Updated ball to have deflection and max speed.

Updated the ball to increment its speed on hit.
Also to calc a better angle on hit to serve back.
Also set a max speed.
This commit is contained in:
2026-09-21 07:27:45 +02:00
parent 34a52f2076
commit 4a45ba3328
+44 -11
View File
@@ -9,6 +9,7 @@ init_ball :: proc() -> Entity {
active = true, active = true,
pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}, pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)},
speed = 500, speed = 500,
max_speed = 800,
vel = rl.Vector2{0,0}, vel = rl.Vector2{0,0},
shape = .Circle, shape = .Circle,
size = rl.Vector2{15, 15} size = rl.Vector2{15, 15}
@@ -25,6 +26,7 @@ serve_ball :: proc(ball: ^Entity) {
reset_ball :: proc(ball: ^Entity) { reset_ball :: proc(ball: ^Entity) {
ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)} ball.pos = rl.Vector2{(VIEWPORT_W / 2), (VIEWPORT_H / 2)}
ball.vel = rl.Vector2{0,0} ball.vel = rl.Vector2{0,0}
ball.speed = 500
} }
update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) { update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
@@ -39,18 +41,14 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
return return
} }
ball.pos += ball.vel * dt
radius := ball.size.x radius := ball.size.x
field_bounds := level.field_bounds field_bounds := level.field_bounds
// paddle collisions detection (player then enemy) // paddle collisions detection (player then enemy)
if check_ball_paddle_collision(ball^, level.player) { if check_ball_paddle_collision(ball, level.player) {
ball.vel.x = abs(ball.vel.x) resolve_collision(ball, level.player, true)
// stp stickiness } else if check_ball_paddle_collision(ball, level.opponent) {
ball.pos.x = level.player.pos.x + level.player.size.x + radius resolve_collision(ball, level.opponent, false)
} else if check_ball_paddle_collision(ball^, level.opponent) {
ball.vel.x = -abs(ball.vel.x)
ball.pos.x = level.opponent.pos.x - radius
} }
// bounds collision detection // bounds collision detection
@@ -68,9 +66,11 @@ update_ball :: proc(ball: ^Entity, level: ^Level, dt: f32) {
reset_ball(ball) reset_ball(ball)
level.serve_timer = level.wait_time level.serve_timer = level.wait_time
} }
ball.pos += ball.vel * dt
} }
check_ball_paddle_collision :: proc(ball: Entity, paddle: Entity) -> bool { check_ball_paddle_collision :: proc(ball: ^Entity, paddle: Entity) -> bool {
paddle_rec := rl.Rectangle{ paddle_rec := rl.Rectangle{
x = paddle.pos.x, x = paddle.pos.x,
y = paddle.pos.y, y = paddle.pos.y,
@@ -78,14 +78,47 @@ check_ball_paddle_collision :: proc(ball: Entity, paddle: Entity) -> bool {
height = paddle.size.y, height = paddle.size.y,
} }
collided := rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec) collided := rl.CheckCollisionCircleRec(ball.pos, ball.size.x, paddle_rec)
if collided do emit_event(Event{ type = .Ball_Collision }) if collided do emit_event(.Ball_Collision)
return collided return collided
} }
increment_score :: proc(score_side: ^int, max_score: int, player: bool) { increment_score :: proc(score_side: ^int, max_score: int, player: bool) {
score_side^ += 1 score_side^ += 1
if score_side^ == max_score do emit_event(Game_Over_Data{player})
}
if score_side^ == max_score do emit_event(Event{ .Game_Over, player }) increment_speed :: proc(ball: ^Entity) {
if ball.speed <= ball.max_speed {
ball.speed += 100
ball.vel = rl.Vector2Normalize({ball.vel.x, ball.vel.y}) * ball.speed
}
}
resolve_collision :: proc(ball: ^Entity, paddle: Entity, is_player: bool) {
ball_center_y := ball.pos.y
paddle_center_y := paddle.pos.y + (paddle.size.y / 2.0)
local_y := ball_center_y - paddle_center_y
half_height := paddle.size.y / 2.0
// check if we are in top or bottom half of paddle
hit_t := clamp(local_y / half_height, -1.0, 1.0)
// direction is dependant of if its the player
dir_x: f32 = is_player ? 1.0 : -1.0
// steer the angle by a value using its hit t value
dir_y := hit_t * 1.3
new_dir := rl.Vector2Normalize({dir_x, dir_y})
ball.vel = new_dir * ball.speed
increment_speed(ball)
// Resolve overlap
if is_player {
ball.pos.x = paddle.pos.x + paddle.size.x + ball.size.x
} else {
ball.pos.x = paddle.pos.x - ball.size.x
}
} }
render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) { render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {