Created
November 10, 2011 05:42
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This is the solution to step 4 of the Stanford CS106A Breakout game assignment, checking for collisions off the paddle and brick
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private void moveBall() { | |
ball.move(vx, vy); | |
//check for walls | |
//need to get vx and vy at the point closest to 0 or the other edge | |
if ((ball.getX() - vx <= 0 && vx < 0 )|| (ball.getX() + vx >= (getWidth() - BALL_RADIUS*2) && vx>0)) { | |
vx = -vx; | |
} | |
//We don't need to check for the bottom wall, since the ball can fall through the wall at that point | |
if ((ball.getY() - vy <= 0 && vy < 0 )) { | |
vy = -vy; | |
} | |
//check for other objects | |
GObject collider = getCollidingObject(); | |
if (collider == paddle) { | |
vy = -vy; | |
} | |
//since we lay down a row of bricks, the last brick in the brick wall is assigned the value brick. | |
//so we narrow it down by saying that the collier does not equal to a paddle or null, | |
//so all that is left is the brick | |
else if (collider != null) { | |
remove(collider); | |
vy = -vy; | |
} | |
pause (DELAY); | |
} | |
private GObject getCollidingObject() { | |
if((getElementAt(ball.getX(), ball.getY())) != null) { | |
return getElementAt(ball.getX(), ball.getY()); | |
} | |
else if (getElementAt( (ball.getX() + BALL_RADIUS*2), ball.getY()) != null ){ | |
return getElementAt(ball.getX() + BALL_RADIUS*2, ball.getY()); | |
} | |
else if(getElementAt(ball.getX(), (ball.getY() + BALL_RADIUS*2)) != null ){ | |
return getElementAt(ball.getX(), ball.getY() + BALL_RADIUS*2); | |
} | |
else if(getElementAt((ball.getX() + BALL_RADIUS*2), (ball.getY() + BALL_RADIUS*2)) != null ){ | |
return getElementAt(ball.getX() + BALL_RADIUS*2, ball.getY() + BALL_RADIUS*2); | |
} | |
//need to return null if there are no objects present | |
else{ | |
return null; | |
} | |
} |
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