithRect */
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