/** Check for collision */ private void checkRebounce() { // check for left/right/top wall if (ball.getX() < 0) { vx *= -1; ball.move(vx, 0); return; } else if ((ball.getX() + 2 * BALL_RADIUS) > getWidth()) { vx *= -1; ball.move(vx, 0); return; } else if (ball.getY() < 0) { ball.setLocation(ball.getX(), -ball.getY()); vy *= -1; return; } // check for collision with bricks: from the four vertexs lefttop = getElementAt(ball.getX(), ball.getY()); righttop = getElementAt(ball.getX() + 2 * BALL_RADIUS, ball.getY()); leftbottom = getElementAt(ball.getX(), ball.getY() + 2 * BALL_RADIUS); rightbottom = getElementAt(ball.getX() + 2 * BALL_RADIUS, ball.getY() + 2 * BALL_RADIUS); if ((lefttop != null) && (righttop != null) && (lefttop != board) && (lefttop != mylabel)) { remove(lefttop); num_brick_left--; vy *= -1; } else if ((righttop != null) && (rightbottom != null) && (righttop != board) && (righttop != mylabel)) { remove(righttop); num_brick_left--; vx *= -1; } else if ((rightbottom != null) && (leftbottom != null) && (rightbottom != board) && (rightbottom != mylabel)) { remove(rightbottom); num_brick_left--; vy *= -1; } else if ((leftbottom != null) && (lefttop != null) && (leftbottom != board) && (leftbottom != mylabel)) { remove(leftbottom); num_brick_left--; vx *= -1; } // check for collision with board if (getElementAt(ball.getX(), (ball.getY() + BALL_RADIUS / 2)) == board) { vy *= -1; ball.move(0, vy); } }
public void run() { GOval o = new GOval(40, 40); o.setColor(Color.RED); o.setFilled(true); add(o, 100, 100); while (true) { pause(WAIT); o.move(xMove, yMove); } }
private void PrecisionPaddle() { if (ball.getY() > HEIGHT - PADDLE_Y_OFFSET - PADDLE_HEIGHT - BALL_RADIUS * 2) { // check if the ball drops below the paddle double diff = ball.getY() - (HEIGHT - PADDLE_Y_OFFSET - PADDLE_HEIGHT - BALL_RADIUS * 2); ball.move(0, -2 * diff); // move ball an amount equal to the amount it drops below the paddle } }
private void checkForCollision() { // check if ball has hit floor. If so, bounce it upwards. if (ball.getY() > getHeight() - DIAM_BALL) { bounceClip.play(); yVel = -yVel * BOUNCE_REDUCE; // bounces back almost to BOUNCE_REDUCE * starting height // moves ball back above the floor the same distance it would have dropped below the floor in // same time double diff = ball.getY() - (getHeight() - DIAM_BALL); ball.move(0, -2 * diff); } }
/** * The method which controls the movement the ball, check all the objects with which the ball is * faced and performs the appropriate actions to them */ private boolean runBall() { double vx; double vy = SPEED_Y; boolean res = false; vx = rgen.nextDouble(1.0, 3.0); // randomly sets horizontal speed if (rgen.nextBoolean( 0.5)) // with a 50 percent chance change the direction of movement of the ball vx = -vx; while (allDelBricks < NBRICK_ROWS * NBRICKS_PER_ROW) { // The game will not end until all the bricks GObject collider = getCollidingObject(); // The variable gets test result object vx = checkTheLeftAndRightWall(vx); // Check the collision of the ball on the side walls vy = checkTheTopWallAndPaddle(vy); // Check the collision of the ball on the ceiling and paddle vx = checkLeftAndRightWallOfPaddle( vx); // Check the collision of the ball with the side part of the paddle if (collider != null) { // If checkpoints are returned brick, it is then removed if (collider != paddle) { remove(collider); vy = -vy; allDelBricks++; } } ball.move(vx, vy); pause(TIME_PAUSE); if (ball.getY() > HEIGHT - (PADDLE_Y_OFFSET / 3) - BALL_RADIUS * 2) { // The game stops when the ball falls below the window res = false; return res; } res = true; } return res; }
// Update/move ball down and sideways. yVel increases each cycle, due to gravity. private void moveBall() { yVel += GRAVITY; ball.move(xVel, yVel); }
private void startFall() { ball.move(vx, vy); pause(DELAY); ball.sendToBack(); }
/** Move the ball */ private void moveBall() { ball.move(vx, vy); }