/******************************************************************
** 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(GL_TRUE), Sticky(GL_FALSE), PassThrough(GL_FALSE) { }
BallObject::BallObject(glm::vec2 pos, GLfloat radius, glm::vec2 velocity, Texture2D sprite)
: GameObject(pos, glm::vec2(radius * 2, radius * 2), sprite, glm::vec3(1.0f), velocity), Radius(radius), Stuck(GL_TRUE), Sticky(GL_FALSE), PassThrough(GL_FALSE) { }
glm::vec2 BallObject::Move(GLfloat dt, GLuint 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 = GL_TRUE;
this->Sticky = GL_FALSE;
this->PassThrough = GL_FALSE;
}
HI