fix ball bouncing to bricks maths

This commit is contained in:
Quinn
2024-08-16 00:03:44 +02:00
parent f96218b28a
commit 5d53df673d

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@@ -88,9 +88,9 @@ static void update_ball(Level* level, Ball* ball, Bouncer* bouncer) {
}
const float max_brick_x = brick->pos.x + BRICK_WIDTH;
const float max_brick_y = brick->pos.y + BRICK_HEIGHT;
const float brick_max_y = brick->pos.y + BRICK_HEIGHT;
if (ball->pos.x < max_brick_x && (ball->pos.x + ball->size) > brick->pos.x &&
ball->pos.y < max_brick_y && (ball->pos.y + ball->size) > brick->pos.y) {
ball->pos.y < brick_max_y && (ball->pos.y + ball->size) > brick->pos.y) {
level->bricks[x][y].destroyed = true;
// skip changing direction of we already did
@@ -98,12 +98,15 @@ static void update_ball(Level* level, Ball* ball, Bouncer* bouncer) {
continue;
}
// manage ball bounce direction
if (abs(ball->direction.x) <= abs(ball->direction.y)) {
ball->direction.y *= -1;
//float ball_centre_x = ball->pos.x + (ball->size / 2.0F);
float ball_centre_y = ball->pos.y + (ball->size / 2.0F);
// manage ball bounce direction; only bounce along the X axis if the ball's Y centre is in between dthe top and bottom of the block
if (brick->pos.y < ball_centre_y && ball_centre_y < brick_max_y) {
ball->direction.x *= -1;
}
else {
ball->direction.x *= -1;
ball->direction.y *= -1;
}
collided = true;