axmol/samples/TestCpp/Classes/TouchesTest/Ball.cpp

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#include "Ball.h"
#include "Paddle.h"
Ball::Ball(void)
{
}
Ball::~Ball(void)
{
}
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float Ball::radius()
{
return getTexture()->getContentSize().width / 2;
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}
Ball* Ball::ballWithTexture(CCTexture2D* aTexture)
{
Ball* pBall = new Ball();
pBall->initWithTexture(aTexture);
pBall->autorelease();
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return pBall;
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}
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void Ball::move(float delta)
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{
CCSize size = CCDirector::sharedDirector()->getWinSize();
this->setPosition( ccpAdd(getPosition(), ccpMult(m_velocity, delta)) );
if (getPosition().x > size.width - radius())
{
setPosition( ccp( size.width - radius(), getPosition().y) );
m_velocity.x *= -1;
}
else if (getPosition().x < radius())
{
setPosition( ccp(radius(), getPosition().y) );
m_velocity.x *= -1;
}
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}
void Ball::collideWithPaddle(Paddle* paddle)
{
CCRect paddleRect = paddle->rect();
paddleRect.origin.x += paddle->getPosition().x;
paddleRect.origin.y += paddle->getPosition().y;
float lowY = CCRect::CCRectGetMinY(paddleRect);
float midY = CCRect::CCRectGetMidY(paddleRect);
float highY = CCRect::CCRectGetMaxY(paddleRect);
float leftX = CCRect::CCRectGetMinX(paddleRect);
float rightX = CCRect::CCRectGetMaxX(paddleRect);
if (getPosition().x > leftX && getPosition().x < rightX) {
bool hit = false;
float angleOffset = 0.0f;
if (getPosition().y > midY && getPosition().y <= highY + radius())
{
setPosition( CCPointMake(getPosition().x, highY + radius()) );
hit = true;
angleOffset = (float)M_PI / 2;
}
else if (getPosition().y < midY && getPosition().y >= lowY - radius())
{
setPosition( CCPointMake(getPosition().x, lowY - radius()) );
hit = true;
angleOffset = -(float)M_PI / 2;
}
if (hit)
{
float hitAngle = ccpToAngle(ccpSub(paddle->getPosition(), getPosition())) + angleOffset;
float scalarVelocity = ccpLength(m_velocity) * 1.05f;
float velocityAngle = -ccpToAngle(m_velocity) + 0.5f * hitAngle;
m_velocity = ccpMult(ccpForAngle(velocityAngle), scalarVelocity);
}
}
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}