I'm currently trying to make a breakout clone using java and libgdx. I'm currently experiencing trouble getting the ball to bounce off of the blocks at the appropriate angle. In short the problem I'm having is that the ball moves 12 pixels every frame and doesn't always line up with the edge of a brick. If anyone has any suggestions on a better way to move the ball or a different way to check collision it would be much appreciated!
Main game class
package com.kyleparker.breakout;
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Array;
public class BreakoutGameScreen implements ApplicationListener {
Texture dropImage;
Sound dropSound;
Music rainMusic;
SpriteBatch batch;
OrthographicCamera camera;
Rectangle bucket;
Paddle paddle;
//Brick bricks[];
Array<Brick> bricks;
Ball ball;
@Override
public void create() {
// load the images for the droplet, 64x64 pixels
dropImage = new Texture(Gdx.files.internal("droplet.png"));
// load the drop sound effect and the rain background "music"
dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav"));
rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3"));
// start the playback of the background music immediately
rainMusic.setLooping(true);
rainMusic.play();
// create the camera and the SpriteBatch
camera = new OrthographicCamera();
camera.setToOrtho(false, 1280, 720);
batch = new SpriteBatch();
paddle = new Paddle(new Texture(Gdx.files.internal("bucket.png")));
bricks = new Array<Brick>();
populateBricks();
ball = new Ball(new Texture(Gdx.files.internal("bucket.png")), paddle, bricks);
}
private void populateBricks() {
bricks.add(new Brick(200,100));
for (int i = 0; i < 5; i++) {
for (int j = 0; j <= 7; j++) {
bricks.add(new Brick (j * 144 + 76, i * 80 + 300)); //Offsets each new brick
}
}
}
@Override
public void render() {
// clear the screen with a dark blue color. The
// arguments to glClearColor are the red, green
// blue and alpha component in the range [0,1]
// of the color to be used to clear the screen.
Gdx.gl.glClearColor(0, 0, 0.2f, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
// tell the camera to update its matrices.
camera.update();
// tell the SpriteBatch to render in the
// coordinate system specified by the camera.
batch.setProjectionMatrix(camera.combined);
// begin a new batch and draw the bucket and
// all drops
batch.begin();
paddle.render(batch, camera);
ball.move();
ball.render(batch, camera);
for (int x = bricks.size - 1; x > 0; x--) {
bricks.get(x).render(batch,camera);
}
batch.end();
}
@Override
public void dispose() {
// dispose of all the native resources
dropImage.dispose();
dropSound.dispose();
rainMusic.dispose();
batch.dispose();
paddle.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
Ball class
package com.kyleparker.breakout;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.Array;
public class Ball{
Texture ballImage;
Rectangle ball;
private int xdir;
private int ydir;
Paddle paddle;
Array<Brick> bricks;
final int BALL_SPEED = 12;
public Ball(Texture ballImage, Paddle paddle, Array<Brick> bricks) {
// load the ball image
this.ballImage = ballImage;
xdir = 1;
ydir = -1;
// create a Rectangle for the balls collision
ball = new Rectangle();
ball.x = 1280 / 2 - 64 / 2; // center the ball
ball.y = 100; // put the ball 200px away from the bottom of the screen
ball.width = 64;
ball.height = 64;
this.paddle = paddle;
this.bricks = bricks;
}
public void render(SpriteBatch batch, OrthographicCamera camera) {
// draw the paddle onto the batch of the level
batch.draw(ballImage, ball.x, ball.y);
}
public void move() {
ball.x += xdir * BALL_SPEED;
ball.y += ydir * BALL_SPEED;
if (ball.x <= 0) {
setXDir(1);
}
if (ball.x >= 1280 - 64) {
setXDir(-1);
}
if (ball.y <= 0) {
setYDir(1);
}
if (ball.y >= 720 - 64) {
setYDir(-1);
}
if (ball.overlaps(paddle.getRect())) {
setYDir(1);
}
for (int i = 0; i < bricks.size; i++) {
if (ball.overlaps(bricks.get(i).getRect())) {
if ((ball.x == (bricks.get(i).getRect().x + 128)))
{
setXDir(1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision RIGHT");
}
if (((ball.x + 64) == bricks.get(i).getRect().x))
{
setXDir(-1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision LEFT");
}
if ((ball.y == (bricks.get(i).getRect().y + 64)))
{
setYDir(1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision TOP");
}
if (((ball.y + 64) == bricks.get(i).getRect().y))
{
setYDir(-1);
bricks.get(i).setDestroyed(true);
System.out.println("Collision BOTTOM");
}
}
}// end of for
}
public void setXDir(int x) {
xdir = x;
}
public void setYDir(int y) {
ydir = y;
}
public int getYDir() {
return ydir;
}
public int getXDir() {
return xdir;
}
public Rectangle getRect() {
// return the collision rectangle for checking overlaps
return ball;
}
public void dispose() {
// dispose of all the native resources
ballImage.dispose();
}
}// end of class
Brick code just in case
package com.kyleparker.breakout;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
public class Brick{
Texture brickImage;
Rectangle brick;
boolean destroyed;
public Brick(int x, int y) {
brickImage = new Texture(Gdx.files.internal("brick.png"));
// create a Rectangle for the bricks collision
brick = new Rectangle();
brick.x = x;
brick.y = y;
brick.width = 128;
brick.height = 64;
destroyed = false;
}
public void render(SpriteBatch batch, OrthographicCamera camera) {
// draw the brick onto the batch of the level
batch.draw(brickImage, brick.x, brick.y);
}
public boolean isDestroyed() {
// return the collision rectangle for checking overlaps
return destroyed;
}
public void setDestroyed(boolean destroyed)
{
this.destroyed = destroyed;
if (this.destroyed == true) {
dispose();
brick.x = -1000;
brick.y = -1000;
}
}
public Rectangle getRect() {
return brick;
}
public void dispose() {
// dispose of all the native resources
brickImage.dispose();
}
}