/****************************************************************** ** 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), Sticky(false), PassThrough(false) { } 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), Sticky(false), PassThrough(false) { } 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; this->Sticky = false; this->PassThrough = false; }