243 lines
7.0 KiB
Java
243 lines
7.0 KiB
Java
package break_out.model;
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import break_out.Constants;
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import java.awt.Color;
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import java.util.Random;
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/**
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* This class contains the information about the balls characteristics and behavior
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*
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* @author iSchumacher; modified by Gruppe 175 (Moritz Henseleit, Ruben Meyer)
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*/
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public class Ball implements IBall {
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/**
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* The balls position on the playground
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*/
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private Position position;
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/**
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* The balls direction
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*/
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private Vector2D direction;
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/**
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* The balls hit state for paddles; custom implementation
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*/
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private boolean hitsPaddle;
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/**
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* The balls color with default component color
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*/
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private Color color = Constants.COLOR_COMPONENT;
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/**
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* The constructor of a ball
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* The balls position and direction are initialized here.
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*/
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public Ball() {
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this.position = new Position(0, 0);
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this.direction = new Vector2D(Constants.BALL_SPEED, Constants.BALL_SPEED);
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this.direction.rescale();
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// start at bottom-center
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this.position.setX((Constants.SCREEN_WIDTH - Constants.BALL_DIAMETER) / 2.0);
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this.position.setY(Constants.SCREEN_HEIGHT - Constants.BALL_DIAMETER - Constants.PADDLE_HEIGHT);
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}
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/**
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* The getter for the balls position
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*
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* @return position The balls current position
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*/
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public Position getPosition() {
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return this.position;
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}
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/**
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* The getter for the balls direction
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*
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* @return direction The balls current direction
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*/
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public Vector2D getDirection() {
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return this.direction;
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}
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/**
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* The getter for the balls color
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*
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* @return color The balls current color
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*/
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public Color getColor() { return this.color; }
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/**
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* The setter for the balls color
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*
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* @param color The balls new color
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*/
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public void setColor(Color color) { this.color = color; }
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/**
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* Creates new random color for the ball and sets it
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*
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* @see <a href="https://stackoverflow.com/a/4247219">Stackoverflow Answer 4247219</a>
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*/
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public void newRandomColor() {
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Random random = new Random();
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// random hue without blue colors to prevent ghosting
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// 65 <~ 170/255
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float hue = (random.nextInt(65)) / 100f;
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// saturation between 0.5 and 0.7
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float saturation = (random.nextInt(2000) + 5000) / 10000f;
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float luminance = 0.9f;
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Color randColor = Color.getHSBColor(hue, saturation, luminance);
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setColor(randColor);
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}
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/**
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* The getter for the balls hit state
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*
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* @return hitsPaddle The balls current hit state
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*/
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public boolean getHitState() { return this.hitsPaddle; }
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/**
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* The setter for the balls hit state
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*
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* @param state The balls new hit state
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*/
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public void setHitState(boolean state) { this.hitsPaddle = state; }
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/**
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* updates ball position
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*/
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public void updatePosition() {
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// sets X position
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this.position.setX(this.position.getX() + this.direction.getDx());
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// sets Y position
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this.position.setY(this.position.getY() + this.direction.getDy());
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}
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/**
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* Ball reacts to contact with the borders
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*/
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public void reactOnBorder() {
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// reacts on left border
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if (this.position.getX() <= 0) {
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this.position.setX(0);
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this.direction.setDx(-(this.direction.getDx()));
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}
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// reacts on right border (-Diameter because of hitbox)
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if (this.position.getX() >= Constants.SCREEN_WIDTH - Constants.BALL_DIAMETER) {
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this.position.setX(Constants.SCREEN_WIDTH - Constants.BALL_DIAMETER);
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this.direction.setDx(-(this.direction.getDx()));
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}
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// reacts on top border
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if (this.position.getY() <= 0) {
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this.position.setY(0);
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this.direction.setDy(-(this.direction.getDy()));
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}
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// reacts on bottom border (+Diameter because of hitbox)
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if (this.position.getY() >= Constants.SCREEN_HEIGHT - Constants.BALL_DIAMETER) {
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this.position.setY(Constants.SCREEN_HEIGHT - Constants.BALL_DIAMETER);
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this.direction.setDy(-(this.direction.getDy()));
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}
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}
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/**
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* tests whether the ball touches the paddle's hit box.
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* @param paddle paddle which will be tested
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* @return true when ball hits the paddle
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*/
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public boolean hitsPaddle(Paddle paddle) {
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// paddles position
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Position posPaddle = paddle.getPosition();
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// balls position
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Position posBall = this.getPosition();
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// test balls y position against paddles y values
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// paddles y values can be interpreted as a closed interval therefore if balls y position is in the interval, its true
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boolean testPaddleY = (
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posPaddle.getY() <= posBall.getY() && posBall.getY() <= posPaddle.getY()+paddle.getHeight() ||
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posPaddle.getY() <= posBall.getY()+Constants.BALL_DIAMETER && posBall.getY()+Constants.BALL_DIAMETER <= posPaddle.getY()+paddle.getHeight()
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);
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// test balls x position against paddles x values
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// paddles x values can be interpreted as a closed interval therefore if balls x position is in the interval, its true
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boolean testPaddleX = (
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posPaddle.getX() <= posBall.getX() && posBall.getX() <= posPaddle.getX()+paddle.getWidth() ||
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posPaddle.getX() <= posBall.getX()+Constants.BALL_DIAMETER && posBall.getX()+Constants.BALL_DIAMETER <= posPaddle.getX()+paddle.getWidth()
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);
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// if balls y position is in paddles y values, verify x position
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if(testPaddleY) {
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// DEBUG OUTPUT
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//System.out.println("ball is in y area of paddle: "+String.format("x, y, w, h: %s, %s, %s, %s", posPaddle.getX(), posPaddle.getY(), paddle.getWidth(), paddle.getHeight()));
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// if ball is in paddles hit box
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if(testPaddleX) {
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// DEBUG OUTPUT
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//System.out.println("ball hits paddle: "+String.format("x, y, w, h: %s, %s, %s, %s", posPaddle.getX(), posPaddle.getY(), paddle.getWidth(), paddle.getHeight()));
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return true;
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}
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}
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// default output, ball doesn't hit paddle
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return false;
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}
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/**
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* Ball got hit by Paddle paddle
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* @param paddle hitbox mechanism of paddle
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*/
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public void reflectOnPaddle(Paddle paddle) {
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// reflection point / offset point
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Position reflectionPoint = new Position(
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paddle.getPosition().getX() + (paddle.getWidth() / 2.0),
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paddle.getPosition().getY() + (paddle.getHeight() / 2.0)
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);
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// new direction vector; assignment not here
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Vector2D reflectionVector;
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// no general solution, estimation required
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// only two paddles defined in the game design, therefore greater or smaller than middle of screen
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//deciding if the paddle is at the top or bottom to adjust if its +or- y direction
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if (paddle.getPosition().getY() <= Constants.SCREEN_HEIGHT/2.0) {
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// top paddle
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reflectionPoint.setY(reflectionPoint.getY() - Constants.REFLECTION_OFFSET);
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} else {
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// bottom paddle
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reflectionPoint.setY(reflectionPoint.getY() + Constants.REFLECTION_OFFSET);
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}
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// calculating the center of the ball; needed for correct vector calculation
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Position ballCenter = new Position(
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position.getX() + (Constants.BALL_DIAMETER/2.0),
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position.getY() + (Constants.BALL_DIAMETER/2.0)
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);
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// The direction is set to the vector between offset point and the ball's center
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reflectionVector = new Vector2D(reflectionPoint, ballCenter);
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// normalize vector
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reflectionVector.rescale();
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// replace direction vector
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this.direction.setDx(reflectionVector.getDx());
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this.direction.setDy(reflectionVector.getDy());
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}
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}
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