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 Angle collision question  (Read 1287 times) 0 Members and 1 Guest are viewing this topic.
CyanPrime
 « Posted 2011-03-27 21:27:29 »

Okay, so I got this collision algorithm for angle 180 (down) and I wanna know what I got to do to make it work for all angles.

 1  2  3  4 `if(new Rectangle((int)ball.x, (int) ball.y, ball.size, ball.size).intersects(new Rectangle(wall[i].x, wall[i].y, wall[i].width, wall[i].height))){            ball.y -= (ball.y + ball.size) - wall[i].y;            ball.angle = 0 //up         }`
ra4king

JGO Kernel

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 « Reply #1 - Posted 2011-03-27 21:46:49 »

Vectors should be much easier. You can just invert the direction when you hit the wall.

This should help:
http://www.java-gaming.org/index.php/topic,23930

CyanPrime
 « Reply #2 - Posted 2011-03-27 22:39:24 »

Okay, so so far I got this:
 1  2  3  4  5  6  7  8 `@Override    public void update(GameContainer gc, int delta)          throws SlickException         {       ball.position.add(ball.velo);       ball.velo.add(ball.accel);       ball.accel = ball.velo.scale(0.5f);    }`

This is slowly moving this ball towards my paddle:
 1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  17 `public class Ball {   int size = 30;   float speed = 0.2f;   float maxSpeed = 6;      float angle;      Vector2f position;   Vector2f velo;   Vector2f accel;      public Ball(){      velo = new Vector2f(0,speed);      position = new Vector2f(640/2 - size/2, 200);      accel = new Vector2f(0,speed);   }}`

But how would I apply my collision algorithm to this?
ReBirth
 « Reply #3 - Posted 2011-03-30 00:30:56 »

I wonder why it's "ball.position.add(ball.velo);" ? there is posistion class inside your ball class? or what?

CyanPrime
 « Reply #4 - Posted 2011-03-30 01:28:36 »

It's a Vector2f (Slick lib).
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