From 6e78329eb56b8e608f6b8a082a4cbda08bfdca13 Mon Sep 17 00:00:00 2001 From: Aadhavan Srinivasan Date: Thu, 18 Jan 2024 19:30:11 -0500 Subject: [PATCH] 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 --- main.cpp | 56 ++++++++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 42 insertions(+), 14 deletions(-) diff --git a/main.cpp b/main.cpp index efe934b..766e7ec 100644 --- a/main.cpp +++ b/main.cpp @@ -1,16 +1,43 @@ #include +#include #include #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 */