Example #1
0
void Sphere::move()
{
    coord += step;
    gravity();
    if(collisionX()) flipX();
    if(collisionY()) flipY();
}
Example #2
0
void SideScroller::FixedUpdate() {
	for (size_t i = 0; i < entities.size(); i++) {

		// handle collisions
		// collide with something on bottom
		if (entities[i]->collidedBottom) {
			entities[i]->isJumping = false;
			entities[i]->velocity_y = 0.0f;
		}

		// collide with something on top
		if (entities[i]->collidedTop){
			entities[i]->velocity_y = 0.0f;
		}

		// collide with something on left
		if (entities[i]->collidedLeft){
			entities[i]->velocity_x = 0.0f;
		}

		// collide with something on right
		if (entities[i]->collidedRight){
			entities[i]->velocity_x = 0.0f;
		}

		// reset
		entities[i]->collidedBottom = false;
		entities[i]->collidedTop = false;
		entities[i]->collidedLeft = false;
		entities[i]->collidedRight = false;

		// apply gravity
		if (!entities[i]->isStatic) {
			entities[i]->velocity_x += gravity_x * FIXED_TIMESTEP;
			entities[i]->velocity_y += gravity_y * FIXED_TIMESTEP;
		}

		// apply friction
		entities[i]->velocity_x = lerp(entities[i]->velocity_x, 0.0f, FIXED_TIMESTEP * entities[i]->friction_x);
		entities[i]->velocity_y = lerp(entities[i]->velocity_y, 0.0f, FIXED_TIMESTEP * entities[i]->friction_y);

		// apply acceleration
		entities[i]->velocity_x += entities[i]->acceleration_x * FIXED_TIMESTEP;
		entities[i]->velocity_y += entities[i]->acceleration_y * FIXED_TIMESTEP;

		// update y values
		entities[i]->y += entities[i]->velocity_y * FIXED_TIMESTEP;

		// handle collision Y
		collisionY(entities[i]);

		// update x values
		entities[i]->x += entities[i]->velocity_x * FIXED_TIMESTEP;

		// handle collision X
		collisionX(entities[i]);
	}
}
Example #3
0
	ball_t moveBall(ball_t ballToMove) {

		//check if ball is running into any of the side walls
		if (collisionX(ballToMove.position.x)) {
			ballToMove.velocity.x = -1*ballToMove.velocity.x;
		}


		ballToMove.position.x += ballToMove.velocity.x;


		//check if the ball is running into the top or bottom and move the ball
		if (collisionY(ballToMove.position.y)) {
			ballToMove.velocity.y = -1*ballToMove.velocity.y;
		}

		ballToMove.position.y += ballToMove.velocity.y;


		return ballToMove;
	}
Example #4
0
	ball_t moveBall(ball_t ballToMove, paddle thePaddle) {

		//check if the ball has collided with the paddle
		if (collisionObjects(ballToMove, thePaddle)) {
			ballToMove.velocity.x = -1*ballToMove.velocity.x;
		}

		//check if ball is running into any of the side walls
		if (collisionX(ballToMove.position.x)) {
			ballToMove.velocity.x = -1*ballToMove.velocity.x;
		}


		//check if the ball is running into the top or bottom and move the ball
		if (collisionY(ballToMove.position.y)) {
			ballToMove.velocity.y = -1*ballToMove.velocity.y;
		}

		ballToMove.position.y += ballToMove.velocity.y;
		ballToMove.position.x += ballToMove.velocity.x;


		return ballToMove;
	}