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  Angle collision question  (Read 1500 times)
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Offline 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.

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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
         }
Offline 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

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

Okay, so so far I got this:
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@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:
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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?
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Offline 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?

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

It's a Vector2f (Slick lib).
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