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); } }
private void checkWall() { boolean checkLeftWall = ball.getX() <= 0; boolean checkRightWall = ball.getX() + BALL_RADIUS * 2 >= WIDTH; boolean checkTop = ball.getY() <= 0; if ((checkLeftWall) || (checkRightWall)) { vx = -vx; } if (checkTop) { vy = -vy; } }
/** 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); } }
private void checkObject() { // x and y parameters for the different corners double leftX = ball.getX(); double rightX = ball.getX() + (2 * BALL_RADIUS); double upperY = ball.getY(); double lowerY = ball.getY() + (2 * BALL_RADIUS); // check the corners for object GObject upperLeft = checkCorner(leftX, upperY); // check upper-left corner if (upperLeft == null) { GObject upperRight = checkCorner(rightX, upperY); // check upper-right corner } GObject lowerLeft = checkCorner(leftX, lowerY); // //check lower-left corner if (lowerLeft == null) { GObject lowerRight = checkCorner(rightX, lowerY); // check lower-right corner if ((lowerLeft == paddle) && (lowerRight == paddle)) { // When both lower corners hit paddle, change direction. vy = -vy; } } }
private void gaming() { boolean loseOneTurn; boolean win = false; boolean stillAlive = true; for (int i = NTURNS; i > 0; i--) { // loops for the number of turns. GLabel life = showLifeCount(i); waitForClick(); add(life); while (stillAlive) { // the ball moves and bounces until the user loses or wins the turn. moveBall(); loseOneTurn = (ball.getY() >= HEIGHT); // user loses one turn when the ball falls under the paddle. win = (brickCount == 0); // user wins when there is no brick left. stillAlive = !(loseOneTurn || win); } if (win) break; // breaks from the loop if the user wins in one turn. remove(ball); createBall(); // a new ball appears on the center of the screen after one turn stillAlive = true; remove(life); } }
/** Check whether the game is over */ private boolean gameover() { return (ball.getY() > (getHeight() - 2 * BALL_RADIUS)) || (num_brick_left == 0); }