// sets old coordinates, checks for collisions, then sets new // coordinates based on collision data void updateBallPos() { // first get paddle position int paddlePos = getPaddlePosition(); if(onPaddle) { oldball.x = ball.x; oldball.y = ball.y; ball.x = paddlePos + (PADDLE_WIDTH / 2); } else { oldball.x = ball.x; oldball.y = ball.y; checkBallCollisions(paddlePos); ball.x += xdir*speed; ball.y += ydir*speed; } drawBall(); }
void MainState::update(Game* game) { mPlayer1Sprite.update(); mPlayer2Sprite.update(); mBallSprite.update(); checkPaddleScreenCollision(&mPlayer1Sprite); checkPaddleScreenCollision(&mPlayer2Sprite); checkBallCollisions(game); }