mirror of https://github.com/axmolengine/axmol.git
111 lines
3.4 KiB
C++
111 lines
3.4 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "Ball.h"
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#include "Paddle.h"
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#include "../VisibleRect.h"
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USING_NS_CC;
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Ball::Ball()
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{
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}
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Ball::~Ball()
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{
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}
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float Ball::radius()
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{
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return getTexture()->getContentSize().width / 2;
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}
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Ball* Ball::ballWithTexture(Texture2D* aTexture)
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{
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Ball* pBall = new (std::nothrow) Ball();
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pBall->initWithTexture(aTexture);
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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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{
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this->setPosition(getPosition() + _velocity * delta);
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if (getPosition().x > VisibleRect::right().x - radius())
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{
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setPosition(VisibleRect::right().x - radius(), getPosition().y);
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_velocity.x *= -1;
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}
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else if (getPosition().x < VisibleRect::left().x + radius())
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{
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setPosition(VisibleRect::left().x + radius(), getPosition().y);
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_velocity.x *= -1;
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}
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}
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void Ball::collideWithPaddle(Paddle* paddle)
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{
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auto paddleRect = paddle->getRect();
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paddleRect.origin.x += paddle->getPosition().x;
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paddleRect.origin.y += paddle->getPosition().y;
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float lowY = paddleRect.getMinY();
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float midY = paddleRect.getMidY();
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float highY = paddleRect.getMaxY();
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float leftX = paddleRect.getMinX();
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float rightX = paddleRect.getMaxX();
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if (getPosition().x > leftX && getPosition().x < rightX) {
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bool hit = false;
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float angleOffset = 0.0f;
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if (getPosition().y > midY && getPosition().y <= highY + radius())
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{
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setPosition(getPosition().x, highY + radius());
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hit = true;
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angleOffset = (float)M_PI / 2;
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}
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else if (getPosition().y < midY && getPosition().y >= lowY - radius())
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{
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setPosition(getPosition().x, lowY - radius());
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hit = true;
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angleOffset = -(float)M_PI / 2;
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}
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if (hit)
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{
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float hitAngle = (paddle->getPosition() - getPosition()).getAngle() + angleOffset;
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float scalarVelocity = _velocity.getLength() * 1.05f;
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float velocityAngle = -_velocity.getAngle() + 0.5f * hitAngle;
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_velocity = Vec2::forAngle(velocityAngle) * scalarVelocity;
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}
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}
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}
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