rendered paste bodyvoid Ball::CollisionPaddle(Paddle &paddle)
{
if(m_x + BALL_DIAMETER > paddle.GetX() && m_x < paddle.GetX() + paddle.GetWidth())
{
if(m_y + BALL_DIAMETER > paddle.GetY() && m_y < paddle.GetY()+PADDLE_HEIGHT)
{
//collision
// *= 1.2? to increase game speed as time increases
m_yvel *= -1;
float ballOffsetToPaddle = m_x - (paddle.GetX() + paddle.GetWidth()/2);
if(ballOffsetToPaddle >= 0)
{
if(m_xvel < 0)
{
m_xvel *= -1;
m_bounces++;
}
}
else if(ballOffsetToPaddle < 0)
{
if(m_xvel > 0)
{
m_xvel *= -1;
m_bounces++;
}
}
if(m_xvel == 0)
m_xvel = 1;
}
}
}