Пример #1
0
  private void onGameStatePlaying() {
    // ball
    Point position = ball.getPosition();
    if (shadowCount >= SHADOW_SKIP) {
      if (previousBallPositions.size() >= NUMBER_OF_BALL_SHADOWS) {
        previousBallPositions.removeLast();
      }
      previousBallPositions.addFirst(new Point(position));
      shadowCount = 0;
    } else {
      shadowCount += 1;
    }
    position.add((ballSpeed * ballUnitVector.getX()), -(ballSpeed * ballUnitVector.getY()));
    ball.setPosition(position);
    ball.setVisible(true);

    for (int i = 0; i < NUMBER_OF_BALL_SHADOWS; i++) {
      VisualControl visualControl = ballShadows.get(i);
      if (previousBallPositions.size() > i) {
        visualControl.setPosition(previousBallPositions.get(i));
        visualControl.setVisible(true);
      } else {
        visualControl.setVisible(false);
      }
    }

    // bounce
    if (bouncedControl != null) {
      if (!bouncedControl.isHit(ball.getPosition())) {
        bouncedControl = null;
      }
    } else {
      for (BounceableControl bounceableControl : paddles.values()) {
        bounceableControls.add(bounceableControl);
      }

      for (BounceableControl bounceableControl : bounceableControls) {
        if (bounceBall(bounceableControl)) {
          bouncedControl = bounceableControl;
          break;
        }
      }

      for (BounceableControl bounceableControl : paddles.values()) {
        bounceableControls.remove(bounceableControl);
      }
    }

    // goal
    if ((position.getX() <= 0.0f) || (position.getX() >= (float) displayMode.getWidth())) {
      gameState = GameState.End;
    }
  }
Пример #2
0
  private boolean bounceBall(BounceableControl control) {
    /*
    log.debug("Cheking...");
    log.debug("\tcontrol: "+control.getPosition().toString()+", ball: "+ball.getPosition().toString());
    log.debug("\tvector: x="+ballUnitVector.getX()+", y="+ballUnitVector.getY());
    */

    boolean isHit = false;
    if ((control.isVisible()) && (control.isHit(ball.getPosition()))) {
      log.debug("bounced!!!!!!!!!!!!!!");

      float angleDelta = 90.0f - control.getRotation();

      // get current angle of ball vector
      Point previousBallPosition = new Point(0.0f, 0.0f);
      Point currentBallPosition = new Point(ballUnitVector.getX(), ballUnitVector.getY());
      // float ballVectorMagnitude = PointUtility.getDistance(previousBallPosition,
      // currentBallPosition);
      float currentBallAngle = PointUtility.getAngle(previousBallPosition, currentBallPosition);
      log.debug("\t\tcurrentBallAngle=" + currentBallAngle);

      // get new vector
      float targetBallAngle = (currentBallAngle + angleDelta);
      float newX = (float) Math.cos(Math.toRadians(targetBallAngle));
      float newY = (float) Math.sin(Math.toRadians(targetBallAngle));
      log.debug("\t\tnew vector: x=" + newX + ", y=" + newY);
      newX = (-1 * newX);

      // back to original angle
      previousBallPosition.set(0.0f, 0.0f);
      currentBallPosition.set(newX, newY);
      log.debug("\t\tnewX=" + newX + ", newY=" + newY);
      float newAngle = PointUtility.getAngle(previousBallPosition, currentBallPosition);
      targetBallAngle = (newAngle - angleDelta);
      log.debug("\t\tnew angle=" + newAngle + ", targetBallAngle=" + targetBallAngle);

      newX = (float) Math.cos(Math.toRadians(targetBallAngle));
      newY = (float) Math.sin(Math.toRadians(targetBallAngle));
      ballUnitVector.set(newX, newY);
      ballUnitVector = ballUnitVector.normalise(null);
      log.debug("\t\tfinal: x=" + ballUnitVector.getX() + ", y=" + ballUnitVector.getY());

      isHit = true;
    }

    return isHit;
  }