Added more comments, and fixed bug where ball would sometimes get 'stuck' inside paddle

master
Aadhavan Srinivasan 9 months ago
parent 9180e55c88
commit 6ddf6936bf

@ -52,19 +52,25 @@ int main() {
pad2.velocity.y = 0;
}
/* Update ball velocity based on collision detection*/
if (pad1.getRect().CheckCollision(ball.pos, ball.radius) || pad2.getRect().CheckCollision(ball.pos, ball.radius)) {
/* Update ball velocity based on collision detection */
if (pad1.getRect().CheckCollision(ball.pos, ball.radius)) { /* Collision with paddle 1 */
ball.vel.x = ball.vel.x * (-1);
ball.pos.x = pad1.getRect().x + pad1.getRect().GetWidth() + ball.radius + 1; /* Ensuring that the ball doesn't get stuck inside the paddle */
}
if (ball.pos.x + ball.radius >= window.GetWidth()) {
if (pad2.getRect().CheckCollision(ball.pos, ball.radius)) { /* Collision with paddle 2 */
ball.vel.x = ball.vel.x * (-1);
ball.pos.x = pad2.getRect().x - ball.radius - 1;
}
if (ball.pos.x + ball.radius >= window.GetWidth()) { /* Collision with right wall */
pad1.incrementPoints();
ball.pos = raylib::Vector2(window.GetWidth() / 2, window.GetHeight() / 2);
}
if (ball.pos.x - ball.radius <= 0) {
if (ball.pos.x - ball.radius <= 0) { /* Collision with left wall */
pad2.incrementPoints();
ball.pos = raylib::Vector2(window.GetWidth() / 2, window.GetHeight() / 2);
}
if (ball.pos.y - ball.radius <= 0 || ball.pos.y + ball.radius >= window.GetHeight()) {
if (ball.pos.y - ball.radius <= 0 || ball.pos.y + ball.radius >= window.GetHeight()) { /* Collision with top and bottom wals */
ball.vel.y = ball.vel.y * -1;
}

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