I'm trying to make the ball bounce off of the top and bottom 'Walls' of my UI when creating a 2D Pong Clone. This is my Game.cs
public void CheckBallPosition()
{
if (ball.Position.Y == 0 || ball.Position.Y >= graphics.PreferredBackBufferHeight)
ball.Move(true);
else
ball.Move(false);
if (ball.Position.X < 0 || ball.Position.X >= graphics.PreferredBackBufferWidth)
ball.Reset();
}
At the moment I'm using this in my Ball.cs
public void Move(bool IsCollidingWithWall)
{
if (IsCollidingWithWall)
{
Vector2 normal = new Vector2(0, 1);
Direction = Vector2.Reflect(Direction,normal);
this.Position += Direction;
Console.WriteLine("WALL COLLISION");
}
else
this.Position += Direction;
}
It works, but I'm using a manually typed Normal and I want to know how to calculate the normal of the top and bottom parts of the screen?
Each of the boundaries in your world is a line. One side of the line is solid and the other is not. The normal you are trying to compute is one part of the equation for that line. It points toward the non-solid side of the line. The other part of the line equation is the distance from the line to the origin. The equation for the line can be found from two points on that line. You can define these two points based on the coordinates in your game space where you want a wall.
The normal is computed by rotating the line segment defined by the two points 90 degrees and then Normalizing.
You are using the preferred back buffer width and height to define your world space so your would use these to define the points used to compute the normals.
Note that the points must be given in clockwise order so that the normal points in the correct direction.
The following XNA 4.0 program demonstrates these concepts in use:
Wouldn't you just take the position of the ball minus the position of the wall and then normalize that vector to get what you needed without hardcoding it?
The rest of your code should just work the same.
Well, this is how I would handle it
Note however that using this "discrete" collision detection, you wait until after the ball has moved past the top/bottom of the screen to detect a collision; collisions that occur "between" frames may be noticably off, especially if the ball is moving fast. This is especially a problem if you are using this collision-detection method to detect collision with a paddle, since, if the ball is moving fast enough, it is possible for the ball to move right through the paddle!
The solution to this problem is to use what is known as Continuous Collision Detection. CCD is usually significantly more complex than discrete collision detection; fortunately, pong is simple enough that doing CCD would only be slightly more complex. However, you'd still need a solid grasp of high-school algebra to solve the equations.
If you are still interested, there is a good explaination of CCD in this lecture, and this GameDev article goes a bit more in-depth. There are also many questions relating to it on SO.
You could change boolean
IsCollidingWithWall
with some enum like:and check this type when creating normal.