@Override public void update(float pDeltaTime) { mGame.getInput().getMouseEvents(); mGame.getInput().getKeyEvents(); int len = mBalls.size(); for (int i = 0; i < len; i++) { Ball firstBall = mBalls.get(i); for (int j = 0; j < len; j++) { Ball secondBall = mBalls.get(i); if (secondBall == firstBall || !OverlapTester.overlapCircles(firstBall.bounds, secondBall.bounds)) { continue; } System.out.println("overlap"); float newVelocityX1 = (firstBall.velocity.x * (firstBall.mass - secondBall.mass) + (2 * secondBall.velocity.x * secondBall.mass)) / (firstBall.mass + secondBall.mass); float newVelocityY1 = (firstBall.velocity.y * (firstBall.mass - secondBall.mass) + (2 * secondBall.velocity.y * secondBall.mass)) / (firstBall.mass + secondBall.mass); float newVelocityX2 = (secondBall.velocity.x * (secondBall.mass - firstBall.mass) + (2 * firstBall.velocity.x * firstBall.mass)) / (firstBall.mass + secondBall.mass); float newVelocityY2 = (secondBall.velocity.y * (secondBall.mass - firstBall.mass) + (2 * firstBall.velocity.y * firstBall.mass)) / (firstBall.mass + secondBall.mass); firstBall.velocity.add(newVelocityX1, newVelocityY1); secondBall.velocity.add(newVelocityX2, newVelocityY2); } // firstBall.velocity.add(mGravity.x * pDeltaTime, mGravity.y * pDeltaTime); firstBall.update(pDeltaTime); if (firstBall.getX() < firstBall.getWidth() / 2) { firstBall.setX(firstBall.getWidth() / 2); firstBall.velocity.x *= -1; } if (firstBall.getX() > mWidth - firstBall.getWidth() / 2) { firstBall.setX(mWidth - firstBall.getWidth() / 2); firstBall.velocity.x *= -1; } if (firstBall.getY() < firstBall.getWidth() / 2) { firstBall.setY(firstBall.getWidth() / 2); firstBall.velocity.y *= -1; } if (firstBall.getY() > mHeight - firstBall.getHeight() / 2) { firstBall.setY(mHeight - firstBall.getHeight() / 2); firstBall.velocity.y *= -1; } } }
public void updateSizes(int width, int height) { frameWidth = width; frameHeight = height; ball.setX((frameWidth - ball.getDiameter()) / 2); ball.setY((frameHeight - ball.getDiameter()) / 2); // System.out.println(this.getWidth() +" " + this.getHeight()); this.setSize(frameWidth, frameHeight); }
public void followMouse() { if (draggedMouseX != -1 && draggedMouseY != -1) { ball.setX(draggedMouseX - ball.getDiameter() / 2); ball.setY(draggedMouseY - ball.getDiameter() / 2); // System.out.println(draggedMouseX + " "+ draggedMouseY); repaint(); } }
public void moveBall() { if (moveRight == true) { if (ball.getX() < frameWidth - ball.getDiameter()) { ball.setX(ball.getX() + 1); if (moveDown == true) { if (ball.getY() < this.getWidth() - ball.getDiameter()) { ball.setY(ball.getY() + 1); } else { moveDown = false; } } else { if (ball.getY() >= 0) { ball.setY(ball.getY() - 1); } else { moveDown = true; } } } else { moveRight = false; } } else { if (ball.getX() >= 0) { ball.setX(ball.getX() - 1); if (moveDown == true) { if (ball.getY() < this.getWidth() - ball.getDiameter()) { ball.setY(ball.getY() + 1); } else { moveDown = false; } } else { if (ball.getY() >= 0) { ball.setY(ball.getY() - 1); } else { moveDown = true; } } } else { moveRight = true; } } repaint(); }
public void paint(Graphics g) { // set up the double buffering to make the game animation nice and smooth Graphics2D twoDGraph = (Graphics2D) g; // take a snap shop of the current screen and same it as an image // that is the exact same width and height as the current screen if (back == null) back = (BufferedImage) (createImage(getWidth(), getHeight())); // create a graphics reference to the back ground image // we will draw all changes on the background image Graphics graphToBack = back.createGraphics(); if (lives < 1) { ball.setXSpeed(0); ball.setYSpeed(0); paddle.setSpeed(0); graphToBack.drawString("GAME OVER", 387, 30); } else if (bricks.isEmpty()) { ball.setXSpeed(0); ball.setYSpeed(0); paddle.setSpeed(0); graphToBack.drawString("YOU WIN", 387, 30); } ball.moveAndDraw(graphToBack); paddle.draw(graphToBack); for (Block x : bricks) { x.draw(graphToBack); } graphToBack.setColor(Color.white); graphToBack.drawString(score + ":" + lives, 387, 15); if (ball.didCollide(left) || ball.didCollide(right)) { ball.setXSpeed(-ball.getXSpeed()); } if (ball.didCollide(top)) { ball.setYSpeed(-ball.getYSpeed()); } if (ball.didCollide(bottom)) { ball.draw(graphToBack, Color.white); ball.setXSpeed(2); ball.setYSpeed(2); ball.setX(400); ball.setY(500); lives--; ball.setYSpeed(-ball.getYSpeed()); } // see if the ball hits the paddle if (ball.didCollide(paddle)) ball.setYSpeed(-ball.getYSpeed()); // brick collision for (Block x : bricks) { if (x.didCollide(ball)) { score++; x.draw(graphToBack, Color.white); bricks.remove(x); if (ball.didCollideTop(x) || ball.didCollideBottom(x)) ball.setYSpeed(-ball.getYSpeed()); else ball.setXSpeed(-ball.getXSpeed()); } } // see if the paddles need to be moved graphToBack.setColor(Color.black); graphToBack.drawString(score + ":" + lives, 387, 15); if (keys[0]) paddle.moveLeftAndDraw(graphToBack); if (keys[1]) paddle.moveRightAndDraw(graphToBack); twoDGraph.drawImage(back, null, 0, 0); }
/** * Determines if the given ball has collided with the paddle and returns true if it has and false * if it has not. If the ball has collided with the paddle the balls movement vectors are modified * so the ball will bounce back at the proper angle. * * @param ball is the ball to examine to see if it has collided with the paddle * @return Returns true if ball collides with paddle and if so updates vectors */ public boolean collision(Ball ball) { // Temp variables for paddle corner coordinates; int pX1 = this.x; int pX2 = pX1 + this.width - 1; int pY1 = this.y; int pY2 = pY1 + this.height - 1; // Temp variables for ball coordinates, movement vectors, and radius int bX = ball.getX(); int bY = ball.getY(); int vX = ball.getXVector(); int vY = ball.getYVector(); int bRad = ball.getRadius(); // Testing for collisions with the paddle edges and the Ball if (bX < pX1 && bY >= pY1 && bY <= pY2 && vX > 0) // left edge { if (bX + bRad > pX1) // will collide with edge { ball.setX(pX1 - bRad); ball.setXVector(-Math.abs(vX)); // Change x direction return true; } } else if (bX > pX2 && bY >= pY1 && bY <= pY2 && vX < 0) // right edge { if (bX - bRad < pX2) // will collide with edge { ball.setX(pX2 + bRad); ball.setXVector(Math.abs(vX)); // Change x direction return true; } } else if (bY < pY1 && bX >= pX1 && bX <= pX2 && vY > 0) // top edge { if (bY + bRad > pY1) // will collide with edge { ball.setY(pY1 - bRad); ball.setYVector(-Math.abs(vY)); // Change y direction return true; } } else if (bY > pY2 && bX >= pX1 && bX <= pX2 && vY < 0) // bottom edge { if (bY - bRad < pY2) // will collide with edge { ball.setY(pY2 + bRad); ball.setYVector(Math.abs(vY)); // Change y direction return true; } } else // Otherwise test to see if the ball hits a corner of the paddle { if (ball.distance(pX1, pY1) <= bRad && ball.distance(pX1, pY1) <= ball.distance(pX2, pY1)) { // top-left corner collision if (Math.abs(pX1 - bX) >= Math.abs(pY1 - bY)) if (vX > 0) ball.setXVector(-vX); if (Math.abs(pX1 - bX) <= Math.abs(pY1 - bY)) if (vY > 0) ball.setYVector(-vY); return true; } else if (ball.distance(pX2, pY1) <= bRad) { // top-right corner collision if (Math.abs(pX2 - bX) >= Math.abs(pY1 - bY)) if (vX < 0) ball.setXVector(-vX); if (Math.abs(pX2 - bX) <= Math.abs(pY1 - bY)) if (vY > 0) ball.setYVector(-vY); return true; } else if (ball.distance(pX2, pY2) <= bRad && ball.distance(pX2, pY2) <= ball.distance(pX1, pY2)) { // bottom-right corner collision if (Math.abs(pX2 - bX) >= Math.abs(pY2 - bY)) if (vX < 0) ball.setXVector(-vX); if (Math.abs(pX2 - bX) <= Math.abs(pY2 - bY)) if (vY < 0) ball.setYVector(-vY); return true; } else if (ball.distance(pX1, pY2) <= bRad) { // bottom-left corner collision if (Math.abs(pX1 - bX) >= Math.abs(pY2 - bY)) if (vX > 0) ball.setXVector(-vX); if (Math.abs(pX1 - bX) <= Math.abs(pY2 - bY)) if (vY < 0) ball.setYVector(-vY); return true; } } return false; }