I am making a game like pong except that there is only one paddle and the ball moves in projectile motion. The goal is to keep the ball bouncing on your paddle for as long as possible. I when I have the ball hit the paddle the direction of the y component of the velocity has it's sign flipped. The issue with this is that when the ball is moving up gravity acts upon in in that direction, speeding it up. The code is below
This is the code for my ball class, this is the tick method which is called 60 times a second
public Ball(double x, double y, Game game) {
super(x,y);
this.game=game;
}
public void tick() {
time+=1.0/60.0;
if(x<=0)
xreflection=1.0;
else if(x>=Game.Width-15)
xreflection=-1.0;
if(y<=0)
yreflection=1.0;
else if(y>=Game.Height-15)
gameover=1;//different variable here as I use this to end the game if the ball hits the bottom of the screen
x+=traj.xvel()*xreflection;
y-=traj.yvel(time)*yreflection;
if(Physics.Collision(this, game.getP())) {
time=2;
System.out.println("Collision");
yreflection=-1;
}
}
This is my ball Trajectory class which handles all the math for this
public double xvel() {
double xvelo=initvel*Math.cos(Math.toRadians(theta));
return xvelo;
}
public double yvel(double time) {
double yvelo;
yvelo=initvel*Math.sin(Math.toRadians(theta))-(9.8*time);
return yvelo;
}
And I have tried to use an if statement with y reflection to make 9.8 negative when yreflection is 1 and positive when it is -1.
you are not really doing reflection ... to reflect by major axis you should negate the appropriate coordinate of the speed vector (and correct the position) I do not see such behavior in your code. Instead your y velocity has no sign regardless of the direction up/down hence you just add gravity acc to it ... to remedy either rewrite the code or add the
yreflection
to your gravity related code too... also you got theta? I would expect angle only in the first shootingsee
My Algorithm to Calculate Position of Smartphone - GPS and Sensors
You just use/add forces you want to use. But in your collision once you detect you are inside wall you need to correct the position along with the reflection of speed too otherwise you risk double collisions ...
Here small C++ example with air friction:
My coordinate system is (0,0) is top left and x point right and y points down ... To use this just init the walls
x0,y0,x1,y1
call theball_init()
and then in some timer callball_update(dt)
and render ball atpos
and radiusr
...This is how it look like:
PS. You need to tweak the parameters like delta time
dt
, accelerations or add pixel scale to match your needs... You need to have all units compatible ... I recommend using SI (m,m/s,m/s^2,s,N,.. ) so you also need to decide how big is pixel (in meters)