Updated code to use variable paddle speed and keep a constant speed (magnitude of velocity); added function to determine the x and y components of ball velocity after collision with paddle

master
Aadhavan Srinivasan 9 months ago
parent 82b1ae1681
commit 6e78329eb5

@ -1,16 +1,43 @@
#include <iostream>
#include <cmath>
#include <raylib-cpp.hpp>
#include "paddle.hpp"
#include "ball.hpp"
#include "math-helpers.hpp"
int main() {
/* Initialize variables used to instantiate structs*/
const int WIDTH = 600;
const int HEIGHT = 480;
const int RECT_H = HEIGHT / 3;
const int RECT_W = 30;
const int CIRC_RAD = 10;
/* Global variables used to instantiate structs */
const int WIDTH = 1000;
const int HEIGHT = 480;
const int RECT_H = HEIGHT / 3;
const int RECT_W = 30;
const int PADDLE_SPEED = 8;
const int CIRC_RAD = 10;
const float BASE_BOUNCE_DEG = 30;
const float BASE_BOUNCE_RAD = (BASE_BOUNCE_DEG / 180.0) * M_PI;
const float BASE_SPEED_COMPONENTS = 7;
const float BASE_SPEED = sqrt(powf(BASE_SPEED_COMPONENTS, 2) * 2);
raylib::Vector2 changeVelocityAfterCollision(Paddle paddle, Ball ball) {
float paddle_mid_y = (paddle.getRect().y + paddle.getRect().GetHeight()) / 2.0; /* Middle y value of rectangle */
float ball_y = ball.pos.y; /* Y co-ordinate of ball */
float offset = paddle_mid_y - ball_y; /* Subtracting the ball coordinate will give us a value between -paddle_mid_y (represents bottom of paddle) and +paddle_mid_y (represents top of paddle) */
offset /= (paddle.getRect().GetHeight() / 2.0); /* Normalize the value, by dividing it by its magnitude. It is now a value between -1 and 1. */
// offset *= -1; /* Reverse the sign of the offset, so that -1 represents the top, and 1 represents the bottom */
float bounce_angle = offset * BASE_BOUNCE_RAD; /* Calculate the actual bounce angle from the base bounce angle. */
/* Calculate new velocities as multiples of the original velocity. I use sine and cosine, because when the ball hits the paddle
perpendicular to it (bounce angle is 0), the y_velocity should be 0 (i.e. It should bounce straight back). The sin function does
this for us. A similar reasoning was employed for the use of cosine */
float new_x_vel = abs(BASE_SPEED * cosf(bounce_angle)) * (-1 * signum(ball.vel.x)); /* Reverse the sign of the x-velocity */
float new_y_vel = abs(BASE_SPEED * sinf(bounce_angle)) * signum(ball.vel.y); /* Keep the sign of the y-velocity */
return raylib::Vector2(new_x_vel, new_y_vel);
}
int main() {
/* Initialize window */
raylib::Window window = raylib::Window(WIDTH, HEIGHT, "Pong");
SetTraceLogLevel(LOG_INFO);
@ -21,7 +48,7 @@ int main() {
/* Instantiate Paddle and Ball objects */
Paddle pad1 = Paddle(10, 10, RECT_W, RECT_H);
Paddle pad2 = Paddle(window.GetWidth() - RECT_W - 10, 10, RECT_W, RECT_H);
Ball ball = Ball(window.GetWidth()/2, window.GetHeight()/2, CIRC_RAD, 3, 3);
Ball ball = Ball(window.GetWidth()/2, window.GetHeight()/2, CIRC_RAD, 5, 5);
window.BeginDrawing();
pad1.draw();
@ -32,10 +59,10 @@ int main() {
while (!window.ShouldClose()) {
/* Update paddle velocity */
if (IsKeyPressed(KEY_S)) {
pad1.velocity.y = 5; /* Set positive (downward) velocity, since (0,0) is top-left */
pad1.velocity.y = PADDLE_SPEED; /* Set positive (downward) velocity, since (0,0) is top-left */
}
if (IsKeyPressed(KEY_W)) {
pad1.velocity.y = -5; /* Set negative (upward) velocity */
pad1.velocity.y = (-1) * PADDLE_SPEED; /* Set negative (upward) velocity */
}
if (IsKeyReleased(KEY_S) || IsKeyReleased(KEY_W)) {
@ -43,10 +70,10 @@ int main() {
}
if (IsKeyPressed(KEY_UP)) {
pad2.velocity.y = -5;
pad2.velocity.y = (-1) * PADDLE_SPEED;
}
if (IsKeyPressed(KEY_DOWN)) {
pad2.velocity.y = 5;
pad2.velocity.y = PADDLE_SPEED;
}
if (IsKeyReleased(KEY_UP) || IsKeyReleased(KEY_DOWN)) {
pad2.velocity.y = 0;
@ -54,12 +81,13 @@ int main() {
/* 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 */
ball.vel = changeVelocityAfterCollision(pad1, ball);
}
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;
ball.vel = changeVelocityAfterCollision(pad2, ball);
}
if (ball.pos.x + ball.radius >= window.GetWidth()) { /* Collision with right wall */

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