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ball.cpp
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ball.cpp
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#include "game.h"
#include "ball.h"
#include "paddle.h"
#include <SDL2/SDL.h>
#include <cmath>
#include <iostream>
#define PI 3.14159
Ball::Ball(int r)
:x(BALL_INIT_X),y(BALL_INIT_Y),radius(r),velocity_x(BALL_INIT_VX),velocity_y(BALL_INIT_VY)
{
}
float Ball::getCurrentX(){ return x;}
float Ball::getCurrentY(){ return y;}
float Ball::getVelocityX(){ return velocity_x;}
float Ball::getVelocityY(){ return velocity_y;}
bool Ball::setPosition(float new_x, float new_y)
{
if(new_x<0)
{
return false;
}
if(new_y<0)
{
return false;
}
if(new_x > WIN_W)
{
x = WIN_W;
}
if(new_y > WIN_H)
{
y = WIN_H;
}
if(new_x <= WIN_W && new_y <= WIN_H)
{
x = new_x;
y = new_y;
}
}
bool Ball::setVelocityX(float new_vx)
{
velocity_x = new_vx;
}
bool Ball::setVelocityY(float new_vy)
{
velocity_y = new_vy;
}
void Ball::render(SDL_Renderer *renderer)
{
//draw a circle
// x = rcos(A)
// y = rsin(A)
SDL_SetRenderDrawColor(renderer,255,255,255,0);
float angle;
float step = 0.05f;
for(int rad=radius;rad>0;rad-=1)
{
for(angle = 0;angle<=2*PI;angle+=step)
{
int x_offset = int(rad* cosf(angle))%rad;
int y_offset = int(rad* sinf(angle))%rad;
SDL_RenderDrawPoint(renderer,int(x+x_offset),int(y+y_offset));
}
}
}
bool Ball::move()
{
setPosition(getCurrentX()+velocity_x,getCurrentY()+velocity_y);
}
void Ball::checkPaddleCollision(Paddle * paddle)
{
float top_x = x,top_y=y-BALL_RADIUS;
float left_x = x-BALL_RADIUS,left_y = y;
float right_x = x+BALL_RADIUS,right_y = y;
float bottom_x = x,bottom_y = y+BALL_RADIUS;
//hits top face
if((bottom_x>=paddle->getCurrentX())&&(bottom_x<=(paddle->getCurrentX()+PADDLE_WIDTH)))
{
if((bottom_y>=paddle->getCurrentY())&&(bottom_y<=(paddle->getCurrentY()+PADDLE_HEIGHT)))
{
setVelocityY(getVelocityY()*-1);
}
}
//hits bottom face
if((top_x>=paddle->getCurrentX())&&(top_x<=(paddle->getCurrentX()+PADDLE_WIDTH)))
{
if((top_y>=paddle->getCurrentY())&&(top_y<=(paddle->getCurrentY()+PADDLE_HEIGHT)))
{
setVelocityY(getVelocityY()*-1);
}
}
//hits left face
if((right_y>=paddle->getCurrentY())&&(right_y <= (paddle->getCurrentY()+PADDLE_HEIGHT)))
{
if((right_x>=paddle->getCurrentX())&&(right_x<=(paddle->getCurrentX()+PADDLE_WIDTH)))
{
setVelocityX(getVelocityX()*-1);
//change angle.
float mid_y = paddle->getCurrentY()+(PADDLE_HEIGHT/2);
float y_diff = left_y - mid_y;
velocity_y = (y_diff/PADDLE_HEIGHT)*(PI/2.0);
}
}
//hits right face
if((left_y>=paddle->getCurrentY())&&(left_y <= (paddle->getCurrentY()+PADDLE_HEIGHT)))
{
if((left_x>=paddle->getCurrentX())&&(left_x<=(paddle->getCurrentX()+PADDLE_WIDTH)))
{
setVelocityX(getVelocityX()*-1);
//change angle.
float mid_y = paddle->getCurrentY()+(PADDLE_HEIGHT/2);
float y_diff = left_y - mid_y;
velocity_y = (y_diff/PADDLE_HEIGHT)*(PI/2.0);
}
}
}
void Ball::checkCollision(Paddle *left_paddle,Paddle *right_paddle)
{
float top_x = x,top_y=y-BALL_RADIUS;
float left_x = x-BALL_RADIUS,left_y = y;
float right_x = x+BALL_RADIUS,right_y = y;
float bottom_x = x,bottom_y = y+BALL_RADIUS;
//hit right WALL
if(right_x>=WIN_W)
{
setVelocityX(getVelocityX()*-1);
left_paddle->score++;
}
//hit left wall.
if(left_x<=0)
{
setVelocityX(getVelocityX()*-1);
right_paddle->score++;
}
//collision with ceiling
if(top_y<=0){setVelocityY(getVelocityY()*-1);}
//collision with floor
if(bottom_y>=WIN_H){setVelocityY(getVelocityY()*-1);}
//collision with left paddle
checkPaddleCollision(left_paddle);
//collision with right paddle
checkPaddleCollision(right_paddle);
}