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ball_object.cpp
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ball_object.cpp
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#include "ball_object.h"
BallObject::BallObject() : GameObject(), Radius(12.5f), Stuck(true) { }
BallObject::BallObject(glm::vec2 pos, float radius, glm::vec2 velocity, Texture2D sprite)
: GameObject(pos, glm::vec2(radius * 2.0f, radius * 2.0f), sprite, glm::vec3(1.0f), velocity), Radius(radius), Stuck(true) { }
glm::vec2 BallObject::Move(float dt, unsigned int window_width)
{
//if not stuck to player board
if (!this->Stuck)
{
//move the ball
this->Position += this->Velocity * dt;
if (this->Position.x <= 0.0f)
{
this->Velocity.x = -this->Velocity.x;
this->Position.x = 0.0f;
}
else if (this->Position.x + this->Size.x >= window_width)
{
this->Velocity.x = -this->Velocity.x;
this->Position.x = window_width - this->Size.x;
}
if (this->Position.y <= 0.0f)
{
this->Velocity.y = -this->Velocity.y;
this->Position.y = 0.0f;
}
}
return this->Position;
}
// resets the ball to initial Stuck position (if ball is outside window bounds)
void BallObject::Reset(glm::vec2 position, glm::vec2 velocity)
{
this->Position = position;
this->Velocity = velocity;
this->Stuck = true;
this->Sticky = false;
this->PassThrough = false;
}