Add progress ball object code.

This commit is contained in:
Joey de Vries
2020-04-23 12:30:50 +02:00
parent 85af3b93fa
commit 01def67b0d
4 changed files with 98 additions and 9 deletions

View File

@@ -17,12 +17,12 @@ BallObject::BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2
glm::vec2 BallObject::Move(float dt, unsigned int window_width) glm::vec2 BallObject::Move(float dt, unsigned int window_width)
{ {
// If not stuck to player board // if not stuck to player board
if (!this->Stuck) if (!this->Stuck)
{ {
// Move the ball // move the ball
this->Position += this->Velocity * dt; this->Position += this->Velocity * dt;
// Then check if outside window bounds and if so, reverse velocity and restore at correct position // then check if outside window bounds and if so, reverse velocity and restore at correct position
if (this->Position.x <= 0.0f) if (this->Position.x <= 0.0f)
{ {
this->Velocity.x = -this->Velocity.x; this->Velocity.x = -this->Velocity.x;
@@ -42,7 +42,7 @@ glm::vec2 BallObject::Move(float dt, unsigned int window_width)
return this->Position; return this->Position;
} }
// Resets the ball to initial Stuck Position (if ball is outside window bounds) // resets the ball to initial Stuck Position (if ball is outside window bounds)
void BallObject::Reset(glm::vec2 position, glm::vec2 velocity) void BallObject::Reset(glm::vec2 position, glm::vec2 velocity)
{ {
this->Position = position; this->Position = position;

View File

@@ -12,8 +12,8 @@
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "game_object.h"
#include "texture.h" #include "texture.h"
#include "power_up.h"
// BallObject holds the state of the Ball object inheriting // BallObject holds the state of the Ball object inheriting
@@ -23,16 +23,16 @@
class BallObject : public GameObject class BallObject : public GameObject
{ {
public: public:
// Ball state // ball state
float Radius; float Radius;
bool Stuck; bool Stuck;
bool Sticky, PassThrough; bool Sticky, PassThrough;
// Constructor(s) // constructor(s)
BallObject(); BallObject();
BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite); BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite);
// Moves the ball, keeping it constrained within the window bounds (except bottom edge); returns new position // moves the ball, keeping it constrained within the window bounds (except bottom edge); returns new position
glm::vec2 Move(float dt, unsigned int window_width); glm::vec2 Move(float dt, unsigned int window_width);
// Resets the ball to original state with given position and velocity // resets the ball to original state with given position and velocity
void Reset(glm::vec2 position, glm::vec2 velocity); void Reset(glm::vec2 position, glm::vec2 velocity);
}; };

View File

@@ -0,0 +1,51 @@
/******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "ball_object.h"
BallObject::BallObject()
: GameObject(), Radius(12.5f), Stuck(true) { }
BallObject::BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite)
: GameObject(pos, glm::vec2(radius * 2.0f, radius * 2.0f), sprite, glm::vec3(1.0f), velocity), Radius(radius), Stuck(true) { }
glm::vec2 BallObject::Move(float dt, unsigned int window_width)
{
// if not stuck to player board
if (!this->Stuck)
{
// move the ball
this->Position += this->Velocity * dt;
// then check if outside window bounds and if so, reverse velocity and restore at correct position
if (this->Position.x <= 0.0f)
{
this->Velocity.x = -this->Velocity.x;
this->Position.x = 0.0f;
}
else if (this->Position.x + this->Size.x >= window_width)
{
this->Velocity.x = -this->Velocity.x;
this->Position.x = window_width - this->Size.x;
}
if (this->Position.y <= 0.0f)
{
this->Velocity.y = -this->Velocity.y;
this->Position.y = 0.0f;
}
}
return this->Position;
}
// resets the ball to initial Stuck Position (if ball is outside window bounds)
void BallObject::Reset(glm::vec2 position, glm::vec2 velocity)
{
this->Position = position;
this->Velocity = velocity;
this->Stuck = true;
}

View File

@@ -0,0 +1,38 @@
/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef BALLOBJECT_H
#define BALLOBJECT_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include "game_object.h"
#include "texture.h"
// BallObject holds the state of the Ball object inheriting
// relevant state data from GameObject. Contains some extra
// functionality specific to Breakout's ball object that
// were too specific for within GameObject alone.
class BallObject : public GameObject
{
public:
// ball state
float Radius;
bool Stuck;
// constructor(s)
BallObject();
BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite);
// moves the ball, keeping it constrained within the window bounds (except bottom edge); returns new position
glm::vec2 Move(float dt, unsigned int window_width);
// resets the ball to original state with given position and velocity
void Reset(glm::vec2 position, glm::vec2 velocity);
};
#endif