SDL_RenderFillRect(renderer, &b->r);
}
+static bool ll_collision(float x1, float y1, float x2, float y2,
+ float x3, float y3, float x4, float y4, Vec2df *intersect)
+{
+ float uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) /
+ ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
+ float uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) /
+ ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1));
+
+ if(intersect) {
+ intersect->x = x1 + (uA * (x2-x1));
+ intersect->y = y1 + (uB * (y2-y1));
+ }
+
+ return (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1);
+}
+
+/*
+ * (v)box / line collision
+ * returns 0 on no collision, 1/2/3/4 on left/right/top/bottom
+ */
+static int lr_collision(Vec2df start, Vec2df end, SDL_Rect r, Vec2df *i) {
+ if(ll_collision(start.x, start.y, end.x, end.y, r.x, r.y, r.x, r.y + r.h, i))
+ return 1; //left
+ if(ll_collision(start.x, start.y, end.x, end.y, r.x + r.w, r.y, r.x + r.w, r.y + r.h, i))
+ return 2; //right
+ if(ll_collision(start.x, start.y, end.x, end.y, r.x, r.y, r.x + r.w, r.y , i))
+ return 3; //top
+ if(ll_collision(start.x, start.y, end.x, end.y, r.x, r.y + r.h, r.x + r.w, r.y + r.h, i))
+ return 4; //bottom
+}
+
static void paddle_update(const Uint8* keyStates, float dt)
{
pad.v.x = 0;
static void ball_update(float dt)
{
bool collisionResponded = false;
+ float halfw = ball.r.w / 2;
+ float halfh = ball.r.h / 2;
+
// applying velocity
ball.r.x += ball.v.x * dt;
ball.r.y += ball.v.y * dt;
- vline[0].x = ball.r.x + ball.r.w / 2;
- vline[0].y = ball.r.y + ball.r.h / 2;
-
- // todo: fix
- // terniary should be replaced with the size of the ball * normalised vel
- vline[1].x = vline[0].x + ball.v.x + ( ball.v.x > 0 ? ball.r.w / 2 : 0);
- vline[1].y = vline[0].y + ball.v.y + ( ball.v.y > 0 ? ball.r.h / 2 : 0);
-
+ // velocity projection start to center of ball
+ vline[0].x = ball.r.x + halfw;
+ vline[0].y = ball.r.y + halfh;
+
+ // setting velocity projection end
+ vline[1].x = vline[0].x + ball.v.x;
+ if(ball.v.x > 0) { vline[1].x += halfw; }
+ else if (ball.v.x < 0) {vline[1].x -= halfw; }
+ vline[1].y = vline[0].y + ball.v.y;
+ if(ball.v.y > 0) { vline[1].y += halfh; }
+ else if (ball.v.y < 0) {vline[1].y -= halfh; }
+
+ // are we going to collide with the paddle?
+ {
+ int willCollide = lr_collision(vline[0], vline[1], pad.r, NULL);
+ switch(willCollide) {
+ //TODO: set ball loc to colliding wall, invert vel & skip vel add
+ }
+ }
// screen bounds checks & responses
if(ball.r.x + ball.r.w > windowSize.x && !collisionResponded){
int main()
{
- //TODO: run on primary display
if(!init()) { return 1; }
while(!quit) {